Best and Worst Mythic+ Dungeons to Complete on Sanguine, Grievous, Fortified Weeks
Welcome to this week's affixes!
are the affixes you have to deal with coming into this week. This week is probably the third best week on the calendar in regards to pushing the highest level of keys!
What makes this week overwhelmingly positive for pushing is due to it first being a
week and the 2 corresponding affixes also having minimal time losses if played correctly.
can be tough to manage in spots regarding time losses, but there is always outplay potential for Sanguine management.
can be really tough for healer mana and make some bosses more difficult than normal, but in regards to time Grievous has a theoretical 0 time loss.
Here are some generalized tips for those who are new to a week like this. First, I would say to make sure your tank is always kiting / moving mobs whenever mobs get low. There aren't a ton of mismatched mob HP totals this expansion compared to last, but it is still relevant. You can try to kill mobs evenly, but this isn't the best strategy in all situations. So just be prepared to kite or use displacement effects on mobs.
just making sure that you give your healer ample time to regain mana between pulls, as its very important. There are few super mana taxing points in most dungeons, but make sure that your healer has mana between pulls and prior to spawning a
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 one of the best Fortified dungeons in the game right now, and with the affixes present that should not change. There are a few points in which
management can be a bit tricky, but making sure that you manage health pools and have displacement abilities for the caster style mobs, you should be in good shape as a whole. Halls of Atonement has what I would describe as unlimited pull size potential where almost all the pulls are reliant on your tanks potential kiting.
The biggest pain point in this dungeon is probably the
are both casters of sorts that are difficult to move as a whole. Making sure you kill mobs like
at a location that isn't underneath caster mobs is very important to minimize the amount of Sanguine healing across the whole group. Another thing is
are also incredibly easy to Sanguine if you are not careful. In tandem to that, potential outranging this week is very nice as it is
ability only has a 40 yard range, so use this to your advantage.
Here is a nice tip that you can use on Halls of Atonement this week. If you pull 2
at once you can Mind Control them with the Venthyr buff even though you are not supposed to be able to. You achieve this by mashing your extra action button over and over again after the first stoneborn gets mind controlled and you can get the second one.
Halls of Atonement Guide
Mists of Tirna Scithe
are not freebies in Mists this week, but fortunately enough these affixes shouldn't impact the dungeon too much compared to something like
. Mists of Tirna Scithe has an incredibly forgiving timer which is why it normally is higher up. That coupled with the general dungeon difficulty being fairly low helps a lot. Just make sure you have enough damage for the first boss and it should be smooth sailing.
Mists only really has one difficult section in the dungeon and it comes right smack at the beginning of the dungeon. There is a pack with a
, and a
. Making sure you focus down the villager is paramount as if the heavy casting villager gets caught in
then you will spend a long amount of time on this pack. He also despawns at 20% HP, so he does not leave a sanguine puddle behind himself. There are also 2 packs of
at the beginning as well. Pulling these is fine, but do not pull them into the first pack as you would on a different week as sanguine healing can be rough here. Something to note is after
there are many
. These mobs
do on death affixes.
Aside from that just be careful about the bursting AOE damage during the intermission on
. This can be kind of rough on your healer if you are not careful or preparing for it in advance due to
MIsts of Tirna Scithe Guide
Necrotic Wake post changes is hands down one of the most easy dungeons assuming you have people who know where to use the weapons. 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 largely unimpactful in Necrotic Wake.
can be a bit dicey notably on
. Everywhere else should be pretty lenient in the grievous department as long as you're getting your kicks. If it was not grievous, this dungeon would probably be an S tier dungeon.
This week, the pain points of Necrotic Wake seem to be the bosses, which is very advantageous for a
week. Make sure you have armaments of some kind for
just having the native Kyrian
ability should do wonders on this boss. For
, 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.
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
Plaguefall's lenient timer with use of
s in this dungeon make it very forgiving to deaths and pulling slow. This dungeon can be quite easy, but careful management of Plagueborers is what makes the dungeon much easier and normal groups generally do not have the coordination to put this dungeon into S-Tier.
is largely inconsequential in Plaguefall as mobs are by-in-large easy enough to move. Having a displacement is always nice though.
can get a bit rough on the bosses though. Notably
as they have diseases that will tick your party into grievous.
I think the last phase of
and not having enough damage for
are probably the 2 biggest points of contention in this dungeon. The last phase of Margrave with the tentacles while
is going off is very dangerous for healers when paired with
. Making sure you have cooldowns appropriately placed for pushing the boss to 66% and 33% is really important. A general rule of thumb is use one to two short cooldowns in the first phase with the
buff, use major cooldowns like 3 minutes with the remainder of the
in phase 2. Then
For Globgrog, you just need to beat the second set of adds spawning. Make sure you have
for him. CC the first set of adds with things such as
and just burn.
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 generally and on
there are a lot of mobs to get stuck casting in sanguine. There also is a lot of ambient damage on many of the trash pulls / bosses to put your group deep into
, so drinking is an absolute must in this dungeon. The timer's leniency offsets this, but this dungeon is not free by any means.
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
+ this angel is just bad news, so be super careful and liberal with drinking to full mana wise here. The trash in the beginning of the dungeon is really rough with
. There are many caster mobs such as the
s and the very annoying
One final thing is the second boss,
is very much a "kill it before it kills you" kind of boss. Having
for it +
is very useful as if you get hit with too many of his
bleeds then you will be stuck in some bad grievous. This boss is a healer nightmare if it goes too long.
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 /
are both annoying in their own regards in this dungeon and you would much prefer alternative affixes here. I don't think
is a major time loss, but it isn't the most forgiving.
is downright deadly on a few bosses.
are all the biggest problems in this dungeon. With
just making sure you stay topped on
for the major mechanics of those 2 fights is really important. For Dealer that is
and for Hakkar that is
whenever you are not topped and have grievous can spell disaster. Be really careful here and make sure everybody is topped prior to going in. Liberal use of
here is really nice.
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 absolutely nightmare material though for healers as making sure you have enough mana is an incredibly daunting task overall.
as the name jokes about is also really annoying in Sanguine Depths because of the tight corridors. Overall though, making sure you have enough mana and survive the bosses and you should time the key.
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 with
they can be incredibly mana taxing.
On Kryxis you need to make sure to slowly soak the orbs from
otherwise you can put yourself in deep trouble, but make sure to soak them quick enough to where you do not outrun your healer cooldown coverage. 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. As for
is nightmare fuel for healers on
as this thing is just a mana sink. This whole encounter and pride timings and everything requires careful consideration for healer mana otherwise you will be in bad shape.
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.
Sanguine Depths Guide
Theater of Pain
Theater of Pain is definitely one of the more difficult dungeons to deal with on
. There are many tight knit corridors and dropping sanguine is an absolute pain in this dungeon. That coupled with the general difficulty of
and just the dungeon as a whole makes this dungeon really troublesome. There are many bleeds / dots in this dungeon, so a lot of spot healing will normally be required taxing healer mana as well. Frequent drinks are important!
The biggest pain points of this dungeon are the
wings. There are a lot of points in which
healing can occur and you can get deep into
. In the gorechop wing try to pull as few
as possible. They do passive AOE damage that is pretty difficult to heal through. In the Xav wing whenever you get targeted by
make sure you pop a defensive as this can get you deep into grievous as well.
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 :).
Theater of Pain Guide
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