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Table of Contents
Table of Contents
Marksmanship Hunter Artifact Challenge
Learn how to defeat the Artifact Challenge encounter,
Thwarting the Twins
, as a Marksmanship Hunter. In this guide, we'll go over optimal talents, legendaries, gear, consumables, and spec-specific tips. This guide is written by
the Thrill of the Wild
the Hunting Party Podcast
Rotation & Abilities
Marksmanship Hunter Challenge Appearance
Thwarting the Twins is part of the new "challenge mode" solo scenarios introduced by completing the Mage Tower in the Broken Shores. It is by a good margin the most difficult solo content currently available in the game, with the exception perhaps of soloing current raid content.
Marksmanship - Wildrunner
For most Marks Hunters, this encounter seems to be designed for players with an ilvl of at least 910, and a good selection of legendaries to choose from. It is doable from 900 - 910 with a good bit of luck and a lot of planning. It is incredibly difficult below 900. If you don't already have a lot of your best legendaries, I highly recommend spending your Nethershards on chances to get legendaries in specific slots, rather than on getting more pulls on the Twins.
While I've heard they're helpful in other challenges, there is virtually no benefit to healing legendaries against the Twins. Most any ability that can hurt you will one-shot you. The small amount of damage that Raest does to you by casting Shadow Bolts can be healed easily with
, and there are plenty of adds around to kill to reset its CD. At higher ilvls, the bubble from
Prydaz, Xavaric's Magnum Opus
may give you enough combined HP to survive some abilities that would have otherwise one-shot you.
Ullr's Feather Snowshoes
are a huge benefit. The scenario is a very high DPS check, and having the Snowshoes (along with the 2-pc set bonus) will allow you to use
in every phase.
I found the
Magnetized Blasting Cap Launcher
to give me a nice extra tool for kiting the adds and Karam. The extra time you have while they're disoriented gives you a nice chance to damage the Hand, or to gain some distance while kiting. The added speed bonus from
is nice, and you will be interrupting and CC'ing quite a bit to proc it. In the end, however, I found the knockback and disorient from the wrists to be preferable, as it seemed to me to be more useful to be able to stand still for a few seconds to cast
, rather than to be able to run faster and only be able to cast instants.
- simply for the damage output.
Lock and Load
- the RNG factor isn't ideal, but two free instant Aimed Shots while moving is great.
- having a strong kiting utility is helpful, and the reliable speed boost is much more useful than the farstrider RNG movement buff.
- There isn't enough time for standing still Aimed Shots to benefit from Patient Sniper, and Explosive Shot gives good AoE, and an easy to cast instant ability. It's much easier to use than you might expect, despite constantly having to kite your target in a circle, and is good practice for jump shots: jumping, turning to face your target, casting Consumables
Food and Flasks are a must. Treat this fight like showing up to raid. You'll also need two potions per pull. Drums for the bloodlust buff is also a huge help, especially at lower ilvls.
Flask of the Seventh Demon
Drums of Fury
Lavish Suramar Feast
Nightborne Delicacy Platter
Defiled Augment Rune
Thwarting the Twins involves fighting two NPCs,
. For the first 4 phases, when one is active, the other will be inactive and you won't be able to damage them. Karem only casts melee abilities, which will one-shot you if they hit you, so you must kite him when he's active; he also heals during each of his off-phases. Raest casts a ranged ability and does not generally move, though he can be re-positioned by interrupting one of his casts.
Phase 1 - Kiting Karem
In the first phase, you just kite Karem in a circle. If he touches you, you die. There is a small dps check in this phase in that he has a stacking speed buff, making it harder to kite him the longer you go. The phase ends when he gets a little bit below 35%. If you can't do that in less than 80 seconds, the rest of the fight will be incredibly difficult.
As long as you keep up
, there's no reason you won't be able to out-kite him. At the beginning, before his speed ramps up, try to hard cast at least two Aimed Shots every Vulnerable. As he gets faster, you may need to only cast one, or even only cast instants. Dropping a Freezing Trap or a Binding Shot gives you extra time to create distance before stopping to make hard casts.
There are also some purple puddles that appear on the ground under Karem occasionally. These will slow you if you step in them. You can sort of give yourself more room by going outside the obvious circle (there are little platforms) and let the purple puddles spawn there. But it's not a huge help, so don't bother if it messes up your kiting rhythm.
Phase 2 - Raest and adds
In this next phase, Karem is in "purgatory" and can't be damaged, but Raest now can be damaged, so make a hard swap to Raest and unload on him. You should have your second
up for this phase.
There will also be lots of little adds spawning in this phase. They are slow moving, and need to be kited. Do not focus your damage on them. You can and should use
on them when they're in range of Raest, and that along with
(if you took it) should be enough damage to kill enough of the adds to reset your
and keep your HP topped off. If you can plan your kiting to keep the adds mostly stacked together, all the better for killing them off while focusing on Raest.
I recommend using your second potion and drums during this phase. You should have the most up-time on Raest, and the easiest time kiting the adds here. Phase 4 is also an acceptable time to use them, but I found I gained more damage to Raest from using them here.
Phase 3 - Karem and the Big Hand
When Raest again becomes immune, Karem will start chasing you again. Kite Karem and the adds while prioritizing damage against Karem.
Hand from Beyond
will appear every 30 seconds; this fortunately lines up well with your interrupt, because if the large hand gets a cast off, you will insta-die. Whenever the Hand appears, swap to it as soon as possible and start damaging it. Interrupt its first cast, and then kill it as quickly as possible. Using
on Karem at this point is very helpful so you can stand still and cast
If you cannot kill the big Hand in less than maybe 10 or at most 15 seconds, then you likely do not have enough gear to do this challenge. You need to keep the hands dead, so you can spend the time in between hands killing Karem and progress to the next phase.
This phase is also a good time to find out how well your UI is optimized. You need to know where all the adds are, know where Karem is and how long you have CC on him, including
's stun /
's disorient, and you need to be able to swap to the hand to get the interrupt off, and swap back and forth between the hand and Karem to CC or keep concussive up.
Phase 4 - Raest and the Rune Monster
Phase 4 is much like phase 2, but the added mechanic is there will be a
Rune of Summoning
dropped on the ground. You need to stand in this rune until it goes away, otherwise
Thing of Nightmare
will appear and kill you. I could not figure out any way to successfully kite these creatures, so standing in the rune is the top priority.
It is virtually impossible to continue if you cannot kill of Raest during this phase or very shortly after the end of the phase. As all of the mechanics will compound on each other. If you can kill Raest, then you've essentially won the fight. If you do not kill Raest before Karem finishes Purgatory, Karem will begin chasing you again. You'll have to kite him, and the adds, and soak the runes, and interrupt and kill the Hand while trying to kill Raest.
Phase 5 - Repeat Phase 1
When Raest dies, all the adds de-spawn, so now we're back to only having Karem and the Hands to deal with. Simply kite him around the circle, keeping
up 100% on him. Kill the big Hand as soon as you can when it spawns, or at least keep it interrupted if you're about to be able kill Karem.
Rumor has it that you don't actually have to kill Karem to officially win the encounter, and that if you die to Karem in the final phase, you'll still be able to turn in the quest; however, I expect all of you hunters to go ahead and kill Karem anyway. Hunters pay their dues and do not take the easy way out!
A portal back will then appear, and you can turn in your quest.
Hand from Beyond
and/or kill before it can cast
Grasp from Beyond
Use as many CDs as possible to burst down
when he can be damaged.
Rune of Summoning
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