Best and Worst Mythic+ Dungeons on Fortified, Bolstering, Quaking Weeks in Patch 9.1
Welcome to this weeks dungeons.
are this week's affixes! This week is an incredibly technical fortified week. Minimizing time lost from bolstering is the most important element to this week. This is also the first time we are seeing
this expansion. Fortunately enough for tanks, if you were going to kite trash already, whether or not the mobs are bolstered should not affect that decision too heavily. With
there are a few more dungeons that are timer restrictive than last season and coupling that with bolstering can make the dungeons tough.
can be really tough on
. Whenever he grips you in,
if you do not get broken out in time
you can just die to the quaking itself. Be cautious.
There was also a massive
nerf to the Necrotic Wake weapons
which will impact the dungeon substantially.
Check out our weekly Mythic+ Tip of the Week article which involved...
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
Even after the nerfs to the weapons, Necrotic Wake's timer is still 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. Even though it is Fortified, more often than not the bosses will be the biggest issue for most groups, 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. Do remember it is
, so do not try to be too ambitious on trash. The
is typically used in tandem with
on bosses to really double down on that burst.
The affixes this week of
are not overly impactful in this instance in a way that you will see Bolstering or Quaking harming the timers in other dungeons.
This week the pain points of Necrotic Wake seem to be the bosses. Make sure you have armaments of some kind for
just having the native Kyrian
ability should do wonders on this boss. For
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. Beyond that, just making sure you play Necrotic Wake slow and steady will help you out a lot as the timer is very forgiving.
is largely a non-affix in Necrotic Wake and
is the preferred affix in this dungeon as the bosses are typically the biggest problems.
can be dangerous in the beginning of the instance, but good bolstering killing of mobs should yield dividends.
Necrotic Wake Guide
Sanguine Depths this season as a whole is significantly better than last season. With many nerfs to Sanguine Depths, the dungeon is a lot more manageable. This is one of the less friendly Sanguine Depths weeks though with
in cramped quarters. Sanguine Depths is one of the most
friendly dungeons due to low mob density, which makes it surprisingly not bad in this instance. The biggest thing that makes Sanguine Depths not bad is that the timer is incredibly free even with deaths.
The biggest pain points in Sanguine Depths are the bosses. Making sure you have
for most of the bosses will yield the best results. In Sanguine Depths you are probably afforded a full wipe to trash in bonus time that you have. You are not afforded the same luxury to wiping to bosses though. Making sure you have solid strategies for all 4 bosses in Sanguine Depths is the most important thing.
- Just making sure you drop the
orbs in a solid spot and soak the
and you will be fine.
- Make sure you have all offensive cooldowns and focus down adds quickly. Having the
lantern buff is also very strong.
- 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.
Sanguine Depths Guide
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving most weeks if you take the dungeon pretty slow as the timer is fairly lenient.
can be moderately difficult as some of the pulls can require CC, but with bolstering only requiring a 30 yard range to not bolster mobs you should be fine.
can be a bit rough at times, but as long as your healer is not getting locked out in times of intense healing the group should be fine. Take the dungeon slow, CC when you need to, and you will be good.
management is going to be the toughest difficulty you face in Spires of Ascension this week. The timer, as discussed above, is so lenient that the only issues that you should face are those inflicted by personal mistakes and mismanagement of bolstering. Any pack with a
in them should be taken really slowly and making sure that the packs are dealt with appropriately. For the goliaths, putting priority damage into them while cleaving the rest of the pack down is preferred. For the squad leaders, make sure that you CC the mobs that accompany them, solo kill the squad leader, then kill the rest of the accompanying mobs.
Just go slow, make sure you have good cooldowns for the bosses, and play solid. If you are able to do all of these things then you should be good to go.
Spires of Ascension Guide
Halls of Atonement
Halls of Atonement can be fairly rough this week, but is still one of the better dungeons as a whole. The timer in Halls can be a bit rough is the biggest thing that is holding Halls of Atonement back this week.
slows down your timer by a substantial amount due to how you need to pull Halls of Atonement on a normal week for the timer to be generous. As for
, Quaking is largely non-impactful for the general difficulty of this dungeon.
The biggest issues on Halls of Atonement you will face will typically be difficulty of DPS vs the timer. Since it is
, the typically large Halls of Atonement are not reasonably doable. If you play consistent and have adequate damage for the dungeon, then the dungeon is not overly difficult though. Body pulling additional trash packs is very punishing though, and it is something people should be wary of.
is pretty much a non-affix for Halls of Atonement. There is adequate space in this instance and very little reasons that you should be stacked up. Quaking could be seen as annoying on
, but overall Quaking is pretty much a non-relevant affix.
If you have adequate to above average damage for the dungeon, then the dungeon is very easy this week.
Halls of Atonement Guide
Mists of Tirna Scithe
Mists of Tirna Scithe is actually pretty rough this season in the time department. With the absence of
becomes a pretty rough beast. You typically will not have enough DPS to 1 phase this boss, costing you anywhere between 1 - 2 additional minutes on the timer that were effectively free last season. The reason this is C-tier is due to the timer being so tight with the addition of
. The timer is pretty tight in similar fashion to Halls of Atonement is, and both of these dungeons are very close to the C / B range.
The beginning of Mists is the most difficult part of the instance. Make sure you do the
separate from other packs of trash. Also just going slow through the first area will help you greatly. 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.
This will help you have more powers available for Ingra.
Aside from this, just making sure you bolster kill mobs inside the maze and you will be fine.
Mists of Tirna Scithe Guide
Plaguefall still has a lenient timer this season, but the ability to bomb half the dungeon has been largely removed. Many of the
have been replaced with the non-exploding
. On top of this the mini-boss
now spawns a limited amount of the plagueborers as well. With all of this being the case, the timer is still relatively easy as a whole.
is rough in this dungeon though. Many of the mobs in the
are brutal. On top of this,
management is imperative. While doing that is easy, it can be costly.
is not normally that bad, but can also be a bit brutal on
Pain points in Plaguefall are all execution related. Plaguefall is really easy on the timer, but the precision that is required in plaguefall can be tedious if you are not coordinated. There is pretty general advice such as be cautious about
, but some points to be specifically wary of are in the mobs inside of the
room. On top of this,
coordination can save or cost you multiple minutes. Breaking up these pulls into 3+ pulls is typically ideal.
Another pull to be wary of is the island with the
. This island pull can be very scary on
Theater of Pain
Theater of Pain is definitely one of the more difficult dungeons to deal as a whole especially on
should not be too bad due to how many bosses are in this dungeon and the amount of trash that is required to kill. Theater of Pain is definitely one of the most difficult dungeons this patch though.
is not too bad when factoring in mob density, but it definitely can slow you down in certain parts. When this happens in a timer restrictive dungeon such as Theater of Pain you are in big trouble.
The biggest pain points in Theater this week is managing bosses with
, making sure you do not get sniped by people coming back up from the PVP event with quaking is important. Xav's room is also pretty small and the quaking can get dicey. For
sending players to 2 separate circles whenever they are getting stunned to collect their soul is important otherwise you can die from 100-0 by the stun + quaking. The final and worst boss is
. For Gorechop you are just hoping for good timings more than anything else since you really cannot control the quaking timers.
Theater of Pain Guide
De Other Side
De Other Side is fairly time restrictive as a whole due to the amount of time that the bosses take. This is normally not too terrible on most
weeks as the bosses aren't that bad. Unfortunately
is really bad for De Other Side in a super disproportionate way. The Ardenweald wing alone costs you so much time when it normally is the part of the instance where you make up a large majority of your count. You also can body pull many packs and bolstering is generally not a good time in De Other Side. That is why this dungeon is F-Tier and it is advised to avoid.
I still think that the timer is ultimately the biggest issue in De Other Side this week purely based on how
works in the Ardenweald area. Since the
mobs moved again, the biggest piece of advice for routing this dungeon would be to go left off the start and immediately bee-line to Ardenweald. This allows you to get your best DPS powers and allows for minimal backtracking in the dungeon as a whole. Once in Ardenweald, try to take it as slow as possible, minimize body pulling, and try to be as cautious with your bolstering management as you can be.
De Other Side Guide
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