Best and Worst Mythic+ Dungeons to Complete on Bolstering, Storming, Tyrannical Weeks
Welcome to one of the worst weeks on the calendar for Mythic+!
are this week's affixes.
This week requires immense coordination and there will definitely be a dungeon hangover this week where you have a lot of "oh wait it is bolstering" moments.
is very difficult at specific times and depends on specific packs. Understanding mismatches in mob HP and priority targets is super important, but there also just is not a lot you can do all the time.
is difficult for melee / tanks and can be situationally annoying depending on which dungeon you are doing.
There were also a lot of undocumented dungeon changes coming into this week:
Some Sanguine Depths lanterns got moved.
Can no longer do pre-dungeon buff stuff in Necrotic Wake and Sanguine Depths related to
achievement spears were changed and the bugs were fixed.
you can no longer use
to break the assassins out of stealth immediately.
Pre-Clicking the portal after
no longer works.
Patched a lot of holes in the Mists of Tirna Scithe maze wall no longer allowing you to pull through walls.
This is also the first week that Valor Points are implemented in the game, so farming those and the items that you need is very useful!
There was also some Venthyr Covenant Dungeon Buff changes on 9.0.5 that you can read about
Venthyr Tuning Changes
Want to check out some Shadowlands Basic Routes? We have MDT routes for all dungeons as well as advice walking you through each important pull.
Shadowlands MDT Routes
Want to check how much damage you'll take from certain Mythic+ abilities on this week at higher keys? Check out our
Mythic+ Damage Calculator
Mythic+ Damage Calculator
Mists of Tirna Scithe
Mists of Tirna Scithe is not particularly bad on these affixes, but it really just turns into an incredibly slow dungeon.
is slow especially in the maze as there are a lot of packs with pretty decent health mismatches that require more priority damage than normal.
fortunately enough is not too intrusive as a whole. It can be kind of obnoxious on the back half of the dungeon, but should not be too tedious.
is really brutal on the first boss depending on how much DPS you have.
The beginning of the dungeon is the hardest part of this instance. Dealing with the first few trash packs and the first boss is definitely the most difficult part. You need to manage
really well. I would recommend pulling the
solo and aside from that be really careful about
. They can be bolstered but do not bolster other mobs. Beyond that the first boss can be really rough if it takes a long time.
Some helpful tips with the
If you are going to get multiple vulnerability windows, use stuff short cooldown cds like
at the very beginning of the fight to help push the boss quicker.
when there is 40 seconds left on your
Do not commit to the boss if it is over 15% HP
MIsts of Tirna Scithe Guide
Halls of Atonement
Halls of Atonement can be fairly rough this week for sure. There are a lot of trash mobs with similar amounts of HP notably in the courtyard area, but more often than not your tank has to kite a lot of them to avoid taking lots of damage. This makes things such as
have a high chance to get
up heavily. Notably
isn't routinely annoying, but is really bad on
. Soaking the beams while storming is out :~).
Also note that the
have received small nerfs in 9.0.5. They are still absolutely worth getting, but do their damage in 45s instead of 30s and do ~25% less damage in total.
The biggest issue in this dungeon on this week isn't that the dungeon is hard, just that the dungeon is slow.
really slows down the pacing of the dungeon dramatically and makes you have to pull in such a way that it removes a lot of the advantages of Halls of Atonement to begin with. An example would be that
has to effectively be pulled by itself otherwise it will get multiple stacks of bolstering and then wipe your group. The best bet for this dungeon is to just play 1 - 2 packs at a time, don't get fancy, and don't get caught by any patrols while already in combat.
Halls of Atonement Guide
Necrotic Wake's timer is very lenient now as long as you understand how and when to use the weapons in the dungeon. This means that as long as you play a safer strategy then you should be well off. For advice, I think that using the 3 Javelins on
is a really solid play especially on
, it can be kind of dangerous in the starting area of Necrotic Wake. Keep in mind that
do on death affixes while
s do not. Aside from that, Bolstering can be really brutal in Necrotic Wake if you are not careful. The necropolis also notably has a lot of bad boys with health mistmatches.
is largely unimpactful as there is a lot of open area to spread out.
Typical use of the
is well used on a large pull where you are wanting the silence. Typical spots for these are
pulls, or just bosses.
is best used typically on bosses.
is best used almost always on bosses or on a
that you do not have cooldowns for.
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. This does require coordingation though.
no longer works on the Necrotic Wake armaments. Sorry rogues :(
Necrotic Wake Guide
Plaguefall's lenient timer with use of
s in this dungeon make it very forgiving to deaths and pulling slow, but
is absolutely brutal in here.
are brutal and dealing with Margrave on
is just cruel. Dodging the tentacles + tornadoes is just a rough time.
is largely easy to deal with on the whole, but can be really rough in 2 particular spots.
pulls both do on death affixes. I would recommend breaking up the slimes and devoted adds into multiple pulls.
This dungeons difficulty comes with the final 2 bosses of the instance.
are incredibly deadly, so making sure that you have appropriate damage (potentially
) for them will definitely be of great benefit to you. Domina needs to have her webs broken immediately otherwise you stack up a lot of stacks of the DOT. Margrave you should have cooldowns allocated appropriately to this boss. Typically you can use things such as 1-2 minutes + prideful in P1,
in P2, and all CDs in P3.
The 2 trash pulls that are deadly are the
pulls. Both of them can kill you with
so pull them slowly or split them up.
notably does not get affected by bolstering, so that is a huge plus.
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving most weeks if you take the dungeon pretty slow. This timer is less lenient on
but still not super tight none-the-less. I think that the dungeon is quite difficult on
in different spots depending on what is going on. There are a lot of points in Spires where you have to stand still and strangely enough
is not great for that.
I think the biggest pain point in this dungeon is going to be the boss kill time and bolstering management. With it being
becomes even harder. The longer the fight goes on for the more black puddles he spawns shooting the missiles out of them while you also have to deal with
. This boss and mechanic in my experience is the hardest part. Getting your 60% or 80%
right before you engage Ventunax is really helpful in killing the boss.
is particularly brutal on
as they do a recharge shield and can create massive health mismatches with mobs that they are near. Same goes with the
if you are not careful. Bolstering has a 30 yard range too, so that is something you can think about with CC.
Spires of Ascension Guide
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 the lower mob density that is apparent here and the few patrolling packs just in general that this dungeon has.
on the other hand can be rough especially on
The bosses and pride timings are the biggest road block in Theater this week. Make sure you have a strategy and route that sets up prides to be spawned into bosses as frequently as possible. You can check out some basic routes for Theater
which will help a decent amount. Beyond that if you design a route that skips the conquest
patrol that will help you a substantial amount time wise / pride wise.
This dungeon especially on
is just a long damage check. There is not a lot of variance or difficulty in the dungeon itself if you have the DPS for it. If you do not then the dungeon is very difficult.
Theater of Pain Guide
Sanguine Depths this week is not the worst, but it certainly is not the best. The dungeon generally has low mob density which
does not really punish.
can be absolutely awful with the narrow corridors though and you can absolutely get trapped in the washing machine.
is always rough in Sanguine Depths as the bosses will be what the bigger wall is. You just need to be incredibly coordinated in dealing with the bosses in Sanguine Depths and you will be okay.
I think the biggest problem parts in this dungeon like I eluded to in the other section are the bosses.
are some of the hardest bosses individually and when they are slammed together in a dungeon they feel really difficult. On Kryxis you need to make sure to slowly soak the orbs from
otherwise you can put yourself in deep trouble. You can also range the
ability and it will not drop any of the orbs. This is something you can do, but I would use this liberally and only if you think your healer or tank need assistance. On Executor Tarvold, focusing down the adds is by far the highest priority. When there are bad overlaps with
+ add pulsing AOE damage is very scary and heavy defensives / Immunities should be used here. Helpful tip: You can
every cast of the Castigation on a hunter. For General Kaal, making sure that you retain mana, minimize bleeds, and do not kill yourselves to quaking is super important. The boss + trash is normally rough, but on this weeks affixes it will generally be a bit easier as long as your tank is sturdy.
is the only mob type in the Kaal gauntlet that do on death affixes including
They can bolster other stuff around them (not the boss itself), so be wary.
Sanguine Depths Guide
De Other Side
The time it takes to kill
normally is a really daunting task which is magnified on
. That coupled with the only real part of the instance that has unique pulls is the Ardenweald area makes this dungeon really rough on
. I'm not sure if I would recommend going into De Other Side this week just due to how bad it is on bolstering and tyrannical. Fortunately
is pretty easy.
I still think that the timer and
are the biggest issues this week in De Other Side.
is a run killer and there is a reason every group gets pride prior to pulling him. If you wipe to him your run is over and you drop the key and go again. Make sure you save bloodlust and have
for him and you should be okay. Aside from that, you need to be really careful with
in the Ardenweald area as there are a lot of patrolling packs and mishaps that can happen.
Do not be like me and accidentally pull
this week because you forget it is bolstering :-).
De Other Side Guide
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