Best and Worst Mythic+ Dungeons to Complete on Sanguine, Storming, Tyrannical Weeks
Welcome to this weeks dungeons.
are this week's affixes! As far as Tyrannical weeks go, this week is not too bad. Sanguine can be moderately difficult in some situations, but a lot of the meta specs have displacements of some kind that can assist in sanguine management. Additionally, using taunts at some points can assist in sanguine management too.
coming into 9.1, and it makes the affix substantially easier for melee and tanks. There was also a massive
nerf to the Necrotic Wake weapons
which will impact the dungeon substantially.
Check out our weekly Mythic+ Tip of the Week article which involved...
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Even after the nerfs to the weapons, Necrotic Wake's timer is still 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. It is
, so some packs are a bit more difficult to deal with, but no pull is advised heavily to not go for. The
is typically used in tandem with
on bosses to really double down on that burst.
The affixes this week of
are not polarizing in this dungeon, but you definitely can incur incremental time losses if you are not careful. These time losses are minimal impact at best and the biggest loss you can face is having a disaster on the bosses.
This week the pain points of Necrotic Wake seem to be the bosses as they probably will be for most of the season. 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.
is largely a non-affix in Necrotic Wake. The dungeon does have pretty high mob density at times which makes there frequent tornadoes, but there is typically a decent amount of open space to kite and take mobs that makes storming less intrusive. A similar philosophy is placed on
, but the main difference is that there are a lot of casters in Necrotic Wake. Making sure you are getting kicks or have displacements is important. The biggest limiting factor is definitely
. Even tyrannical does not make this dungeon difficult to time, just makes the bosses harder.
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.
can be tough on some dungeon pulls, especially those with
. Making sure that you are moving mobs in relation to these mobs will do wonders. Even with a bit of sanguine healing, this key is not overly difficult.
is also really easy in Spires of Ascension.
management and boss killing are the 2 biggest issues that you may face in Spires this week. As stated above,
can be very dangerous. Make sure that all of the mobs are not underneath the goliath whenever they go into their
phase. Aside from that any displacement will do and will help you manage the sanguine healing really well. The bosses, especially
this season compared to last, are not that bad in this dungeon, but at the same time they can cause issues on
. Making sure you have ample cooldowns and potentially
for them will do wonders. One thing to note about
and the angel mini bosses. Storming can be incredibly annoying on these mobs as there are missiles and "safe spots" that you have to remain in. Be cautious and aware of this and you should be fine.
Spires of Ascension 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.
is really tough at some points in this dungeon, but there is substantial outplay potential for it in this dungeon if you have enough knockbacks. As for
, Storming is normally really easy in Halls. You have enough space where Halls is not impacted much by Storming. As for
, this affix is more of a time sink than anything in Halls, but your biggest time losses will be incurred by sanguine.
healing vs the timer is the biggest roadblock in Halls of Atonement this week. Bring plenty of displacement abilities and a tank that enjoys kiting. Making sure you have really good sanguine management, notably on mobs such as the
, is the most important part of this instance this week. Make sure that mobs do not die underneath them and you should be good. The
are the mobs that are likely to heal the
, so watch out for those. The
are the mobs that are most likely to heal
. Beyond the sanguine healing and solid management, the only thing you are looking out for is having good boss DPS. The timer can be pretty tight on
weeks, so having ample boss DPS will be really beneficial.
can be really annoying on
during his telekinesis cast, but beyond that storming is a non-affix.
Halls of Atonement Guide
Mists of Tirna Scithe
Mists of Tirna Scithe is actually pretty rough this season in the time department. With the absence of
becomes a pretty rough beast. You typically will not have enough DPS to 1 phase this boss, costing you anywhere between 1 - 2 additional minutes on the timer that were effectively free last season. The reason this is B-tier is due to the timer being so tight with the addition of
is also not a totally free affix in this dungeon. While not a difficult affix, it is not the easiest possible affix either.
The beginning of Mists is the most difficult part of the instance. Skipping the
pulls that were popular last season helps substantially and assists you in avoiding any
healing. You can see that skip performed here. All you need is a
, or personal stealth to make it through.
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. This allows you to have an additional power for Ingra and is really helpful. Making sure that you save
, offensive cooldowns, and whatever else you can for the burn is massive. Saving phases on Ingra can save you minutes of time on this tight timer.
is a meme in Mists though.
Mists of Tirna Scithe 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 though. A lot of the packs are pretty technical and having displacements for the pulls is important.
is the reason this dungeon is ultimately ranked in the B tier though, as the bosses are really rough on Tyrannical.
While Plaguefall's timer is really easy, the execution of the dungeon is the hardest part by far. Making sure you avoid
healing for many parts of the dungeon is critical to success as a whole. A good example of this is the Island after
. This island has a high chance of getting sanguine healed a lot if you are not careful. Other major packs that can be sanguine healed are:
pull in the last boss room.
after the first boss area.
The bosses are the most difficult part of the dungeon though. 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.
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. This is one of the less friendly Sanguine Depths weeks though with
in cramped quarters. The only upside to this dungeon is that the timer is really really lenient, but the bosses are hard and it is a
week after all.
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.
Aside from boss management, you are not going to effectively use the
counters the Venthyr buff in here quite hard. Make sure you have enough room to kite a bunch of mobs and bolster kill them as often as possible to save space. Tornadoes from
despawn after 1 hit this season, so eating them as a tank or melee dps is fine as long as no mechanics are going to overlap and kill you. The timer is still free in Sanguine Depths this week, just the execution is hard.
Sanguine Depths Guide
De Other Side
De Other Side is fairly time restrictive as a whole due to the amount of time that the bosses take on
. With the dungeon also being
the dungeons have an additional technical challenge on trash that is already not the easiest in the world. The Ardenweald area makes up for this a bit with it not being overly challenging, but even still the dungeon is not the easiest it can possibly be on these affixes. The timer will be a bit tight, but at least
should be non-impactful.
I still think that the timer is ultimately the biggest issue in De Other Side this week purely based on how
is. The nerfs to
are very good
coming into this patch
, but the bosses in the dungeon still take 2:30+ in a lot of instances.
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. This allows you to pick up
powers and notably
powers which are the dps powers. Doing this also minimizes backtracking in a key where the timer is tight.
De Other Side Guide
Theater of Pain
Theater of Pain is definitely one of the more difficult dungeons to deal as a whole especially on
are both also difficult as well in Theater of Pain which is why this dungeon is ultimately a D-Tier dungeon this week.
The biggest pain points in Theater this week is managing bosses with
versus the timer. The timer in Theater of Pain is fairly tight and things such as
slow you down even more potentially. Overall, this dungeon is a D-Tier dungeon where I would say that you need more than a typical amount of DPS to be able to do keys on an appropriate level, but it is doable. If you can kill bosses in an appropriate time too then you should be fine.
is really brutal as well in Theater of Pain since many of the boss platforms and many of the hallways are super tight, making storming not desirable.
Theater of Pain Guide
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