Best and Worst Mythic+ Dungeons to Complete on Spiteful, Volcanic, Fortified Weeks
Welcome to this week's affixes!
are the affixes you have to deal with coming into this week. Overall these affixes seem more annoying than time consuming at the surface.
can be very dangerous towards melee if they are not careful, but if played perfectly this week should be pretty quick in the time department. The only way that spiteful really should slow you down is post pull when you're left in combat with spiteful shades. With that being said this is a great week for abilities such as
, or AOE Stuns. As for
... well it is volcanic. Should be very easy to deal with with little to no time losses.
is normally a lot easier than
so with all of those things I think this week should not be too bad.
Here is a great
that anchors to your nameplate as well and makes a sound when the spiteful fixates you!
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
Mists of Tirna Scithe
Mists of Tirna Scithe is not surprisingly atop this week's list again with the most forgiving timer and the least amount of technical prowess required to achieve the the pulls required.
both should not do a ton in this instance in the time department. I think the biggest time loss from these 2 affixes is from Spiteful keeping you in combat post pull which will slow down your maze time. Overall though, Mists is the easiest dungeon once again.
Mists once more does not have many difficult spots in the dungeon and this week that statement holds true once again. The beginning of the dungeon is again the hardest part and once you get through it the rest of the dungeon should be smooth sailing. The pull with the
are very dangerous on Fortified, and making sure you have kicks for the Harvester casts is important. You may also see some groups pull
into that pull with Bloodlust. This is absolutely doable this week, but be cautious for
. Beyond that, Mists of Tirna Scithe is one of the easiest dungeons, so it should be easy after that.
MIsts of Tirna Scithe Guide
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. What makes a good Halls of Atonement week is stuff that will not limit your pull size generally.
both do not fit into the pull size limiting category of affixes. In addition to that if you have a Venthyr for this week then this dungeon will also be increasingly quick as controlling the
is quite swift.
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 they 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.
A helpful tip I have for this week is if you have a priest in your group and they cast
then the Stoneborn gets buffed up by an incredible amount. So, invite a disc priest, they are likely Venthyr :).
Halls of Atonement Guide
As one of the easier dungeons this week, Plaguefall's lenient timer with use of
s in this dungeon make it very forgiving to deaths. In general Plaguefall is a dungeon that you really want to see on
due to the final two bosses in
. This week those two bosses should definitely be slightly easier due to Fortified.
should only really be apparent in this dungeon on the slime pull in the
The trash in between the first and second boss is probably the biggest pain point in this dungeon generally. 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. Tanks need to be wary of
as they do
with their melees and it does stack. That area as a whole should be taken slowly and utilizing bombs to make it better is important.
Theater of Pain
This week seems quite strong for Theater of Pain when you talk about the general difficulty of the dungeon relative to the pain points. The dungeon’s timer is gated around having long boss encounters, so fortified makes this dungeon a lot better. With Fortified +
you are able to swiftly blow up many of the bosses, so this dungeon is just pathing dependent more than anything else.
There is 1 pull and Prideful timings as what I would describe are the pain points in this dungeon just generally. The pull is the pull with the
s and the
. The Arbalests are some of the most difficult mobs in the game on fortified with their
cast. This cast can be disrupted, but it is on a .90 second cast which for obvious reasons sucks. Making sure that you blow up the Arbalests and have displacements for this pack is critical as there are a lot of archer style mobs in this pull and this can become bad in a hurry if you’re not careful. Skipping this pack can make your prideful timings in this dungeon a bit weird if you are not careful, but I have seen great success with this from some groups. Do research into routes in here as it will pay dividends.
Theater of Pain Guide
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving most weeks if you take the dungeon pretty slow. I could =see
being kind of annoying if you do not pay very close attention to when mobs are dying since there is reasonable HP mismatches in this dungeon. Overall though, just pull this dungeon slow, CC mobs if you need to, and you will time the key.
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
. The trash in the beginning requires a large amount of kicks to cover. The
cast that can be covered by Shaman
every cast if you have a shaman, otherwise it is a 2 kick rotation. Other than that try to kick the
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. Both
play little to no impact in this dungeon outside of spiteful in the Ardenweald area. Making sure you have good prideful spawn timings are the most important things in De Other Side. There are a lot of routes but just making sure you have Prideful for Hakaar will set you up for the rest of the dungeon.
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. Avoid
as much as humanly possible and honestly you’re good to go if you have a clean run.
De Other Side Guide
Necrotic Wake is contingent on maintaining
and the anima orbs to allow you to facilitate really good pulls and set-up quick boss kills. We have not talked about
too much, but this is one of those dungeons that Spiteful can be very scary in. The first area of the dungeon near the first boss there are a lot of mobs with mismatched health making Spiteful very scary. Most people are able to notice Spiteful if the mobs all die at once, but with mismatched health it is difficult to tell where the mobs are.
All of the trash in the Necropolis and the trash at the beginning are what I would say are the major pain points in Necrotic Wake this week. For the 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. As for the trash at the beginning, being very careful of the
casters as they are absolutely brutal. A shaman can get every
cast if they kick late, so that is something that you can think of when assigning kicks.
Necrotic Wake Guide
where Sanguine Depths has improved 1-2 key levels over the realistic
alternative. The bosses in Sanguine Depths will almost always be the gatekeepers in this instance regardless of whether it is Fortified or Tyrannical.
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.
Sanguine Depths Guide
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