Best and Worst Mythic+ Dungeons to Run 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 and large IO can be acquired. 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 out some Shadowlands Basic Routes or Tips and Tricks for each dungeon? Check out our guides below:
Shadowlands MDT RoutesMythic+ Tips and Tricks
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
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. Beyond the natural difficulty of
it should not be overwhelming. Overall though, Mists is one of the easiest dungeons, especially on
Mists 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
especially as melee. Aside from the beginning section of the dungeon, the affixes are very neutral for Mists.
MIsts of Tirna Scithe GuideMists of Tirna Scithe Tips and Tricks
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.
can be obnoxious whenever mobs are dying at separate times.
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. Overall, the success or failure in Halls is largely on the tank and how the group supports the tank.
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 GuideHalls of Atonement Tips and Tricks
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.
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 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.
An interesting high level meta tactic that people are using now is not even getting their 20%
into the first boss. They are instead using 2
and pulling them on top of the boss. You are trying to beat the second
cast and you can do that if you take 2 of the plagueborers into the first boss. It is not necessary, just something higher level groups are doing.
Plaguefall GuidePlaguefall Tips and Tricks
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.
isn't very polarizing in an increase or decrease in difficulty sense. It just is there. Overall the affixes in this dungeon play a very minimal role in the key itself, and you are just fighting against the base dungeon.
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.
Necrotic Wake GuideNecrotic Wake Tips and Tricks
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
can actually be kind of annoying on
and the angel
. The reason is because both of these mobs fire out missiles that need to be dodged and you would primarily like to stand in one spot. This is counterintuitive with how volcanic works thus making it annoying.
Spires of Ascension GuideSpires of Ascension Tips and Tricks
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.
is mostly irrelevant in this dungeon as the low mob density of pulls makes it so that you normally have infrequent amounts of spitefuls spawning mismatched with other mobs dying.
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. You can check out some basic routes for Theater
which will help a decent amount.
Theater of Pain GuideTheater of Pain Tips and Tricks
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.
There are a lot of different routes that you can take De Other Side and making sure you have a route that people are comfortable with is important. There are a lot of skips that can be done as well that makes the timer more lenient.
De Other Side GuideDe Other Side Tips and Tricks
Sanguine Depths on this affix set is quite easy as a whole. The affixes of
are very unobtrusive and you should be able to time this key no problem with a clean run. There also is a change in strategy where groups are making sure they extend their
buff from the lanterns. There is potential to setup a strategy for the lanterns, but if you are doing a weekly key there is no real need.
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. Stuff like
For General Kaal, making sure that you retain mana, minimize bleeds, and do not over-pull the mobs and you should be okay on Kaal.
Sanguine Depths GuideSanguine Depths Tips and Tricks
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