Best and Worst Mythic+ Dungeons to Complete on Bolstering, Necrotic, Tyrannical Weeks
Welcome to this week's affixes!
are the affixes you have to deal with coming into this week. If you have the desire to do keys this week, I commend you as you are training with heavy weights on.
The scale this week will go from B to F this week, which means that this is one of the hardest weeks to do keys period. With the most
recent dungeon tuning
there has been a pretty big shakeup in the dungeons of Necrotic Wake, Sanguine Depths, and Spires of Ascension.
Recent Dungeon Tuning
Sanguine Depths and Spires of Ascension have gotten a bit easier, while Necrotic Wake is now significantly more manageable. Overall, this week is a bit rough in the affix department, but the difficulty gap narrows between the dungeons. Making sure you have a Balance Druid for
or a Hunter for
to assist in mitigating necrotic stacks will be incredibly helpful for your tank this week as well.
Want to check how much damage you'll take from certain Mythic+ abilities on this week? Check out our
Mythic+ Damage Calculator
Mythic+ Damage Calculator
Guardian Druid Necrotic Trick
If you are playing with a Guardian Druid and they have the
Legendary, you are in luck as it goes through Necrotic!
Mists of Tirna Scithe
Mists of Tirna Scithe definitely is a lot more challenging this week compared to other weeks due to both
. There is a pretty mismatch of health pools especially early on in the instance. Be really careful of the
. On top of that there are packs with
in the maze that have pretty large health mismatches too. Just be incredibly careful with your bolstering in this instance is the biggest piece of advice I can give you and watch for the patrolling
I think that the biggest pain points in Mists this week is the trash after
. In this section of trash there are mobs with decent health mismatches such as the
and on top of that there are small mobs such as
that can stack up necrotic on your tank quite quickly if they are not careful. As I stated in the previous section, you need to be incredibly careful for the patrolling
as well as pulling it during a trash pull can stack up bolstering where it is not necessary.
MIsts of Tirna Scithe Guide
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving most weeks if you take the dungeon pretty slow. They also nerfed the angels
which is a really good change as a whole. This dungeon is not too punishing even on this weeks affixes as how you pull the left route for most groups is incredibly conservative when you CC mobs and pull the
away. However, if you are not using much CC in this instance you are going to have a bad time with
. Slow and steady really wins the race here.
I think the biggest pain points in this dungeon are the second boss,
, and setting up CCs on the
is quite difficult on
as the more puddles you get the more difficult it is to deal damage and dodge effectively. Making sure that you have
for this guy is a massive benefit and will help you burn the boss before things start to spiral out of control. As for setting up CC on the Squad-Leaders, making sure you have CC assigned for all the mobs around them, pull the squad leader out, then kill the remainder of the pack later. Bolstering has a 30 yard range, so keep that in mind as well.
Spires of Ascension Guide
Halls of Atonement
Halls of Atonement this week is a dungeon where
isn't even the worst part about this dungeon.
are way bigger struggles across the whole entire instance. Trying to cleave down
while dealing with the accompanying
as a tank is already difficult enough. Now on top of that, you have to worry about bolster killing them all and changing up your pull strategies along the way. You are going to have to have an excellent tank that has near perfect kiting for this dungeon to go well as this dungeon is already a kite fest on a normal week.
I think the timer and a few of the trash packs are the biggest pain points in this dungeon this week. The timer seems to probably be a bit weird of an assessment since the timer isn't normally an issue, but how you have to pull this dungeon on bolstering takes away from what makes this timer lenient on most weeks. The
around them. Making sure you pull those not with the Shard is incredibly imperative as pulling them with the mini bosses will almost ensure that the shards get bolstered. On top of that, I am not sure if you pull many groundskeepers at all as they are likely to bolster up mobs that they are nearby and just annoy you. All of this compounded makes the first half of this dungeon incredibly slow while the addition of
on top of it slows the bosses down even further. Making sure you have a clean route and perfect bolstering management is very important.
Halls of Atonement Guide
With the recent nerfs to
the final boss certainly has gotten more reasonable on
. Unfortunately the
did not get much of a nerf, but it still can be dispelled which is nice with certain compositions. This dungeon is now a bit more reasonable, but this week is still really rough. Also the
do on death affixes, so pulling the whole room of slimes is ill advised on
, the island with the
, and the Globgrog area are the biggest pain points on this week's affixes. Since it is
are both a bit rough. Margrave's infectious rain is still very rough and coordinating dispels / kyrian phial on them is important. For Globgrog making sure that you either kill the small slimes or have a really good idea of how to stop them with your composition is quite important. Them reaching the boss can drag out that encounter for a very long time. The next pain point is the island with the
. This island has pretty heavy HP mismatches on the island and while it normally is pretty efficient it can be quite difficult with
. Finally, the Globgrog area with
are really difficult to deal with. I talked about the slimes a bit already, but on top of that if you do not skip any of the trash in the beginning there is a lot of stuff that put your tank in danger while also having health mismatches. You have to be really careful and I would recommend skipping the mushroom area if you have a choice.
Theater of Pain
Theater of Pain seems to be one of the easier dungeons to manage
while the bosses slow you down incredible amounts as it is a 5 boss instance on
. Theater of Pain is a low trash density dungeon which allows the bolstering and necrotic to not be overwhelming for the tank. The time it takes to go through this dungeon just in regards to raw boss killing is rough though.
Boss and Prideful timings as what I would describe are the pain points in this dungeon just generally this week. There is also 1 trash pack that I want to highlight as well. In the PVP wing making sure you CC the
patrol and pull the shooter mobs back away from him is very important to not bolster up the rest of the trash pack surrounding him. He gives a group damage reduction from AOE effects to the Arbalests and Conscripts around him. The next thing is boss damage and pride timings. Making sure that you have
is a must. It is very difficult to kite the adds + the boss while getting stacks of necrotic. Your tank will need to have a reset somehow whether that be through a taunt or just running from the boss. Beyond that, setting up your route to have as many prides into bosses as possible is very nice and will save you a lot of time in the long run.
Theater of Pain Guide
Necrotic Wake has gotten a significant amount easier for most groups now after this weeks changes. The anima orb and bloody javelin have both been target capped to 8, but most groups were not abusing the power of those effects to go past 8 targets more often than not anyways. There were significant nerfs to the pain points of this instance as well AND the weapons persist through death. With all these great changes
are still challenging but now the dungeon will feel more fair week in and week out.
This week in Necrotic Wake I think the pain points are generally the bosses and the Necropolis. Making sure that your tank is actively kiting the
is very important as those mobs are bad people and will stack up your tank with
and beat them into the dirt. Making sure that you prioritize damage into the Stichwerks and do not bolster them up is very important and something that you should heavily prioritize. Beyond that making sure that you save Javelins for bosses is important. I think that potentially using a Javelin on the final boss is really useful now that the weapons do not go away after death so the opportunity cost of holding onto them is a lot lower.
Necrotic Wake Guide
De Other Side
De Other Side has a relatively tight timer, which got even tighter this week with the lovely addition of
. This is one of the most difficult dungeons this week due to these affixes and the amount of HP mismatches in this dungeon to make
a nightmare is astonishing. I think if you can avoid this dungeon, I really would suggest coming back here on a different week as it is quite a bit easier on most other affix sets.
Trash in the
/ Ardenweald area is probably one of the biggest pain points present here. Many groups get something like 40% of their enemy forces count from this area and do it in very few pulls. This is due to the amount of kiting and just good effective trash here. With it being both
this area is just so cursed to get count in. Now you have to pull slow and if a pack patrols into you then you bolster it up. The
also just has twice the amount of HP the rest of the trash around it has making this area really really difficult to pull efficiently. This makes this already tight timer even more tight. Of course
and her chain lightning on
is not very fun and I need to mention that.
De Other Side Guide
Welcome to post nerf Sanguine Depths where not a ton has changed, but the stuff that has is important. This dungeon is still difficult, but now the bosses are significantly easier.
has his severing smash orbs nerfed which is nice and
's add now has less HP. The affixes are still very difficult but this dungeon is now more reasonable week to week, but not that great. The timer is fairly lenient which helps, but the first two bosses are still rough as a whole.
The biggest problem in this dungeon this week is
. When paired with
, this boss is out of control. There are gargon hounds that spawn that will stack up necrotic on your tank, there are normal trash packs that you have to fight, and on top of all of that there is a boss that you need to kill.
is fortunately fairly reasonable in this dungeon and in this area of the map as only the
do on death affixes. Your tank needs to play this area perfectly and kite diligently. There is potential to even kite back into the third boss area if necessary. Like I said earlier, this timer is very forgiving so the name of the game is living and playing safe.
Sanguine Depths Guide
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