Best and Worst Mythic+ Dungeons to Complete on Bursting, Volcanic, Tyrannical Weeks
Welcome to this weeks dungeons and
are this week's affixes!
This is probably one of the best push weeks on the calendar in terms of ease of dungeons.
is not always the most free affix if played poorly, but Bursting this expansion is incredibly easy to deal with with it being able to be dispelled. On top of that, you never incur a time loss by playing Bursting aside from people dying.
is always one of the easiest affixes to deal with, and it is the lowest impact affix of all possible affixes. With those 2 affixes being pretty low impact,
is the most impactful affix of the week. Tyrannical makes dungeons substantially harder on a dungeon by dungeon basis.
Ultimately even though this week is not difficult to play, the bosses can be very difficult in virtually every dungeon. Boss design as a whole this expansion is really difficult, and while many of the dungeons are substantially easier to play this week they are not in that premiere S-Tier category.
There has also been a fair amount of dungeon tuning coming to problematic mobs and bosses in dungeons. You can check that out
Check out our tip of the week which involved dodging
Executioner Varruth's Bleed
Recent Dungeon TuningDodging 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.
The affixes this week of
allow you to pull massive trash packs and even pull trash with bosses if you have access to
or weapons. On top of these, they are incredibly non intrusive affixes outside of
. Tyran can be pretty rough in Necrotic Wake notably on the final 3 bosses, but if you have enough DPS and weapons then you will be fine.
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. 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.
is also massive for these bosses and helps groups out tremendously. Beyond that, just making sure you play Necrotic Wake slow and steady will help you out a lot as the timer is very forgiving.
The affixes are omega free in this dungeon outside of
as stated above. Making sure that you have adequate DPS for the bosses and use the weapons appropriately and the key should be really lenient on the timer. Play safe and this dungeon should be an easy S-Tier dungeon this week.
Necrotic Wake 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. This week is no exception to this.
are both freebies in this dungeon for sure. As far as this week goes, the execution of the dungeon itself with long boss fights on
is the limiting factor.
Execution and survivability are going to be the 2 biggest issues that you are going to face inside of Spires of Ascension this week. While the dungeon is not overly challenging this week in any abnormal way, wipes and mistakes are still heavily punished by long run backs. On top of this there is an innate level of coordination and interrupt management required in this instance that is very useful to have.
A really good tip for this dungeon this week is not overcommitting to angels. There are a lot of groups that will pull multiple angels at once, and while this is really good for time it is also very scary and can wipe you. Make sure you are not overpulling the angels and are allocating cooldowns properly relative to what you need. The other main tip I have for this dungeon is respect
. Even after his nerfs coming into this patch, this boss still is fairly difficult and can wipe you if you do not have battle rezzes and ample offensive cooldowns available for him. Be cautious and over-prepare for this boss.
Spires of Ascension 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. Many of the bosses with extended phases do additional mechanics which either require more coordination, more healing, or can even wipe you if dealt with incorrectly.
are both largely inconsequential as a whole.
can cause issues if you roll bursting on
pulls, but you should be able to take these pulls slow.
The bosses are the most difficult part of the dungeon. Having cooldowns available for
are all super important bosses in their own right. For Globgrog, you can drag a
into the Globgrog room and use this to help burn the boss prior to his second summoning of adds. You should be ccing or killing the small adds while using permanent CC on the
make sure you have cooldowns for every phase in some variable fashion.
will probably cast 2 times per active phase on Margrave which is one of the scariest abilities in the game. Make sure you layer defensives / externals / dispels properly for this Disease rain. Also
is annoying on Margrave.
Mists of Tirna Scithe
Mists of Tirna Scithe is pretty rough this season in the time department. With the absence of
becomes a pretty rough beast. Ingra Maloch did receive a bit of a nerf as
is now a 15s channel instead of a 12s channel. This means that there is a lot higher potential to 1 or 2 phase Ingra when before it would be a 2 or 3 phase.
is an absolutely brutal affix in this dungeon because of Ingra and just the relative impact on the timer in this dungeon. It makes the timer relevant with any real mistakes that occur in this key. The threshold for mistakes is relatively low due to the other affixes, but any mistake can make the timer a real issue.
are both relatively freebies in this dungeon. Bursting can be a bit difficult if you are not being aware of rolling stacks, but the mob density is typically low enough in this dungeon to where it does not normally matter.
The beginning of Mists is the most difficult part of the instance.
both are brutal on
, balancing cooldowns, saving
, and having massive contributions from your tank and healer is very very important to saving yourself a substantial amount of time on this boss. Almost all adds spawned from bosses this expansion do not scale with
, but on Ingra
does scale with tyrannical which is another reason this boss is very difficult.
does a boat load of damage on tyrannical, and can cause you wipes if you do not have ample healing.
pulls that were popular last season helps substantially and assists you in wipes you could face from just these pulls being very very difficult.
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.
Mists of Tirna Scithe 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. With the timer recently also receiving an additional minute, this also takes a fair amount of difficulty off of this key.
slows down this key tremendously. On the upside of this key,
are both freebies for this key assuming you do not have a demonic bursting roll. Another advantage of this key is that it is very easy to play
and his aura with the final boss,
Aggressive pulling and limited mistake potential are the 2 biggest pain points that most groups will face. This key probably has one of the biggest disparities between normal groups and top end groups out of most of the dungeons due to a few pivotal pulls in this key. A lot of the higher end groups find this key and the timer fairly lenient if you pull massive, but you have to have a tank that is acutely in control of the dungeon to be able to pull this off in a meaningful way.
The dungeon is still absolutely doable in a less aggressive, hold W manner. At the same time, the timer becomes very tight to a point where you need to make very limited amounts of errors. As stated above, omitting pulling
and instead playing his aura with the final boss is really easy and a good way to save a minute or two on your timer. In addition to this, you can also save a lot of time by pulling 2 or even 3
which owns him.
Halls of Atonement Guide
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 have virtually unlimited pull potential in the Ardenweald wing. This makes De Other Side a fairly favorable dungeon on those parts. On the fact that it is
, this dungeon is pretty rough.
This week is definitely one of the more preferable weeks to play this dungeon if you are inexperienced as the affix set grants a lot of free time. The major pain points in De Other Side are definitely the bosses which is amplified heavily by
. The reason that Tyrannical is so difficult in this dungeon is how challenging the bosses are, the lengths of the bosses themselves, and how punished you are for mistakes on them. Making sure you have ample cooldowns for the bosses is definitely preferred and encouraged on this week's affixes.
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 that 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 this season as a whole is significantly better than last season. With many nerfs to Sanguine Depths, the dungeon is a lot more manageable.
limits this key pretty substantially as the bosses in this instance are very challenging to execute properly. With that being said, if you have a strong level of coordination and strong DPS then this key is largely free. The timer in this dungeon, especially on
is a very big non factor, so execution is the dominant thing you need to focus on and less on DPS and big pulls.
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.
are very unimpactful in this key.
can be moderately annoying when trying to click the lantern for the
buff, so your group should watch out for a flying venthyr.
Sanguine Depths Guide
Theater of Pain
Theater of Pain is one of the most challenging dungeons when appropriately geared for the content. The timer is not overly lenient + the bosses are very challenging execution wise. In addition to that, the dungeon has fairly low mob density, but the style of mobs present limit unique and large pulls. This all culminates for a challenging 5 boss dungeon that the timer is especially tight on
This is probably the best
week possible with it being paired with
, but at the same time you would highly prefer a
variant of Theater of Pain if you are looking to push your highest key.
The biggest pain points in Theater this week are dealing with the bosses in a manageable way and having decent execution to correspond with that. As stated above, the dungeon is fairly simple, but with the dungeon being so simple any mistakes are amplified since the timer is tight.
wing in particular is encouraged to play slower than other wings as the execution level of this part of the instance is higher than the remainder of the instance.
Theater of Pain Guide
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