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Frost Mage Legion Mage Tower Legacy Challenge Guide
By Malon
Last Updated:
2021/12/11
Changelog
Patch: 7.3.5
Table of Contents
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Rating: 4.3/5
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This section of the Frost Mage guide provides tactics and advice on how to approach the artifact appearance challenge
Thwarting the Twins
added in patch 7.2. This guide is written and maintained by Malon, who raids with <Omen> on Emerald Dream EU; his lifelong ambition is to have the Warlock class renamed to 'Fuzzy Cuddlebears'. Find him on
Twitter
and at the
Altered Time
Mage forums.
This guide is about the Legion version of the Mage Tower Challenge, that isn't accessible anymore.
Click here for the updated Frost Mage Mage Tower Timewalking Challenge Guide
Frost Mage Challenge Appearance
Elite Magus is an appearance for
Ebonchill
, for which you need to complete a difficult solo scenario. You can only attempt this while the Mage Tower building is active in the Broken Shore area.
Frost - Elite Magus
Gear
Although you can attempt it with less, I recommend a gear level of at least 920 before trying this challenge - you can attempt it as low as item level 900 though you may want to just get more gear and over-power the scenario. This is one of the more difficult challenges.
Any set bonus should be useful, but none are mandatory for this scenario.
Haste on gear is very useful, enabling you to cast more
Frostbolt
and get more
Blizzard
ticks while kiting; for this reason I used the
Whispers in the Dark
and
Erratic Metronome
trinkets (when Nighthold was still current content). Whispers in the Dark can backfire if the casting speed debuff affects you at the wrong time, so be wary. In addition, the trinket was nerfed heavily but still can be useful if it has a high item level. Any damage trinkets should work, especially those from Antorus.
Having at least 66 traits will help out a ton as well. Be wary as
Torment the Weak
can break crowd control.
Buffs
Bear Tartare
Flask of the Whispered Pact
Defiled Augment Rune
Drums of Fury
- only if using
Shard of the Exodar
Talents
These are my recommend talents.
Bone Chilling
and
Lonely Winter
are interchangeable. With lower gear levels I found the extra add control and on-demand
Fingers of Frost
very useful, and
Shimmer
can be swapped for
Ice Floes
. However, having that second
Blink
charge is likely to save your life.
Frozen Touch
are interchangeable
Splitting Ice
if desired, but the extra procs make kiting and burst slightly easier. You will get plenty of procs in Stages two and on wards, so it may not be too terribly advantageous.
Frigid Winds
,
Arctic Gale
and
Thermal Void
are non-negotiable.
Legendaries
I rate
Prydaz, Xavaric's Magnum Opus
,
Belo'vir's Final Stand
and
Sephuz's Secret
very highly in this scenario.
The shield from Belo'vir or Prydaz will absorb most of an explosion (
Grasp from Beyond
) from the
Hand from Beyond
, allowing you to ignore its first cast (the same goes for
Ice Block
).
There are many ways of proccing
Sephuz's Secret
in this scenario: all mobs can be frozen and the
Hand from Beyond
needs interrupting.
The encounter isn't long enough to use
Time Warp
twice with
Shard of the Exodar
, but you can use
Drums of Fury
.
As always with a
Thermal Void
build,
Lady Vashj's Grasp
is excellent,
The encounter
Phase 1
You will begin by kiting
Karam Magespear
. Do not let him hit you;
Rising Dragon
will take you to very low health, if not one-shot you, giving you no wiggle room for the extremely hectic later phases.
Karam gains a stacking movement speed buff, so you may need to burn
Icy Veins
to nuke him down before this becomes too much for you to handle. Simply cast
Frostbolt
at him, while using
Ice Lance
and
Flurry
as they proc. If he gets too close,
Frost Nova
and run away. Avoid the purple pools on the floor; they deal damage and slow you down.
Phase 2
Phase 2 begins when Karam reaches 30% health. He will go immune and begin to heal, while
Raest Magespear
starts to attack you. Although it is tempting, do not
Counterspell
his
Shadow Bolt
; doing so will cause him to move, and it's useful to keep him in the centre of the arena.
Raest will summon small adds, which do nothing except move towards you. Like Karam, they will one-shot you if they get too close. Keep
Blizzard
on cooldown to control them and fire
Frozen Orb
into their midst at all opportunities, to force
Fingers of Frost
procs.
Use
Icy Veins
here, if you didn’t in phase 1. The massive amount of Fingers of Frost procs from your Orbs should enable you to keep it active well into phase 3.
Phase 3
Karam begins chasing you again. Raest no longer summons small adds, although the existing ones don’t despawn and will continue to attack you; keep them controlled with Blizzard and Frozen Orb.
A new mechanic in this phase is the
Hand from Beyond
, which is a priority target. As soon as it spawns, you must switch your focus to it (freeze the adds and Karam if necessary with
Frost Nova
or your pet's
Freeze
) and nuke it down. It will cast
Grasp from Beyond
; as with most other abilities in this encounter, this will one-shot you if you allow it to be cast. Counterspell at the very end of the cast, giving you more time to attack the Hand. About five seconds after interrupting, the cast will begin again; the Hand must die before this second cast is complete. You will probably get between two and three Hands in this phase before burning Karam to 30%.
Phase 4
Karam goes immune again and Raest again begins to attack you and summon adds. Hand From Beyond is not active in this phase. However, Raest will place purple runes on the ground (
Rune of Summoning
). You must stand in this rune and soak it until it disappears, otherwise a
Thing of Nightmare
will spawn and - you guessed it - one-shot you. Attack Raest, control adds and stamp on runes to make it through to the last phase.
Phase 5
Karam spawns one final time, but Raest is also active. This means that you will simultaneously be dealing with Karam; Raest; the small
Shadowy Vestige
and
Shadowy Fiend
adds; Hand From Beyond; and Rune of Summoning.
Soaking the Rune of Summoning is your priority, with Hand From Beyond a close second. You should also kite Karam (don't bother directly attacking him: keep him at bay with Blizzard and Frozen Orb) while attacking Raest. The encounter is complete when Raest dies (although Karam will keep attacking you; if you die to him after Raest goes down, don’t worry).
Tips + tricks
The cleave from Splitting Ice prioritises Raest when he is active, so helps to push extra damage onto him while attacking Karam/Hand From Beyond.
Everything in this fight can be frozen; use it as an escape and, if using your Water Elemental, a source of Fingers of Frost procs.
Possibly the most helpful tip that I can share for this fight, courtesy of
Xaryu
of Method: you can move your Water Elemental onto the
Rune of Summoning
to soak it, negating the need to move yourself! The Rune always spawns close to the same location.
If a
Rune of Summoning
spawns in an awful location you can run into it, then use
Ice Block
quickly cancelling it (or waiting for a blink charge to come back up) after the rune despawns, and blinking away again.
Anything else useful
There are several ways to approach cooldown use in this fight:
Icy Veins
in phase 1 and phase 3 - use this if you’re struggling to get through phase 1, or can reliably keep Icy Veins active into phase 2.
Icy Veins in phase 2 (Raest active), with
Time Warp
. This is viable if you have a high level of gear and can nuke Raest down quickly, while there are few other mechanics. Icy Veins will carry over into phase 3 and can be used to quickly deal with Karam.
If you have
Shard of the Exodar
, I recommend using
Drums of Fury
and
Icy Veins
in phase 1, then
Time Warp
and Icy Veins in phase 4.
Video
Dree
recorded a video of her textbook completion of this challenge, using
Lady Vashj's Grasp
and
Sephuz's Secret
, with the talents
Bone Chilling
,
Ice Floes
,
Incanter's Flow
,
Frozen Touch
,
Arctic Gale
and
Thermal Void
. Watch closely at
3:53
, where she uses her Water Elemental to soak a
Rune of Summoning
.
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