Best and Worst Mythic+ Dungeons to Run on Spiteful, Necrotic, Tyrannical Weeks
Welcome to this week's dungeons and
are this week's affixes!
Any affix set with
is disproportionately difficult for your tank relative to other weeks. The presence of mind to kite, getting clears of necrotic, and mitigate tank damage is very difficult for tanks as a whole. Overall this week is not particularly fast and rather frustrating to play for both melee DPS due to
and for tanks due to
Also, since it is
as a DPS is very powerful as you get a stack per spiteful killed.
There are a decent amount of ways to outplay
is a very common one and is incredibly powerful for on the fly resets.
is also a popular option, but as a tank getting BOPed will make you drop threat, thus you need a cancelaura macro for the BOP as shown below. If you are alliance
is super solid on
with the downside of being a Dwarf... The final and one of the most common solutions is
for Guardian Druids only. The legendary shield goes through the Necrotic.
/cancelaura Blessing of Protection
Want to check out some Shadowlands Basic Routes or Tips and Tricks for each dungeon? Check out our helpful tools below:
Shadowlands MDT Routes coming soonMythic+ Tips and TricksMythic+ Damage Calculator
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving this week if you take the dungeon pretty slow as the timer is fairly lenient.
is probably the most difficult affix on the menu for this dungeon on this week as the bosses can be deadly and take up a substantial amount of time.
not that bad
but still not great.
Execution and survivability are going to be the 2 biggest issues that you are going to face inside of Spires of Ascension this week. The timer is going to be pretty free, but the problems in this dungeon surround survivability and the ability to mitigate deaths while getting your interrupts. On top of this, the bosses can last a significantly long time since it is
so having enough single target damage is pretty important. Be very careful on
and over-assign offensive cooldowns on this boss as he has the highest chance to wipe the group of all the bosses in here. Feel free to skip both
, but playing both of these debuffs on Devos can be annoying if you are not used to it. This is a massive time save though.
A tip that I have for this dungeon is if you have a Shaman with
then they can get every kick on the
and should be assigned as such. This is very good for double goliath pulls on the right side that people like to do.
Spires of Ascension Guide
Sanguine Depths is a dungeon that is incredibly forgiving in the time department, but the biggest issue is in relation to the bosses. Sanguine is also an incredibly momentum based dungeon, where mistakes and deaths can be very costly due to optimizing the
lantern buff. I would say the dungeon is easier than normal this week due to the ability to abuse
to gain and refresh stacks on the lantern late. Ultimately
aren't great, but with how heavy the momentum can be for this key the Spiteful helps a lot.
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.
Beyond dealing with the bosses, just optimizing the
lantern buff by using
will save you an immense amount of time.
Sanguine Depths Guide
Necrotic Wake's timer is 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 and can kill the bosses 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.
The affixes this week of
are quite difficult for many reasons thus this dungeon is not overly easy on this week's affix set. The necropolis and the innate tank damage taken on
is absolutely brutal in Necrotic Wake. On top of this, the bosses being the most difficult part of this dungeon on a
setup adds additional challenges to groups in here.
The general week to week the pain points of Necrotic Wake seem to be the bosses. Make sure you have armaments of some kind for
. With the affix set being
the bosses in Necrotic Wake become a lot more deadly as the longer they live the more problematic they become. Knowing how to deal with the bosses in an easy manner is very important for success.
The big thing with the trash in the dungeon is that your tank will need to aggressively kite in the necropolis due to
do an absolute ton of tank damage when combined with Necrotic your tank can die very quickly. This means that after a few casts of Tenderize they should try to get a necrotic and tenderize reset. Beyond this, the trash is just a matter of not overpulling and getting stacked up on
too quickly when you have minimal resets on your tank.
just having the native Kyrian
ability should do wonders on this boss. A lot of people will also elect to use a
on Blightbone + a surrounding trash pack or a
mob in order to execute them.
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 typically used on Amarth in conjunction with a
is very common practice and using the Javelin on the first add + boss to make sure you do not have multiple adds and have potential to 1 phase the boss. If you miss the javelin on the first
then you may potentially have to focus the stitchwork or use hammers on the boss. Alternatively you can use very powerful CDs such as
, but it ultimately depends on the group and the key level.
it is really typical to have
and to not use it on Stitchflesh. You also want to
shields in which you have multiple DPS downstairs from
. This will cut down on the amount of group damage your party is taking.
Necrotic Wake Guide
It comes as a surprise to nobody that Plaguefall's timer is still really easy on this week's affixes. With that being said, there are some pulls in particularly that are pretty annoying on
. Tank damage can be incredibly deadly if you are not careful. Additionally, bosses become a lot more lethal at lower levels due to
, but if you have a solid strategy and cooldown setup then you should be more than capable of dealing with these bosses.
While Plaguefall's timer is really easy, the execution of the dungeon is the hardest part by far. Many of the trash pulls do a substantial amount of damage to your tank and many of these mobs are grouped up. This is particularly dangerous in the area after Globgrog, so be cautious of
mobs. In addition to this, the bosses are certainly no joke. If you are feeling powerful, you can use the
haste puddle as well in order to kill off
very fast. Below are clips of some groups performing this feat. Ultimately, you are able to hold W through this dungeon and time the key with ease assuming you can live throughout the whole dungeon.
is more or less a non-factor assuming your melee do not get killed off with an untimely death.
Mists of Tirna Scithe
Mists of Tirna Scithe this week is a dungeon that you can save tremendous amounts of time over other potential weeks. This is due to the ability to merge almost all of the trash packs you realistically can in the maze. This allows you to come out of the maze with MDI levels of trash count sometimes upwards of 72%! The bosses in this dungeon, especially on
can be massive time sinks if not played very carefully.
The biggest pain-points in this dungeon are killing off
in a timely manner to make sure that you do not take up too much time and making sure you do not merge inappropriate packs together.
both have casts that need to be interrupted and dealt with.
are very sketchy mobs and if you pull 2 at once you can have deaths very quickly. I would highly advise to avoid pulling multiple of them at once.
is also very strong in this dungeon, and taking 2 - 3 of them is very nice and allows your tanks to get
resets very easily.
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. Alternatively, you can use
if you are close to the wall, have the mini boss targeted, and are already in combat. 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. You can also read about pulling other mobs through the walls in mists
! Highly recommend reading this to learn how to make massive time saves this week. Also, there are ways to pull mobs through the walls of the maze using a Dwarf (or cat form druid) model as they are smaller. Many if not most of the walls have spots like this, and it just takes time to figure out where these spots are. Here is an example of this:
Mists of Tirna Scithe 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. Halls is a dungeon where your tank can carry your group heavily, but there still is a pretty high chance of a death due to the amount of damage to the tank that can occur especially on
. Your tanks kiting, your groups kicks, and group CC needs to be very carefully planned on a lot of trash pulls.
The biggest pain point in Halls of Atonement this week is managing pull size vs tank survivability and mob control. Halls is a dungeon that is very reliant on your tank for success and the rest of your group needs to support them. Get as many kicks as possible on
. Begin to kite early on the
while keeping them stacked up as often as possible with displacement effects. To save a lot of time you can even play
. It is not super difficult and is an easy way to save ~2:00. With it being
in this dungeon making sure you aggressively pull trash is important as you need to pick up some additional time.
A helpful tip for
is that you can Line of Sight their Thrash, avoiding an immense amount of damage.
Halls of Atonement Guide
De Other Side
De Other Side is a dungeon that is make or break based on how big you can pull the Ardenweald wing. With the affixes being
you should be VERY careful of how you are setting up your pulls and getting necrotic resets. This will limit your pull potential in Ardenweald heavily as pulling 20 mobs is not super reasonable for most groups. This in tandem with
makes De Other Side not that great this week.
Living and aggressively pulling the Ardenweald wing is the biggest pain point in De Other Side this week. The bosses are annoying, and they can cause issues. You should be fine on bosses though if you are playing fundamentally sound World of Warcraft. Ultimately, the biggest time loss is going to be on
in a lot of the wings. With a tank having to diligently kite often this loses you a lot of damage and time which is typically not afforded to groups in De Other Side. Additionally, this can cause tank deaths which if that happens at all the run is basically over. Packs with
and other small mobs that can stack up
have a high chance to wipe your group if not dealt with properly.
I also added a clip of some cool tech on
that you can try out in your own runs :). (He just jumps with the bomb)
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 this immediately.
Go left off the start and go straight into the Ardenweald area. You will get 2 anima powers this way and limit your backtracking heavily.
De Other Side Guide
Theater of Pain
This week for Theater of Pain is not super ideal. While
absolutely murders your tank. A lot of the packs are low mob density but very high tank damage, especially in the
wing. That coupled with the tight timer and
bosses makes Theater of Pain one of the least desirable dungeons. This is pretty much an every week phenomenon as the dungeon is just hard and very linear to the point of limited innovation.
The biggest pain points in this instance are dealing an appropriate amount of damage relative to the key level and tank survivability on
. You need very strong DPS in this key compared to most other keys to make the timer less strenuous especially since on
you can't realistically pull in a way you would prefer. This is what makes this key slide down the list as you are up against the timer, in a linear dungeon, that your tank has a high chance of dying on many pulls.
The boss killing is just a question of damage relative to key level. Theater of Pain is a lot harder on a
setting than a
one as a few of the bosses just take exponentially longer time due to the ways you have to deal with the bosses.
Theater of Pain Guide
获取 Wowhead 高级会员
[As little as
less than $1 a month
to enjoy an ad-free experience, unlock premium features, and support the site!]
[Show 0 Comments]
[Hide 0 Comments]
[Sign In to Post a Comment]