Best and Worst Mythic+ Dungeons to Complete on Raging, Quaking, Tyrannical Weeks
Welcome to this week's affixes!
are this week's affixes! This week is the week that is before the best push week on the calendar.
by itself are not bad affixes for a
week. There is a lot of responsibility on the tank and on crowd control effects to not let the Raging get out of control with a potential enrage dispel being close to mandatory for this affix set. The upside of this week is that there are minimal to no time losses that can be occurred by having these affixes outside of
. I think that if you are doing keys in the 15 range, this week is particularly enticing as bosses and trash can get melted quite quickly with appropriately geared DPS.
is an incredibly easy affix to deal with as making sure you stay spread from your melee and not stacking on top of one another is the only real issues that you may face. There are some instances where this is difficult, but that is generally on a case by case basis. This can make healing
a bit more challenging as well, but not nearly as difficult as the most recent week.
Want to check out some Shadowlands Basic Routes? Check out our
Shadowlands Basic Route Guide
Shadowlands Basic 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
Halls of Atonement
Halls of Atonement is once again one of the top dungeons in the game next to Mists of Tirna Scithe. Halls on
is very much a tank and healer struggle. There are a lot of mobs that get quite dangerous once enraged and managing the raging, kicks, and kiting is imperative once the mobs dip below 30% HP. Quaking is really not super relevant in Halls of Atonement as the dungeon typically allows for open areas and should not be super rough for quaking.
The biggest pain points in this dungeon are the trash mobs more often than not. On
the bosses can get long, but they don't get substantially more difficult even though they have more HP. Lets talk about the trash mobs that are very dangerous and how to deal with them potentially on
- The obliterator casts
at the threat target, and this bolt hurts a lot. Making sure you get kicks or CC effects when the obliterators hit sub 30% is very important as tank mitigation versus magic damage is normally fairly low.
- The dogs in this instance already murder your tank with their
bleed. This coupled with raging can absolutely melt your tank. Kiting is definitely the preferred method to deal with the Gargons in here.
- with his
ability is absolutely mandatory to have an enrage dispel. You can also outrange the thrash at 40 yards, but even then I think an enrage dispel for your tank is really necessary.
Halls of Atonement Guide
Mists of Tirna Scithe
Mists of Tirna Scithe is definitely one of the easier dungeons on the whole due to the lenient timer. In general on
weeks this dungeon can get more difficult due to most people being able to burn the bosses with
prior to any real mechanics occurring on
weeks. Aside from that dealing with
is the only real difficulty from affix sets in this dungeon.
Mists once more does not have many difficult spots in the dungeon. There are a couple mobs that definitely get more difficult with
are very scary when enraged with their
ability that they put on themselves. It is imperative that your tank kites at this point. Also the
mini bosses in the maze are very nice to have an enrage dispel for. Aside from those 2,
are incredibly dangerous once enraged and if you pull them with other mobs then you can be in grave danger. Beyond that it is just about having maximum boss damage. Invite a moonkin, they will help you kill
a lot faster :).
Some helpful tips with the
If you are going to get multiple burns, use stuff short cooldown cds like
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
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 because you can ensure that the javelin is around for Nalthor. Especially as well on the
week making sure you have a lot of boss damage is important. Nalthor can actually become a 3+ minute encounter if you are not careful.
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.
is very dangerous in the Necropolis area especially for the tank as the tank damage in there is massive.
can be annoying on
, but it should not be too annoying. Quaking can also be really stupid whenever you are trying to use the Exhaust or the Silence Orb, so be mindful of that.
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. Interestingly enough, on Nalthor, after you come up from the
you have 100% crit for 30 seconds and this works on the Necrotic Wake armaments as well, so using an armament with this crit buff is very cool.
If you have a Rogue in your party with the legendary
, you should let them pick up virtually all weapons. The crit modifier works on the Necrotic Wake weapons and makes them incredibly overpowered.
Necrotic Wake Guide
Spires of Ascension
I would highly recommend a
for this dungeon.
Spires of Ascension's timer is incredibly forgiving 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
though if you are not in a coordinated group. If you are in a coordinated group, there shouldn't be too many problems though. There are a lot of kicks that need to happen and if you are not careful about the kick rotations during raging there are some abilities that will one shot people.
I think the biggest pain point in this dungeon is going to be the boss kill time, kick rotations late into trash packs, and the angel mini bosses. With it being
becomes even harder. The longer the fight goes on for the more black puddles he spawns shooting the missles 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. The trash mobs that you have to watch out for are
. The Castigator has
which should be kicked as often as possible, this ability is already brutal and if it goes on somebody whilst
is out then you will die. The goliath has
which if it goes off normally it will drop you super low (potentially kill you but not often on Tyran), but when this is enraged this will probably be a full group wipe if it goes off. The Stealthclaws just beat up your tank and should be kited like your life depends on it.
The angels at the end I would say have a mandatory enrage dispel for
. The nature of those mini bosses in this dungeon just require them to be soothed once they enter raging.
Spires of Ascension Guide
Plaguefall's lenient timer with use of
s in this dungeon make it very forgiving to deaths and pulling slow. I do think all the affixes of
are all rough in their own ways in this dungeon making this dungeon more difficult than most other weeks that this dungeon is ranked, which is why the slide has occurred.
This dungeon's difficulty comes with the final 2 bosses and a lot of the trash in the back half of the instance. The notable trash packs that are difficult here are the packs with
. The Ambusher melees incredibly hard on the tank and has a
which is an AOE leap. These occurring while enraged can be super dangerous for the tank and he needs to be very careful if there is no dispel on the Ambusher. The group needs to be wary of the Sniper as his shot can be rough once he does also enter raging. The other notably scary trash on
ability stacks on your tank and is super dangerous to melee as it is a Fervent Strike type ability.
The bosses of
are normally very rough on
. This coupled with
makes these bosses even more tedious as the spread mechanic on the quaking when having to deal with the tentacles or just stacking up on Domina makes quaking really annoying.
Also, be careful on your
pull. If you pull all the slimes and they enrage at the same time they can kill your tank immediately.
De Other Side
De Other Side on
is very time restrictive even after ANOTHER time nerf to the dungeon. The time it takes to kill
normally is a really daunting task. That coupled with the only real part of the instance that has unique pulls is the Ardenweald area makes this dungeon rough if you do not have the raw DPS (or ilvl) to time the key. Fortunately though,
both do not affect this dungeon in a way that would be overwhelming. This dungeon, similar to Theater of Pain, is just a dungeon that is a damage check and if you have the damage then the dungeon is typically 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 pull the Ardenweald area a bit aggressive to time the key. This leads to potential tank deaths as
and enormous pulls are very dangerous. The
are also quite potent if kicks are missed as well. As for
, you can die on
whenever you are getting ported back to the platform, but there really is not much counter play if this happens. I am sorry for your loss if it does though.
De Other Side Guide
Theater of Pain
I would highly recommend a
for this dungeon.
Theater of Pain is definitely one of the more difficult dungeons to deal with on
. The reason this dungeon is as low as it is is because of the very difficult timer, 5 Tyrannical bosses to deal with, and bosses that all take a substantial amount of time. While
is mostly irrelevant, it still can be annoying on
as there are stack / grip style mechanics that are rough.
requires you to bring an enrage dispel to this dungeon to be able to deal with the mini bosses. Without the dispel your tank will get smoked.
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. The amount of DPS that is required to time this key on Tyrannical is no joke. I don't think there are any major pain points that need to be addressed that also were not addressed in the introduction. Just make sure you also have a soothe for the champions.
You can check out a basic route for Theater
which will help a decent amount.
A tip for Theater is in the
wing, the final 2 champions you have to fight are between
. Nevermore is
harder than Rek. Fortunately enough you can force Rek to spawn. To do this start the RP for the champion being chosen when Nevermore has her shield down. This will make Rek win the battle :). You can also force spawn
if you walk up whenever the charge is being channeled.
Theater of Pain Guide
The bosses in Sanguine Depths will almost always be the gatekeepers in this instance regardless of whether it is Fortified or Tyrannical.
is incredibly annoying in Sanguine Depths due to the narrow corridors and lack of space. There are also some very bad overlaps on
with the shield + quaking that are a possibility. On top of that if your healer gets locked out by quaking then that is also very bad news.
can be really sketchy from time to time, but it should not be something that is overwhelming or mandatory to have an enrage dispel.
I think the biggest problem parts in this dungeon 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 outrange 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
and the add pulsing AOE, the 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.
Sanguine Depths Guide
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