Best and Worst Mythic+ Dungeons to Complete on Spiteful, Grievous, Fortified Weeks
Welcome to this weeks dungeons -
are this week's affixes!
Overall, this week should not be too terrible in the time department. However this week can absolutely be rough in the individual play department, as
is a personal responsibility affix, to not get meleed by the Spiteful Shades. This affix can be rough sometimes for melee, while
is difficult for the healer as they'll need to make sure not to allow people to get too deep into grievous. This also makes
really difficult, as when paired with
it can cost your healer a lot of mana making the pride much more difficult if your healer does not have enough mana going into the pride. Overall this week can be pretty difficult even though it isn't necessarily slow. Just make sure your healer can drink and maintain enough mana as that is something that a lot of people tend to overlook.
is a nice weakaura that anchors the spiteful fixate icon to nameplates to indicate which spiteful is fixated onto you.
Want to check out some Shadowlands Basic Routes? We have MDT routes for all dungeons as well as advice walking you through each important pull.
Shadowlands MDT Routes
Want to check how much damage you'll take from certain Mythic+ abilities on this week at higher keys? Check out our
Mythic+ Damage Calculator
Mythic+ Damage Calculator
Mists of Tirna Scithe
Mists of Tirna Scithe is actually pretty rough on
have some form of pulsing AOE damage that can and will get your party deep into grievous. That coupled with the fact that a lot of groups spawn their
in the maze off of a first mob kill with trash still up can absolutely make grievous a very difficult to manage affix in Mists. The strengths of Mists are still apparent, as this dungeon's timer is very lenient and on the whole you should be able to complete this dungeon if taken slow with minimal wipes.
is largely irrelevant in this instance beyond the natural difficulty of spiteful.
I believe the first 2 bosses are the most difficult parts of this dungeon due to how bad
if not 1 phased or pushed into the vulnerability window quick enough has a nasty pulsing AOE associated with the 80% Damage Reduction. Making sure you allocate cooldowns appropriately on Ingra and
is really important. As for
, just being quick on your feet on the guessing game is the only real way to mitigate grievous in any substantial way.
Some helpful tips with the
If you are going to get multiple vulnerability windows, use stuff short cooldown cds like
at the very beginning of the fight to help push the boss quicker.
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
Halls of Atonement
Halls of Atonement can be fairly rough this week, but it should not be slow. There is a significant amount of tank damage that will be present on this week due to the nature of the dungeon in tandem with
. This means that the amount of throughput healing required for the tank / incidental damage on the group can be incredibly difficult to manage. As for
, this affix should be reasonably easy to manage on the whole. The dungeon really comes down to your healer / tank synergy, but if played correctly this dungeon should go quite quick.
Also note that the
have received small nerfs in 9.0.5. They are still absolutely worth getting, but do their damage in 45s instead of 30s and do ~25% less damage in total.
The biggest difficulty that you will most likely face in Halls this week has to do with the trash damage on the party and notably the tank. Kiting will be really advantageous overall for your tank as that helps reduce the damage intake that the healer would otherwise have to heal through. The most difficult party wide mob though is probably the
. This ability has a 40 yard range meaning that you can actively outrange it every time to help minimize
when soaking the lines as this will be pretty rough.
Halls of Atonement 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. For
, it can be kind of dangerous on most of the bosses as they have some form of pulsing AOE damage on them. The most deadly of the 4 bosses with Grievous is probably
and if you have casts going through this can spell disaster quickly.
isn't very polarizing in an increase or decrease in difficulty sense. It just is there.
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.
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 coordination though.
no longer works on the Necrotic Wake armaments. Sorry rogues :(
Necrotic Wake 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 rough and dealing with Margrave on
is just cruel as the infectious rain is already incredibly mana draining.
is largely easy to deal with on the whole, but can be really rough in 2 particular spots.
pulls both do on death affixes. There is potential use for things such as
on the spitefuls here to assist your party.
If you are able to take the dungeon slow, use bombs appropriately, and not have any deaths then this dungeon should be really easy on the timer. The dungeon is just incredibly difficult on grievous and having deathless runs is already a bit of a challenge in here.
This dungeons difficulty comes with the final 2 bosses of the instance.
are incredibly deadly, so making sure that you have appropriate damage (potentially
) for them will definitely be of great benefit to you. Domina needs to have her webs broken immediately otherwise you stack up a lot of stacks of the DOT and with the Mage
ability no longer working to break out the adds, you have to do it manually. Margrave you should have cooldowns allocated appropriately to this boss. Typically you can use things such as 1-2 minutes + prideful in P1,
in P2, and all CDs in P3.
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. I think that the dungeon is quite difficult on
in different spots depending on what is going on. There is definitely 1 boss and 1 trash pull that immediately come to mind when you think of the difficulty of this dungeon and it becomes incredibly polarizing due to that.
I think the biggest pain point in this dungeon is going to be the
and the angel
. With it being
becomes even harder than normal.
is already a very hard hitting single target bleed and is even more difficult on grievous. This boss and mechanic in my experience is one of the hardest parts of this dungeon. Getting your 60% or 80%
right before you engage Ventunax is really helpful in killing the boss.
is particularly brutal on
as they do a very hefty pulsing AOE ability that if your healer does not have appropriate cooldowns for it can cause wipes or drain their mana incredibly quickly.
Spires of Ascension Guide
Theater of Pain
Theater of Pain is definitely one of the more difficult dungeons to deal as a whole especially on
should not be too bad due to the lower mob density that is apparent here. Grievous is really difficult on almost all trash pulls however and making sure that your healer has the appropriate amount of mana going into trash pulls is really important.
The bosses, pride timings, and
are the biggest road blocks 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. You can check out some basic routes for Theater
which will help a decent amount. Beyond that if you design a route that skips the conquest
patrol that will help you a substantial amount time wise / pride wise. As for the bosses themselves, I think
is probably the worst as his leap mechanic puts your whole party deep into grievous. This boss doesn't really have too many other mechanics to heal through, but this turns his stomp deadly for sure.
This dungeon especially on
is incredibly difficult. There are a lot of trash mobs in TOP that do ambient AOE damage, but none is more difficult than
. He is the worst dude of them all. Just be really careful and over-drink to ensure mana won't be an issue.
Theater of Pain Guide
Sanguine Depths this week is really bad because of
. The dungeon generally has low mob density which
does not really punish. The final trash gauntlet leading to
has a high chance of leaving you permanently in combat not allowing you to drink. This can be awful for some of the more mana intense healers. Be really aware of this and try to conserve mana as much as possible during this gauntlet.
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.
also creates its own issues on all 4 bosses. On Kryxis you need to make sure to slowly soak the orbs from
otherwise you can put yourself in deep trouble and deep into stacks of grievous. 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, making sure that you retain mana, minimize bleeds, and minimize the amount of damage taken from grievous is very important.
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, but this should not be a super heavy issue this week as the affixes are not slow, just difficult.
can be really frustrating at times during the bosses and there are even trash mobs such as
where grievous can be particularly difficult as well.
should be mostly irrelevant though fortunately enough.
I still think that the timer,
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.
is also incredibly difficult to manage.
whenever you have to split up into separate portals makes it to where your healer can no longer heal you. This means that you need to be topped up completely going into the shatter reality out of grievous. This is also a really good time to use a healing potion.
De Other Side Guide
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