Best and Worst Mythic+ Dungeons to Complete on Inspiring, Storming, Fortified Weeks
Welcome to this week's affixes!
are the affixes you have to deal with coming into this week. These affixes can definitely slow you down, most notably
Want to ask Tettles some questions about Mythic+ dungeons or the affixes this week? Check him out on his stream!
Inspiring does not change week to week, but most certainly is a nuisance in many circumstances. Using Crowd Control effects on the inspired mobs such as
, etc and pulling the other mobs away from that Inspired mob can potentially be an important play. Inspiring only inspires mobs within 15 yards, and if a cast starts while the mob is Inspired, it will be kickable if the inspiring mob is moved even though the UI doesn't show that. You can kick into this "protected cast" and your kick will go through as long as the inspired mob is more than 15 yards away.
There was also a pretty hefty damage dealt to tanks nerf and
nerf that you can check out
as well as last week's dungeon tuning
Dungeon TuningTank Damage and Tyrannical Nerfs
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
Halls of Atonement
Halls of Atonement is one of the best fortified dungeons in the game right now, and with the affixes present that should not change. I actually think that Halls is also easier than Mists of Tirna Scithe on this affix set. Halls of Atonement has some of the most lax placement of
out of any of the dungeons that you can play. On top of that the caster
in this dungeon are mostly tank damage and a lot of times are the inspired mobs themselves.
The biggest pain point in this dungeon are the
pulls and the
pulls. So for the Gargons, your tank needs to diligently kite to make sure he does not get too many stacks of the
the Gargons beat up your tank and fortunately do not do any anti-kite mechanics. As for the Shards, their primary ability
does an intense amount of groupwide damage. It does have a 40 yard range, so you can get out of there if things are getting dicey. Normally, the issues with the Shards happen when you pull
with them and mis-manage kicks. Be careful to pull these mobs into the Shards if you do not have good kicks assigned.
All of these things are very generic, so I will leave you with a tip for this dungeon. On the third boss
, you can pull both
into the third boss by puling them one at a time. You have to stand at the ledge and jump and you are able to tag the far stoneborn with a ranged ability.
Halls of Atonement Guide
Mists of Tirna Scithe
As the comment sections notes every week... Mists is back again at number 1 for easiest and most desirable dungeons.
both should not do a ton in this instance in the time department. There are a few moments when inspiring is tough though and requires a bit of finesse to go through the instance.
at the start of the dungeon and it will apply the
debuff, which can be useful on the first boss! This can help you one phase the boss fairly easily on Fortified weeks if you have a priest in your group. (
Mists once more does not have many difficult spots in the dungeon and this week that statement holds true once again. You do have to pay attention to inspiring a bit though and there are 2 packs in particular you should look out for. The first pack is the pack with x2
. The harvesters do a
cast and both should be kicked with high frequency. Since the soulcleaver is the inspired mob here, CCing him is definitely advantageous. You can even use the mind control trick from above on the first boss if you leave him CCed.
The second 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 kill it pretty quickly and then continue to kick the Staghorn. The
that patrols is also inspired, so really try to avoid them.
MIsts of Tirna Scithe Guide
Plaguefall's lenient timer with use of
s in this dungeon make it very forgiving to deaths and pulling slow.
both are not overly impactful in this instance as a general rule. Setting up your
to where they spawn before
is fairly important even on
as these bosses have the highest chance to wipe you and are very deadly.
The trash in between the first and second boss is probably the biggest pain point in this dungeon. Making sure you use the
s well in order to kill surrounding mobs is very important. The plagueborers do scale off Fortified, so make sure that you blow them up on top of other mobs. 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.
With the massive nerfs to necrotic wake, this dungeon feels a lot more manageable to play and with the changes to the Kyrian Weapons. This facilitates a lot more definitive strategies for this dungeon on the whole. I think that using the 3 Javelins on
is a really solid play now that you can ensure that the javelin is around for Nalthor.
All of the trash in the Necropolis and the
are the biggest pain points in this dungeon. For the Necropolis trash specifically the
gets stacked up incredibly quickly on your tank and your tank has limited ability to be able to kite out these
as they also have an anti-kite mechanic. You can use hunter pets to taunt the Stichwerk to reset the tenderize which will help your tank tremendously. Beyond that, be very careful for
in the necropolis as well. So 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.
Necrotic Wake Guide
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving most weeks if you take the dungeon pretty slow, however the massive kick requirement is very difficult on
. Taking the dungeon slow and steady with CCs is definitely advantageous. I also think going right side could be a solid play on this week's affixes, especially if you have a shaman for
. They can cover the
cast every time with their 12 second interrupt. Alternatively you can just outrange the rebellious fist as it is a 30yd range.
I think the biggest pain points in this dungeon is the trash in front of Devos and the starting area trash. The angels in front of Devos do an unreal amount of damage. Once you end up pushing a high enough key, I would highly recommend using
and the Kyrian Covenant Spear from Spires itself on the final angel
even after the nerfs. The trash in the beginning of the dungeon has some inspiring mobs in it, so pulling slower / ccing mobs is definitely an option for many groups.
Spires of Ascension Guide
De Other Side
De Other Side has a relatively tight timer, but on this week you should be able to pull the Ardenweald with unlimited size restrictions other than hitting the
spawn percentages. There is also new meta for doing this dungeon with playing almost all the Ardenweald area except the
. This includes even pulling the
. This area is just incredibly count efficient compared to the rest of the dungeon and you would rather invis potion /
Trash in the
area is probably one of the biggest week to week pain points present here. Beyond that this dungeon just has the same relative difficulty week to week. 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. 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.
De Other Side Guide
The bosses in Sanguine Depths will almost always be the gatekeepers in this instance regardless of whether it is Fortified or Tyrannical. Fortunately though, after the most recent nerfs this dungeon is definitely more in line with other dungeons. The timer in here is pretty lenient as long as you can live the bosses.
is rough at certain points in this instance while
is really annoying due to the tight corridors, but if well played this dungeon is definitely not that bad this week.
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, healer mana is the scariest part. There is potential to have your healer suicide, drink, then resuming pulling, but that is so costly time wise. You can pull general Kaal far back where the bears will not combat you as well, so that is an option.
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.
Sanguine Depths Guide
Theater of Pain
Theater of Pain is definitely one of the more difficult dungeons to deal with on
. There are a lot of packs that have inspired + caster mobs that you will need to CC. That coupled with Theater's low mob density generally and semi tight timer, makes this dungeon pretty difficult this week. This is also one of the few dungeons where
is really annoying due to the small platforms / area of movement.
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.
Theater of Pain Guide
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