Best and Worst Mythic+ Dungeons to Complete on Inspiring, Necrotic, Tyrannical
Welcome to perhaps the worst week on the calendar this reset!
With the affixes of
, you will be questioning things such as "why am I here", "who designed this affix set", and "why does my tank already have 30 stacks of Necrotic?" This week requires immense coordination to the point where doing keys without voice is incredibly difficult depending on the group.
is one of the most difficult to deal with affixes in the game and requires incredible coordination and use of abilities such as
but neither of these work if
is active on the mobs. Overall, this is a very oppressive affix combination, and keys are certainly timeable but only at a 3-4 key level disparity over some of the best weeks. I would say as a general rule try to avoid the F tier dungeons this week as they are also incredibly lopsided.
Want to ask Tettles a question about Mythic+? Check him out on his stream.
Tip of the Week
If you are running with a paladin,
off your tank but it will make them lose threat on all the mobs. They can cancel the Blessing of Protection with one simple macro allowing them to immediately regain threat on the mobs while getting a nice reset of necrotic. The macro is:
/cancelaura Blessing of Protection
Want to check out some Shadowlands Basic Routes? Check out our
Shadowlands Basic Route Guides here
Beginner Mythic+ Routes
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
Mists of Tirna Scithe
Mists of Tirna Scithe actually turns into a pretty difficult dungeon on
. A lot of packs during the maze have an inspired mob in there making
incredibly annoying to kick. On top of this, there are
that also have mandatory kicks that there are inspired mobs nearby as well which are incredibly difficult to deal with.
is always rather tedious for tanks and just requires a lot of presence of mind to kite around to reset necrotic stacks.
This dungeon is incredibly tedious, but the dungeon is still one of the best due to the timer. You really have to play the trash conservatively and minimize mistakes and you should still be able to easily time this key.
I think the Maze for most people is the most difficult part of the instance. If no coordination, no CC, and no precautions taken by moving the mobs away from the
mobs happen then you will struggle terribly. Notably inspiring has only a 15 yard range, so ccing the inspiring, getting the kicks on the
. Taking the maze slow and steady will help you out. Another pack to watch out for is the
in the pack with the
. The Staghorn has 2 casts that need to be kicked in the
. The larva has low HP, so you can blow him up pretty quickly and then continue to kick the Staghorn. The
that patrol also are inspired, so really try to avoid them. Be super careful about
on these trash packs as well.
MIsts of Tirna Scithe Guide
Halls of Atonement
This is a very bad week for Halls of Atonement. The timer becomes incredibly tight due to having to kite a lot of the trash because of
's interaction with the necrotic itself, and
just being a slower affix than fortified. Inspiring's placement is actually pretty lenient, but whenever you have to factor it in with necrotic management for your tank it becomes almost irrelevant. Make sure your tank has enough space to kite and has a solid plan for each and every pull as this dungeon is heavily reliant on your tank.
Halls biggest issue this week is tank damage and the timer being abnormally tight for Halls of Atonement. Tank damage is always an issue in Halls due to the type of mobs whether it be the bleeds from the
, casts from the
, or just general melee hits and mitigating those. That coupled with an actively difficult affix such as
makes tank damage in Halls of Atonement close to not manageable without excellent kiting. The kiting makes pulls take exponentially longer. On top of that,
makes the kiting or ccing of packs more difficult than normal meaning that this adds to the timer even more. Then you have the bosses which adequate boss damage is really preferred here this week too since HOA bosses can be on the long side if they don't die within the
All of this is to say, find a tank that can manage necrotic and kite well. The dungeon can be managable, but there is a lot of burden on the tank this week.
Halls of Atonement 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 some of the most difficult bosses if you do not have appropriate amounts of DPS. Coordination is key, but the timer is lenient enough to where Plaguefall is a pretty desired dungeon this week if you can be clean.
I do not think there is too much that is atypical in this dungeon from a normal
week. The final 2 bosses
are both incredibly tough to deal with and on Domina, the assassins stacking up
on your tank can cause tank deaths on a boss that already hits your tank pretty hard. Make sure you have ample cooldowns for both of these bosses and be really slow with the key. The timer is pretty forgiving, so this is one that you can afford to take slower.
In regards to
, the biggest pain point for inspiring is the
room as there is a
with inspiring on them. These can be problematic for crowd controlling the spiders that the
spawns. Making sure you use an AOE crowd control effect whenever the inspired mobs are away from the spiders is important. Also for the left pack making sure you are able to CC the defender on his
is really important as well.
Necrotic Wake is incredibly difficult this week on the whole. The timer is lenient, but the level of play required to time this key definitely puts the key at a few dungeon levels more difficult than an optimal week.
is very ridiculous at some points of this dungeon such as with the Necromancers.
can get stacked up incredibly quickly on your tank and with how hard some of the packs / bosses hit this can also be a deadly combo. I also think we probably have all been a part of runs too where you are wiping to
. He is really tough on
so making sure over-dps this key is definitely preferred. This is not a dungeon you want to come into with "just enough" DPS.
A lot of trash in the necropolis and the necromancers are troublesome. With
is absolutely brutal for your tank in the necropolis. The
stacking on him coupled with the necrotic means that the trash packs with the stichwerks need to die very quickly. Also, be very careful for
in the necropolis as well. Make sure you are kicking them constantly. As for the
, for some reason 2 out of 3 of them are inspired and the nearby
are a massive source of damage. These packs should be carefully cced if pulled or potentially skipped on this week.
Another issue is the bosses 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. This does require coordination though.
Necrotic Wake Guide
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving most weeks if you take the dungeon pretty slow and this is the only reason Spires is not in the F tier. This timer is less lenient on
but still not super tight none-the-less. I think that the dungeon is quite difficult on
and having a lot of CC is very important to manage the inspiring in any meaningful way. As a general rule use a CC on the inspired mob, do the pack normally, and kill the inspired mob by itself if there are very important casters in the packs.
I think the biggest pain points in this dungeon are the second boss and just a lot of the caster mobs in the first part of the instance. 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. 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.
All of the trash before the first boss is really annoying to deal with as there is no real concrete way to chain pull or mass pull the packs. The pack before the first boss it is mandatory to CC the
here and pull the other mobs away from him. This will mean you have to fight the mender with your
but this is not difficult to pull off. Take the dungeon and the trash slow.
is really annoying but the timer should be there if you are clean.
Spires of Ascension Guide
Theater of Pain
For F-Tier dungeons, I would really recommend not zoning into these this week. They are exponentially harder than normal weeks for various reasons. For Theater of Pain, the amount of tank damage that is added from
is very absurd. On top of that Theater of Pain is the hardest
dungeon and it is not super close. The final nail in the coffin is 5 boss instance on
There are 2 mobs with
area. This makes the traditional "pull all of them and use AOE CC" strategy less viable on this week. There are potential routes that skip the Shackled Souls and looking into those can be of benefit. There is also a terrible pull with an inspired
. You can either CC the Bone Magus or kill it quickly before the Soulbinder's
goes off. All-in-all pulling very slow in Theater of Pain and CCing mobs is your best bet, but it is not very good for the timer. The final packs that are really annoying are the packs with
in them. The sludge-spewers themselves are never inspired, but nearby mobs are. Make sure you kick the sludge-spewers. If this means you CC the inspired mob then you have to do it. Letting the casts go off from the spewers is how you wipe.
This timer is so incredibly tight this week, you are probably going to run into tank survivability issues unless your tank is a hero, and inspiring is a real challenge. Try to avoid theater of pain as much as you can for this week.
Theater of Pain Guide
Another F-Tier dungeon to really try to avoid this week is Sanguine Depths. Sanguine Depths has actively improved a lot of the weeks separating itself from De Other Side and Theater of Pain from time to time, but this week Sanguine Depths is really rough. Just the affixes in here make the dungeon's timer really tight, the packs are already hard as is, and necrotic just makes tank damage not manageable at times. I would really avoid this dungeon if possible.
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. Tanks need to really be careful about
here too as the incoming tank damage from the slam is really rough. Try to get resets as often as you can. 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. Stuff like
For General Kaal, making sure that you retain mana, minimize bleeds, and do not let the tank die to
is the most important part. The boss + trash is normally rough, but on this weeks affixes it will be a lot worse if your tank isn't getting necrotic resets. Fortunately the Gargons do not apply necrotic, but that is the only upside.
There are also ample amounts of
which are very dangerous casters with their
ability. Potential use of an invisibility potion after the third boss to skip the trash in the hallway area is encouraged. This means that you should get your 80% prideful for Tarvold so you are able to skip the hallway after 3rd boss.
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 Necrotic and Tyrannical. Inspiring has it's own problems as well in the Hakaar wing, but normally inspiring is pretty tame here. Just like the other F-Tier dungeons though, this dungeon really should be avoided if you can help it.
Trash in the
area is probably one of the biggest week to week pain points present here. Fortunately enough almost all of this trash can be kited around as there are few to no anti-kite mechanics on the trash here and almost no casters, but it still is
and the tank has to generate threat somehow. The reason this is a big pain point is due to the fact that the timer in De Other Side is so tight that generally having to pull this area large is a necessity. Avoid
as much as humanly possible and honestly you’re good to go if you have a clean run. In addition to that in the Hakaar area there are 3
on them. The priests themself are not bad, but
need to be cced and
have to be kicked regularly, so the priests inspiring other mobs is rough. Be really careful here.
All of this coupled with hard bosses that get exponentially longer on
makes this dungeon a recipe for deplete.
De Other Side Guide
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