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Restoration Druid Legion Mage Tower Legacy Challenge Guide
By Jaydaa
Last Updated:
2021/12/06
Changelog
Patch: 7.3.5
Table of Contents
Rating: 4.5/5
(
14
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Guide Navigation
Rating: 4.5/5
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Learn how to defeat the Artifact Challenge encounter,
End of the Risen Threat
, as a Restoration Druid. In this guide, we'll cover optimal talents, legendaries, gear, consumables, and Restoration Druid specific tips.
This guide is currently updated and maintained by
Jaydaa
. I've been raiding in WoW for almost 11 years on various healers and DPS. Find me on
Twitter
.
This guide is about the Legion version of the Mage Tower Challenge, that isn't accessible anymore.
Click here for the updated Restoration Druid Mage Tower Timewalking Challenge Guide
Artifact Skin
Restoration - Night's Vigilance
Restoration Druid Artifact Challenge Guide
This challenge consists of 7 Stages that you must overcome in order to obtain your Artifact Appearance. The scenario is designed to test not only your ability to heal, but also your mastery of all aspects of your specialization. You are accompanied by Commander Jarod Shadowsong (Warrior), Granny Marl (Hunter), and Callie Carrington (Rogue). These NPCs must be kept alive throughout the entire scenario. If any of them die, you will fail the scenario and need to start at the beginning. If you die, the NPCs will continue fighting until either they die or the scenario is complete.
Gear
Ideal item level: 915+
Minimum Item Level: 900
Enhancements
Food -
Nightborne Delicacy Platter
Flask -
Flask of the Whispered Pact
Potion -
Potion of Deadly Grace
or
Potion of Prolonged Power
Augment Rune -
Defiled Augment Rune
Recommended Legendaries (not required but helpful)
Stage 1 -
The Dark Titan's Advice
,
X'oni's Caress
, or
Edraith, Bonds of Aglaya
The Dark Titan's Advice
- provides excellent single target healing increase.
X'oni's Caress
- provides more frequent access to
Ironbark
and a significant healing increase when
Ironbark
is used.
Edraith, Bonds of Aglaya
- the HoT refresh can be very helpful if you're struggling with mana or need to save a few extra GCDs.
Stage 3 -
Prydaz, Xavaric's Magnum Opus
,
The Dark Titan's Advice
,
Ekowraith, Creator of Worlds
.
Prydaz, Xavaric's Magnum Opus
- solid survivability increase.
The Dark Titan's Advice
- provides excellent single target healing increasing you survivability while damaging enemies.
Ekowraith, Creator of Worlds
- increases your
Ysera's Gift
healing and
Thick Hide
damage reduction which allows you to focus on damage more instead of healing.
Stage 5 -
Essence of Infusion
and
Velen's Future Sight
Essence of Infusion
- allows you to use
Tranquility
to full heal one set of NPCs.
Velen's Future Sight
- excellent increase to your healing when healing the NPCs. and also leverages the overhealing of others to that same goal.
Stage 7 -
The Dark Titan's Advice
,
Edraith, Bonds of Aglaya
,
Prydaz, Xavaric's Magnum Opus
,
The Dark Titan's Advice
- provides excellent single target healing increase.
Edraith, Bonds of Aglaya
- the HoT refresh can be very helpful if you're struggling with mana or need to save a few extra GCDs.
Prydaz, Xavaric's Magnum Opus
- solid survivability increase, but be mindful of the shield. It can be difficult to deplete the absorb shield in time to maintain your health at low enough levels to not cause the debuff to explode for significantly more damage.
Trinkets
Stat sticks (Intellect and static secondaries) are best for this as they provide a constant predictable healing increase. Example:
Ethereal Urn
,
Unstable Arcanocrystal
, etc.
Proc trinkets are sub-optimal, but okay if you have no other options.
Mana trinkets should be avoided as more throughput is typically better and the extra mana does not contribute to your damage
Recommended Talents
Abundance
- While not ordinarily a talent we take,
Abundance
provides significant increase to
Regrowth
which we'll be using heavily throughout the encounter to quickly heal targets back to full health.
Displacer Beast
- Excellent mobility for quickly avoiding mechanics, or running away from Risen Soldiers.
Guardian Affinity
- Excellent damage reduction and allows us to leverage
Bear Form
for damage as well.
Typhoon
- With very little crowd control in our toolkit,
Typhoon
gives us a necessary interrupt, daze, and knockback all-in-one on a short cooldown.
Incarnation: Tree of Life
- Provides us with an extra throughput CD, that can also act as a damage reduction, empowers some of our other abilities, and is a flat throughput increase that is available on-demand.
Germination
- Because we'll be healing a small subset of NPCs and ourselves,
Germination
provides the best overall throughput gain.
Stonebark
- While not ordinarily a talent we take,
Stonebark
provides more frequent access to
Ironbark
and a significant healing increase when
Ironbark
is used.
Stage 1: The Landing
The first stage of the scenario requires you to complete 5 waves of undead enemies with no break in between. You can drop combat briefly in between waves by not interacting with your allies as a new wave spawns, allowing you use of potions, preferably
Potion of Deadly Grace
but
Potion of Prolonged Power
is also a great option. Extra damage that you provide will lower the healing requirement.
Wave 1: Archer
A single
Corrupted Risen Arbalest
activates that is focused by the entire party. You can use
Typhoon
to interrupt the
Mana Sting
ability. Additionally you can place a
Ursol's Vortex
prior to the ranger jumping away to cause the pull back to interrupt
Mana Sting
. If you are hit by this ability you will lose considerable mana and take heavy damage. An ally NPC can intercept this ability if they are standing between you and the
Corrupted Risen Arbalest
to soak it for you, but be warned, this will still deal heavy damage to them instead of you. As our CC is extremely limited, you should get used to positioning yourself for an NPC to intercept the
Mana Sting
and providing significant healing and frequent use of
Ironbark
.
Wave 2: Archer/Mage
A
Corrupted Risen Arbalest
spawns with a
Corrupted Risen Mage
on this wave. The
Corrupted Risen Mage
will cast
Arcane Blitz
on a random target, increasing in power as indicated by a buff on the
Corrupted Risen Mage
. Interrupt the
Corrupted Risen Mage
with
Typhoon
, when they reach 2-3 stacks of their buff. This will interrupt the cast long enough and cause the buff to drop and reduce overall incoming damage. Continue to deal damage to the
Corrupted Risen Mage
while using NPCs to intercept the
Corrupted Risen Arbalest
's
Mana Sting
.
Wave 3: Mage/Soldier
The last new mob type activates on wave 3, the
Corrupted Risen Soldier
. They have two abilities, a
Knife Dance
that does heavy aoe damage and a
Fixate
that prioritizes you and does significant single target damage if they reach you, If more than one
Corrupted Risen Soldier
is using
Fixate
, then the second one will tend to prefer one of your friendly NPCs. Focus your damage on the
Corrupted Risen Mage
while staying close enough to the
Corrupted Risen Mage
to be able to interrupt the
Corrupted Risen Mage
at 2-3 stacks of their buff in conjuction with the
Corrupted Risen Soldier
's
Knife Dance
with
Typhoon
. Initially, this can be tricky to do. If you can't interrupt the
Knife Dance
with
Typhoon
, then that's okay but you will need to do more AoE healing. The most important interrupt is the one on the
Corrupted Risen Mage
. After every
Knife Dance
, the
Corrupted Risen Soldier
will
Fixate
you. As a Druid, we have a lot of answers for this. We can
Displacer Beast
or
Dash
to avoid the
Corrupted Risen Soldier
entirely, but this will reduce our healing and damage throughput but is a safe option. We can use
Entangling Roots
to root the
Corrupted Risen Soldier
. Note that
Entangling Roots
only lasts 7 seconds in this scenario and diminishes in effect after each cast. The final option is to shift into
Bear Form
and just tank the incoming damage using
Ironfur
and
Frenzied Regeneration
.
Wave 4: 2xSoldier/Mage
Two
Corrupted Risen Soldier
s spawn and after a short time will both cast
Knife Dance
. At this point, the
Corrupted Risen Mage
will be at 2-3 stacks of the buff. You need to interrupt all three NPCs with
Typhoon
or at the very least the
Corrupted Risen Mage
and one of the
Corrupted Risen Soldier
s. If you fail the interrupts on the
Corrupted Risen Soldier
at any point during this wave as they can be tricky, I highly recommend using
Tranquility
to catch up on healing. After this the
Corrupted Risen Soldier
s will
Fixate
. I highly recommend using
Entangling Roots
to avoid the
Corrupted Risen Soldier
that is fixating you as this allows you to continue healing the friend NPC that gets targeted by the other
Corrupted Risen Soldier
. Keep damaging the
Corrupted Risen Mage
when possible and they should die before reach high stacks again. Once, the
Corrupted Risen Mage
is dead, this wave becomes significantly easier. Utilize the
Entangling Roots
or
Bear Form
strategy to hand the remaining
Corrupted Risen Soldier
s.
Wave 5: Soldier/Mage/Archer
For Wave 5, you MUST have your
Typhoon
already off cooldown. As the last wave activates, position yourself close to the
Corrupted Risen Mage
so you're able to quickly utilize your NPCs to intercept the
Mana Sting
. As with the previous wave, you'll utilize
Typhoon
to interrupt the
Corrupted Risen Soldier
at 2-3 stack of the buff just as the
Corrupted Risen Mage
casts
Knife Dance
. For the
Corrupted Risen Soldier
's first
Fixate
, pop
Incarnation: Tree of Life
. This allows you reduce the incoming damage thanks to the increased armor, as well as provide throughput increase and strong mobile healing with instant
Regrowth
allowing you to better position yourself for
Mana Sting
intercepts. Also feel free to make use of
Innervate
,
Ironbark
, and
Drums of the Mountain
. It doesn't get any worse than this so hold nothing back.
Completed this wave? Congratulations! You’ve completed the hardest Stage of the Scenario!
Stage 2: Searching for the Rook
Follow your NPCs into a small room after eating and swapping gear if necessary, easy!
Stage 3: Desperate Times
A 5 minute time trial to rescue your allies begins. At the recommended gear level, this is very easy to make the damage requirement. Do not rush yourself, there's plenty of time.
Part 1: Capture
Your allies are captured and you are surrounded by enemy Inquisitor eyeballs. They will do pulsing damage which is negligible. HoT yourself up and take care of these one by one. Upon death they will detonate for roughly 50% of your maximum health. Top your health up after each detonation. Take your time, avoid multi-dotting, do not rush this. The timer for this stage is incredibly generous. Don't be afraid to go bear form and use
Frenzied Regeneration
to heal yourself either.
Part 2: Stairs
After killing the eyes, a gate will open leading to a Felguard, a few bats, and some fel orbs moving randomly around the room. Do not go through the gate. Fully HoT yourself and pull all the adds with
Sunfire
through the gate towards you. The damage is relatively low just kill them off while not letting yourself get too low. For added protection you can shift into
Bear Form
and just tank the incoming damage using
Ironfur
and
Frenzied Regeneration
while still dealing damage. Use
Sunfire
on the fel orbs which essentially subdues them for a short period of time. They will revive after a short time allowing them do to significant damage, so don't linger about. Open the gate once the fel orbs are subdued.
Beyond the Gate are 5 NPCs, 4 friendly and one enemy. One friendly NPC is feared running in circles and if they run over you then you will also be feared for a short duration. Target the feared NPC and immediately dispel them to prevent getting feared. The three other friend NPCS are injured and taking significant damage over time. Quickly stabilize them with
Rejuvenation
s and then full heal them with
Swiftmend
and
Regrowth
. If any of the three die, they will become very large and powerful enemies that will likely cause a wipe. The final enemy NPC is a
Corrupted Risen Arbalest
. Avoid engaging her till the end. Use
Typhoon
to interrupt the
Mana Sting
or you can use the healed NPCs to intercept Mana Sting while damaging her.
Another gate needs to be opened and there are a lot of fel orbs on the other side. Simply
Sunfire
groups of fel orbs to subdue them and sneak past.
The final gate holds your friends, an Inquisitor, and multiple eyes exactly like from the start of this stage. Single target damage the inquisitor while keeping yourself fully HoT'd avoiding the spinning eyes he places on the ground that increase your damage taken if you stand on them while also doing damage themselves. Do not kill an eye with this debuff active as it will almost guarantee your death. Finally kill each Eye one by one to rescue your pals.
Stage 4: What Lies Ahead
This is a preparation stage. Take as much time as you need, change talents, refresh Food/Flask buff and adjust legendaries and gear if need be. If you think you'll need it wait for your
Sated
to expire for another use of
Drums of the Mountain
. Open the gate to start Stage 5.
Stage 5: Erdris and the Risen
For this stage, you have a limited amount of time to heal multiple waves of 3 NPCs that slowly move towards the boss. Every NPC that you fail to heal will become an enemy in Stage 6 that you'll have to kill. Reducing the number of enemies or eliminating Stage 6 altogether is the key here. The 3 types of enemies are the same as the ones you encountered in Stage 1 so if you absolutely can't heal one of them then you potentially could choose what types of adds you face in Stage 6. At the same time you are healing these NPCs, Erdris, the boss, has turned your allied NPCs against each other so you must keep them alive. This part is rough especially for a Restoration Druid that requires time to do their healing, but it's absolutely possible.
Prior to the first wave, fully HoT yourself and your allies as well as placing an
Efflorescence
. This ensures that they remain relatively stable and provides your
Regrowth
s with extra crit from
Abundance
For the first wave, use
Drums of the Mountain
,
Incarnation: Tree of Life
,
Potion of Prolonged Power
, and begin using
Rejuvenation
,
Regrowth
, and
Swiftmend
on the incoming NPCs, prioritizing the NPC to your right first as it first comes into line of sight. There is some Line of Sight issues with getting these adds targeted so ensure that they are over the ledge before you begin casting on them. Be sure to not neglect your allies letting one dies results in a wipe. Find which ally is getting targeted by the other two (essentially whichever is getting annihilated) and
Ironbark
as necessary.
For the second wave, continue to full HoT your allies. As the NPCs come in, if you have
Essence of Infusion
, then just use
Tranquility
to top them off otherwise you may need to apply a
Rejuvenation
to each NPC and top them at the end of the
Tranquility
with some
Regrowth
.
For the third wave, you only have to full heal 2 NPCs. As always full HoT your allies and then pour everything you have left into two NPCs completely neglecting the third. You'll have time to drink after this stage so do not let mana be an issue. This is the toughest part for us but do not spend extra GCDs on the extra add.
Missing 3 adds total throughout Stage 5 will make Stage 6 exceptionally difficult, missing more than 3 will almost ensure a total wipe.
Stage 6: Rise, Soldiers!
This phase is made easier by your performance in Stage 5. You are faced with any NPCs that you did not top off. They are the same enemy NPC types that you faced in Stage 1 and follow the same priorities as outlined in Stage 1. Kill any remaining enemies and the final Stage begins! Be sure to drink, rebuff, and change gear if necessary before Stage 7.
Stage 7: A Thorn in the Side
This phase is quite simple but requires some precise positioning and healing on your part. At the start of the phase, immediately move to the edge of the room to maximize your the area for the encounter.
Lord Erdris Thorn
has two abilities, a Leap that deals moderate damage to you and leaves large fel patches on the ground that deal moderate damage, and a
Ignite Soul
similar to the one on the Nightbane boss in Karazhan that deals damage to your party equal to your current HP.
As
Lord Erdris Thorn
leaps and puts down fel patches you want to stack these as close together as possible being right at the edge of the previous fel patch. Towards the end of the challenge you may run low or out of room entirely if you don't place these properly. The fel patches only damage you and not your allies so their positioning should not be a concern. This setup of fel patches maxmizes your space to accomodate the encounter, but also allows you to handle the
Fuse
. Essentially you'll want to maintain 50% or so health at all times as to not instantly kill your allies with the debuff expiration the more gear you have the more dangerous this can be as the adds health does not scale as rapidly as your own. Don't be afraid to let yourself get as low as 30% health if you are more geared. You need to be able to survive the leap and fel patch damage combination. The fire explosion is the only to your damage allies with the exception of a very minor amount to Jarod due to tanking
Lord Erdris Thorn
. Keep everyone fully HoT'd and heal yourself to always be within 50%ish health. If you are too high feel free to step into the fel patch to lower your health. This stage is really a balance but a very easy one if you don't panic. If you are quick, you can
Displacer Beast
as
Lord Erdris Thorn
leaping to avoid all the fel patch and leap damage, but it's not necessary. Feel free to throw in some extra DPS as necessary.
If you die towards the end of the encounter, do not release.
The NPCs will continue to damage the boss until either they die or he's defeated. You might still win.
Congratulations on your new appearance!
I hope this guide has helped you overcome the artifact challenge and if you have any questions feel free to message me on
Twitter
!
Share your comments about this guide in our Druid forum!
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