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Vengeance Mage Tower Challenge
2018/05/03 시간 21:14에 마지막으로 업데이트 됨
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Learn how to defeat the Artifact Challenge encounter,
, as a Vengeance Demon Hunter. In this guide, we'll go over optimal talents, legendaries, gear, consumables, and spec-specific tips.
This guide is written by
. Updated for the latest patch. If you need any help, feel free to reach out in Discord.
Rotation & Abilities
Vengeance - Umberwing
Although the Tank Challenge is one of the most difficult ones, the Demon Hunter one is the least tuned as such it isn't as difficult as other versions of it. For this reason I will recommend to have ~920 item level before you start it. Along with 66+ traits.
일곱 번째 악마의 영약
씨앗 반죽을 입힌 생선 요리
더럽혀진 증강의 룬
옛 전쟁의 물약
Below are the Talents used.
have all been used to complete this. It really depends on what works for you and what you need.
Not in any particular order. All legendarys are good in their own right for this scenario, any you have on hand should do at item level 1000.
다시 태어난 아키몬드의 증오
킬제덴의 불타는 소원
암흑 불꽃의 영혼
You start out fighting
then in Phase 2 you fight
Throughout the encounter, Velen will spawn
orbs roughly every 30 seconds and you can have up to 4 at a time, however they do disappear after a time. These can spawn anywhere around him, even on you. So ideally you don’t want to be by Velen incase he spawns one on you and wastes an orb, or it causes an issue. These orbs heal you and your party to full, as well as sending out a shockwave that interrupts all enemies and dazes them momentarily. This can also interrupt
, which we will get into later.
only spawn in Phase 1 and only do one thing. They stay in place and channel
on you. Once the channel ends, you will be knocked back if you are not facing them directly. Facing in a similar direction as them isn’t good enough, so you can’t be as lax as with the eyes in Vault of the Wardens, though the mechanics is generally the same.
Throughout the encounter
s will spawn, 4 at a time. They don’t melee for that much damage, however they cast
. It is a 3.5s charge up cast that then goes into a channeled AoE, causing pulsing damage to anybody within range of them, causing a wipe. You can take a couple ticks of this and come out fine, however it is best to interrupt them. The challenging part with this, is that you MUST interrupt them AFTER they get the initial channel off and start the pulsing part. Ideally you would save pain and Fel Devastation for when a pack of these comes out, so that you can blow them up as fast as possible. They also use
, which puts a debuff on you, increasing Arcane damage taken by 10% for 5 seconds, and this stacks. So the longer they are alive, the harder they will hit for.
How to manage
The primary way you will do this is by alternating
. This also almost requires you take
, for the cooldown reduction and quick explosion if you cast it late. The ideal way is to cast your sigil so that it explodes as soon as the initial charge up is done and the secondary channeling starts. So just under 2 seconds left without
and just under 1 second left with
. I aimed to cast it at roughly 0.9 seconds remaining, so that I didn’t even get the first pulse, thus saving some healing. If the adds stay up long enough, this has a 20 sec cooldown, so they can cast it again.
Note that you can use
and if you are Horde, the Blood Elf Racial
can also be used here for emergencies. Try to use these as backup to your sigils if you miss a cast or have to use both sigils on one pack. Also, if you run into
s come out of the portals, but before they come over, they will get dazed and then begin their cast where they presently are. If this happens you have to decide to use
, possibly a sigil/Arcane Torrent, or wipe. In most cases this will mean a wipe.
In phase 1,
s will spawn roughly every 50 seconds. Once they die they start healing themselves back up. This process takes roughly 35 seconds. They have 2 abilities:
- that causes them to deal AoE damage to all enemies for sacrificing 6% of their health.
- is the primarily ability they do. It is telegraphed via a long black line on the ground, and when cast, deals damage and knocks you back.
can be mitigated by constantly moving, watching the ground, and, if you get knocked back, use
to get back in. Overall, you will mostly ignore them (except for watching for
) and not worry about damaging them. They will constantly be losing health and get smaller until they die.
has three main abilities:
- A pool on the ground that gives you a stacking debuff, lowering your total health by 10% for 10 seconds. If you hit 10 stacks, you instantly die. Ideally you’d try to have between 3-4 stacks of this, though you can go as high as 5 if you want to push more boss damage and don’t need the survivability as much.
- This will be how the boss damages you and is interruptible, however you don’t want to cast your interrupt on it. You want to save that for the next ability. You manage this by watching your health and if you cast Empower Wards towards the end of a cast, you can have it up for 2 hits from this, saving survivability and getting some uptime on Siphon Power.
- You must interrupt this as the boss will heal to full if left unchecked. Save your interrupt for this.
comes down and starts Phase 2. When phase 2 starts, Eyes stop spawning and any that are alive disappear. Infernals also stop spawning, however the adds do not disappear and will continue acting in the same way. Roughly every 20 seconds, there will be 3 barriers that spawn in a random location and move in a straight line across the platform. You cannot walk through them, however you can
or jump over them.
has three main abilities:
- This is where he does a small leap and leaves a green puddle under him. These deal massive amounts of damage and can kill you within 2-3 seconds. You can manage this via using Infernal Strike to leap out or by constantly kiting the boss around the room.
- This is the interruptible spell for
. If he gets this off, you get a debuff that heals him. If this is cast, it’s usually a wipe, however using an orb can clear the debuff. So you must interrupt it.
- This deals moderate damage and applies a debuff to the target, increasing the amount of damage they take by 130%, and it stacks. This is ALL damage. You can interrupt this with Velens orbs, and Sigil of Misery. The former will cause him to recast it after he is able to move again.
Open with your pre-pot and as much dps as possible, get to as many stacks as you feel comfortable with but around 3-4 stacks. Kill the eyes whenever you aren't attacking the boss itself. When you leap out, you can Imprison the boss for ~4 seconds to prevent taking damage while you have the debuff.
When Nether Horrors spawn, grab them and wait just outside of the pool of the boss. Cast your sigil with less than 1 or 2 seconds left on the cast of
(times depend on whether you have Quickened or not). Then run into the boss and Cleave everything down while targeting the boss. Stay in until you get to 3-4 stacks, get out and repeat this cycle until phase 2.
Mostly ignore the infernals except when
The key to this first phase is being patient and keeping things under control. If things get out of hand once, they will be out of hand the rest of the fight. Maximizing your damage on Inquisitor is the key, if you pay too much attention to keeping the room clear of threats you will fall behind on boss damage.
Feel free to use a Velen orb if you are being, or are about to be overwhelmed especially if the boss is about to heal via
Manage the Nether Horrors and Infernals the same as phase 1. No more eyes. Try to maneuver around the barriers, if not possible you can jump or infernal strike over it. Save your Infernal Strike casts for either leaping out of
or leaping to grab an orb. This is why Abyssal Strike is so good for the encounter. Ideally you will kite the boss around the outside of the room, only coming back slightly in so that you can grab an orb if needed. Slowly kiting also makes getting out of
easier, as you will be actively moving and not need the leap to get out. Continue picking up and cleaving down the adds with
You will ideally have a rotation for this. You can use Imprison, Sigil of Misery, and Holy Ward orbs to postpone the cast a few seconds each.
Also note that if you are Alliance, you can use Shadowmeld while Kruul casts
, this causes Korvas to get hit and applies the debuff to him, thus saving you from getting the first one and lowering your initial damage intake. I recommend doing it for the first one, and if the boss is still alive when it comes off cooldown, do it again. Otherwise follow this list for if you are Horde or for each stack you get.
The key to this fight is maximizing your damage while surviving the mechanics.
You may need to feel out how many stacks in phase one you should go up to based on your gear, the higher you can comfortably go the more damage you will do.
Be careful not to refresh your stacks in Phase one early don't be too eager to deal damage or run in to kick him refreshing your stacks..
die quickly, and keep them away from velen!
Remember to Glide if you are about to fall off!
You can use Velens orbs to interrupt any of his abilitys if you don't have a proper answer to them, whether it be a
Stay calm it is easy to make a mistake that instantly kills you especially at lower percentages.
should be a priority when they are out, but they should die relatively quickly so long as you are cleaving them.
/cast Consume Magic
Cast Sigil on Player
/cast Sigil of Flame
/cast Sigil of Misery
/cast Sigil of Silence
Target and Focus Kruul for when he comes down or if I just need to target him but don’t wanna click
/target Highlord Kruul
These were originally made by Vexylle in Discord. I added some others and adapted them to fit me.
The yellow bar is Mind Rend cast and only shows when Empower Wards is usable.
The blue bar is the cast bar for Nether Storm and this bar tells you to use Sigil of Silence
The purple bar is the same as the blue, except it only appears when you can use Sigil of Misery. This lets you know which sigil you can cast so you don't have to fumble around.
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