Best and Worst Mythic+ Dungeons for Spiteful, Grievous, Fortified, Tormented Weeks
Welcome to this week's dungeons and
are this week's affixes!
This week is one of the better weeks to play as a whole.
are both fairly easy to deal with.
is a very difficult on a per boss & per key basis. This will hurt some healers and require DPS players to avoid damage more efficiently.
are now significantly more difficult to deal with due to grievous being an active affix. Their damage to the party, healing reduction, and bleeds are all brutal to various degrees. Grievous is also affects
pretty heavily to the point where you may contemplate taking other options.
Ultimately, this affix set should be pretty fast in the time department and allow you to time some of the highest available keys on Fortified.
is inevitable in most if not all the keys making many of the bosses significantly harder. Allow your healer to drink more frequently and understand avoidable damage and you will be fine.
Check out our tip of the week which involved dodging
Executioner Varruth's Bleed
! This is super useful on Grievous as Varruth's DOT hurts.
Dodging Executioner Varruth's Bleed
Want to check out some Shadowlands Basic Routes or Tips and Tricks for each dungeon? Check out our helpful tools below:
Shadowlands MDT Routes coming soonMythic+ Tips and TricksMythic+ Damage Calculator
Necrotic Wake's timer is one of the most forgiving out of all the dungeons you can select from. This means that as long as you play a safer strategy then you should be good to go. For general advice, using many
's on bosses is your best bet. The bosses are above and beyond the most difficult part of this dungeon, so using the Javelins on bosses is preferred.
are both really powerful AOE effects in these dungeons and should be used to blow up trash packs in between times that you have cooldowns. It is
, so all of the bosses will apply grievous to varying degrees of difficulty.
The affixes this week of
fortunately do not impact your pathing in Necrotic Wake, but some of the trash pulls are a decent bit harder. There will be a lot more of a burden on your healer healing up your tank in conjunction with random
that can cause a ruckus and high amounts of group healing.
The general week to week the pain points of Necrotic Wake seem to be the bosses and even more so on
. Make sure you have armaments of some kind for
just having the native Kyrian
ability should do wonders on this boss. This will also help with
as being stacked up pulses healing on the entire party.
as well if you CC the adds during the
that are still up then the adds do not get consumed and wipe you. You will see top groups CC the mages with
on every set to avoid having to kill the adds, and you can see that discussed in this
tip of the week
. This does require coordination though.
is very common practice and using the Javelin on the first add + boss to make sure you do not have multiple adds and have potential to 1 phase the boss.
it is really typical to have
and save it on Stitchflesh. You also want to
shields in which you have multiple DPS downstairs from
. This will cut down on
tremendously and save your party a lot of anguish.
Beyond the boss specific stuff, just making sure you play Necrotic Wake slow and steady will help you out a lot as the timer is very forgiving.
Necrotic Wake Guide
Halls of Atonement
Halls of Atonement can be difficult if in a not coordinated group, but the unlimited pull size potential in here helps even out the timer difficulties you may face. Halls of Atonement on
is really preferred since the timer is normally the roadblock.
is very easy while
very difficult. Grievous in this dungeon is one of the easier dungeons as a whole and thus this dungeon on this week is very nice.
The biggest pain point in Halls of Atonement this week is managing pull size vs tank survivability. Halls is a dungeon that is very reliant on your tank for success and the rest of your group needs to support them. They are going to require a lot more focused healing this week with
being an active affix. Assuming your group can stay alive, get proper cc, and pull decently sized you should easily be able to time Halls of Atonement this week.
A helpful tip for
is that you can play 3 of the
with him fairly easily. This will make the boss die very quickly. This is performed with either x2 Venthyr players mashing their control at the same time or 1 player that has either
. No matter the case, having 3 Stoneborns for this boss is very nice.
Halls of Atonement Guide
Mists of Tirna Scithe
Mists of Tirna Scithe is a dungeon this week that
management and staying alive on all the bosses is the most stressful part of the key. Having a healer that is a very powerful gamer is preferred for sure with bosses such as
doing pulsing AOE. The dungeon should be very fast in the time department though as
are much preferred over potential alternatives.
Grievous is probably the most problematic part of this instance whether it be the increased tank healing or the pulsing AOE on
. Giving your healer assistance in getting grievous off the party by using things such as personal heals and
is very beneficial to the success of the dungeon. Mists is a dungeon that the timer is tight enough to where if you have mistakes the timer can become a problem, so minimizing deaths is important for sure.
The beginning of Mists is the most difficult part of the instance. Skipping the
pulls that were popular last season helps substantially and assists you in wipes you could face from
are all criminal, so skipping as many of those as you can is preferred. You can see that skip performed here. All you need is a
, or personal stealth to make it through.
Another massive thing you can do that can help you with
is using a pet to pull the 3rd
mob through the wall prior to engaging the boss. You just use a
on the tormented mob through the wall, pull the pet back and this will happen. Alternatively, you can use
if you are close to the wall, have the mini boss targeted, and are already in combat. This allows you to have an additional power for Ingra and is really helpful. Making sure that you save
, offensive cooldowns, and whatever else you can for the burn is massive. Saving phases on Ingra can save you minutes of time on this tight timer.
Mists of Tirna Scithe Guide
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving this week if you take the dungeon pretty slow as the timer is fairly lenient.
is pretty brutal in this instance as there is a lot of ambient damage from mobs such as
AOE damage, and
AOE damage. With that being the case, the dungeon still is fairly easy if your healer can make sure that
is managed super well. This dungeon is really a healer check and you will be fine.
are both very easy to deal with in this dungeon which is nice.
Execution and survivability are going to be the 2 biggest issues that you are going to face inside of Spires of Ascension this week. The timer is going to be really free, but the problems in this dungeon surround survivability and the ability to mitigate grievous. There are a lot of spots as discussed above that grievous can be tremendously troublesome. You should aggressively use
on things such as
AOE damage, and
AOE damage. These things will alleviate issues substantially.
Beyond all of this, doing the dungeon as normal as possible will yield results and help you time the keys more effectively.
Spires of Ascension Guide
It comes as a surprise to nobody that Plaguefall's timer is still really easy on this week's affixes. With that being the case,
is challenging on the already difficult bosses inside of Plaguefall. In addition to it making the bosses more difficult as a whole,
impacts your healers ability to do damage to the bosses.
being chief among the bosses in this instance with incidental dots that go on party members frequently which bump you into grievous.
While Plaguefall's timer is really easy, the execution of the dungeon is the hardest part by far. Many of the trash pulls do a substantial amount of damage to your party and unfortunately many of these mobs are grouped up. On top of this
are very challenging when applying
to your full party with their
. This dungeon is very much on your healer to keep the party alive and on your DPS to kill bosses and trash fast enough to where grievous does not get out of control. Grievous is inevitable in this dungeon and very challenging to deal with.
is a really easy affix in this instance, but there are some moments in which it can be troll such as on the slimes at the beginning.
Aside from all of that, it is all about staying alive in Plaguefall. The key has a timer that is really easy, but the bosses on
are very hard. Play safe and collect your IO.
De Other Side
De Other Side is a dungeon that is make or break based on how big you can pull the Ardenweald wing. With the affixes being
you can definitely pull the Ardenweald wing fairly large.
again makes some of the bosses more difficult than normal, but
save this dungeon. Your timer should be fairly easy in here if you are pulling a standard route, but living on bosses is the most difficult part.
Execution of bosses is going to be the biggest pain points in this dungeon.
is very dangerous and can get your party incredibly low if you are not paying enough attention. Make sure you juggle the lightning between your party members who have defensives and are missing stacks of the lightning debuff. This will help you significantly on this boss.
is the other massive roadblock boss in this dungeon. If you are not cleansed of your
before you go into the
cast, then you can die if you are not careful.
Aside from the bosses,
is the only notable mob that is really really dangerous on this set of affixes.
is always scary with this guy. Deal with him how you normally do and just prepare cooldowns.
If you are reading this and you plan on going around the ring, picking up all anima powers, then going into a specific wing,
please stop doing this immediately.
Go left off the start and go straight into the Ardenweald area. You will get 2 anima powers this way and limit your backtracking heavily.
De Other Side Guide
Sanguine Depths timer makes this key way more manageable than other dungeons since you can have over 5+ minutes easily on this timer if played clean.
makes the very typical boss pain point in this dungeon a lot more stressful on your healer, but as long as you have a healer that is capable of keeping the group alive through the bosses then you really should be solid.
are pretty preferred affixes for this dungeon, so the dungeon is a pretty standard run.
Healer mana, healing power, and being able to cleanse grievous off the party is the biggest dilemma I foresee in Sanguine Depths this week.
- Just making sure you drop the
orbs in a solid spot and soak the
and you will be fine. On top of this you need to make sure your healer is prepared for every ball soak and can get you out of grievous before the juggernaut rush. Use immunities very liberally on this boss during the rush if you get it.
- Make sure you have all offensive cooldowns and focus down adds quickly. Having the
lantern buff is also very strong. If you do have a 10 stack of this buff in conjunction with
and offensive cooldowns then the boss should melt before grievous gets too dangerous. If you do not focus adds and have
also beating on people then you can quickly have deaths.
- Try to soak 3 - 4 stacks every time of the orbs and use strong personals. If you are doing a high enough key rotating immunities and allowing other players to soak 4 stacks of the orbs is a common strategy.
is also a pretty solid choice from
for this boss in particular.
These things are really the only roadblocks in the dungeon assuming you are not dying to standard pulls and trash packs. Grievous reduces the leniency on the bosses you may have, but the key's timer is still omega free.
Sanguine Depths Guide
Theater of Pain
Theater of Pain is definitely one of the more difficult dungeons to deal as a whole especially on
. If I had to put it in a ranking this feels very much like a C- where the other dungeons in C are more like C+. The reason this is C is ultimately because of
virtually doing nothing to this key where as
is really difficult here.
The biggest pain points in Theater this week are 3 bosses and 2 types of mobs. For the mobs,
gets your party in deep trouble if your healer does not have strong cooldowns available to keep the party topped. This is because the gasbag typically lives for extended periods of time due to its HP. I would highly recommend skipping the gasbags whenever available. The other mob is
, which similar to the gasbag if your healer does not have cooldowns up for multiple
you can get caught deep into
which can cause deaths for sure.
The bosses are a bit tougher than a normal fortified week because your healer on a few of these bosses will not be able to deal much damage as they will be focusing heavily on keeping the party's HP stable.
will almost always have you in
due to the
will permanently keep you in
as well due to his
also has an ambiant damage ability on her
suck cast. This will also keep you in grievous permanently.
All 3 of these bosses causing this much grievous puts substantial stress on your healer and requires them to do less DPS and more healing. This isn't always an issue, but when speaking about the level at which this key is already difficult it is not free.
Theater of Pain Guide
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