Tips and Tricks for Inspiring, Quaking, Tyrannical Mythic+ Dungeons
Welcome to this week's dungeons.
are this week's affixes!
is normally the affix that is most difficult on this week's affix set. It creates a lot of problems on packs due to interrupts and other issues that do not normally persist. Additionally, Inspiring does protect
's casts from being interrupted if you have an inspiring mob with him.
For general advice, just play the packs a bit slower than normal if you are worried. I will be highlighting notable packs / mobs in this article, but everybody struggles with different points.
Handling Soggodon and Quaking
is normally pretty simple but on some occasions can be annoying depending on what you are trying to do in the dungeon.
is really annoying on
but there is 1 thing you can do to avoid his
. All you do is pull
whenever there is
NOT ~10 seconds left on your quaking timer.
His first binding comes out ~10 seconds into the pull and each subsequent binding happens on 20 second intervals which line up with quaking. His spell queueing is also finnicky at times, so pulling him whenever quaking is actively happening is your best bet.
is a quaking weakaura. Below is what happens in a worst case scenario.
The affixes this week of
kind of stunt innovative pulling as
shows itself in potentially obnoxious ways compared to some of the meta pulls. The timer in this key still is not that difficult, but the structure for how to set up pulls is substantially more difficult.
also always makes this dungeon more difficult as the bosses are what almost universally holds people back in here.
Tips for Necrotic Wake this week
Most of the problems this week surround the bosses due to
is still tough in here in a few pulls.
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
mob. You can see this performed below.
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 Stitchwerk or use hammers on the boss. The boss also notably does
NOT CAST HIS ESCAPE SUB 5% HP
. Alternatively, you can use very powerful CDs such as
, but it ultimately depends on the group and the key level. If you leave this boss alive too long and have multiple adds up you can wipe.
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
. Here is also a nice point to use Battle Rezzes and sacrifice people to the Dark Exile. This can save you time on the boss as a whole. Also, if you have a priest who is feeling very youthful (and you have Battle Rezzes), you can
if used at the correct timing. That was performed multiple during the MDI, and you can see what it looks like
Aside from all of these, there are a few pulls that are substantially more difficult this week due to
are the main offenders of this. They either are the inspired mobs typically or have inspired mobs surrounding them. Do not be afraid to use CC or just omit these packs all together in your route.
Necrotic Wake Guide
Overall this dungeon is only particularly difficult on
due to the bosses.
are both not free, but if you are coordinated and have a plan then you should be okay. Spread quickly for
as to not quake your friends. Watch out for some specific packs with plenty of casters on
Tips for Sanguine Depths this week
Biggest tips for this week involve the
lanterns and how to extend stacks
! For the low low cost of 1
you too can gain another stack of the
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.
The biggest issue from an
perspective are the
at the very beginning of the instance. These mobs explode with stacks of
, so making sure you have CC, interrupts, and control over these mobs that are
is the most important part.
Sanguine Depths 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. This week is no exception to this. The execution of this dungeon is a lot higher than normal weeks though, as
makes pulls a lot more challenging to set up and execute. Spires of Ascension is one of the most coordination and kick heavy dungeons and Inspiring is fairly challenging in this dungeon.
are also not free affixes in here. Quaking is strangely difficult on the angels &
when having to dodge projectiles in which you will normally be stacked up with other players.
Tips for Spires of Ascension this week
The first couple of pulls in this dungeon are the most pivotal due to
. The general rule of thumb is to CC the first
that is inspired, do the remaining 6 mobs, break the CC on the vanguard, and DPS it as you walk towards the next pull.
The bosses are generally pretty tough due to
- You should look to have
for this boss this week. There are some weeks where you can lust the first pull and that is totally acceptable, this week you absolutely can look to lust this boss. Additionally, if you are playing in a hyper coordinated group you can CC the
in the pull in front of the first boss, take this mob into the pull, and use the weapon purge to do just a little bit more damage to the boss.
- Similar to Kin-Tara you should look to have
available for this boss. This is due to the fact that this boss is the breaking point for a lot of groups. There is high difficulty in dodging while also making sure the party does not bleed out to the bleed. You can aggressively use bleed removal tools such as
super early (second bleed is pretty normal). Additionally, the bleed will only go on eligible ranged targets, so in some comps this can be only one person, so be careful.
- This boss is about mana and
management. Making sure you push the boss into the vulnerability window as fast as you deem fit is important. You can force the boss to stomp if your tank is inside of his hitbox and avoid him stomping if your tank is slightly outside of the hitbox. Additionally, you can
the stomp DOT back onto the boss (if your windwalker is stacked on top of the tank when the stomp is going off), which is very powerful. Doing this right before a vulnerability phase is a lot of damage and another reason Windwalker is OP.
- Is just a very long boss. Make sure you do not bleed out to the dispels and just make sure to bait the
towards the back of the room. This will allow melee a lot higher uptime on the boss. You can also use the Corgi-Goggles toy on the big annoying angle to turn her into a Corgi if you want more screen real estate.
Spires of Ascension Guide
Halls of Atonement
Halls of Atonement is one of the more difficult dungeons on this week's affixes due to execution. It is very technically challenging due to how you need to approach
can be a major difficulty in this dungeon due to extended boss fights, so coming prepared with a coordinated group is very beneficial.
Tips for Halls of Atonement this week
The biggest things in Halls of Atonement on this week's affixes relate to incoming tank damage and mitigation of casts. It is imperative that you get interrupts on
. With this being the case, you have to be very cautious of which mobs you are pulling into trash packs and how this affects tank damage. Having a mobile tank that can rapidly run away from
as well is also something very useful.
are great options on this week's affix set if you need to make up some time. Oros is a bit difficult to dodge the statues with the slow, but if you play close to the boss and tank the boss near the wall then dodging should be pretty easy.
's tank bleed does not get amplified by the negative debuff, so the only things that are physical are the Statue Toss and the normal Melees. This means you can easily get one shot by the statues if you get hit, but this is a common occurrence regardless. I would generally recommend playing
with the final boss first this week, but it is ultimately down to whatever your group is comfortable with.
Beyond this, another good tip is to use the
on the right side near the shard. The reason for this (and why you should not use it on any other trash pulls) is that this mob is a lot more dangerous and the stoneborns are a lot more valuable on Single Target than AOE. This will also allow you to use a lot fewer DPS cds / Healer cds.
Halls of Atonement Guide
Mists of Tirna Scithe
This week for Mists of Tirna Scithe is one of the harder affix sets you can possibly play in this dungeon. With the CC immunity in the maze due to
, a low coordination group can be absolutely left out to dry if not overgearing the dungeon. There are a lot of interrupts and CCs that you would prefer to use, but just cannot due to inspiring.
is largely non-impactful, but does have a few pain points to watch out for.
Tips for Mists of Tirna Scithe this week
First off: Be super careful of
in the maze itself. There are a lot of inspired mobs where the key mobs to watch out for are the
s. They cast an AOE heal on the party, and if you do not have a CC on the inspired mob in the pack then you can turn a 30s pull into multiple minutes. I would really avoid pulling additional mobs through the wall due to the coordination and difficulty that you are going to face if you do this.
Second off: Be pretty scared of
. If you get locked out during the vulnerability window you can lose a tremendous amount of damage. Be super aware of this going into the vulnerability window.
A 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 he will come through the wall. You can read about strategies involving pulling through the wall
, HOWEVER I would really avoid pulling things outside of the tormented mob through the wall.
Mists of Tirna Scithe Guide
is rough in this dungeon. Many of the bosses with extended phases do additional mechanics / additional sets of mechanics which either require more coordination, more healing, or can even wipe you if dealt with incorrectly.
are both minor inconveniences.
requires you to CC some mobs and some packs to not have mobs free casting.
is really challenging on bosses in particular as many of them have mechanics that promote stacking.
Tips for Plaguefall this week
The bosses are the most difficult part of the dungeon. 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. This is ultimately dependent on the amount of DPS you have relative to the key level. 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. The general rule of thumb is to have 2 - 3 small cooldowns or 1 major cooldown and 1 small cooldown per upstairs phase on Margrave.
For the trash in the
room there is an
that are inspired. This is a very annoying setup in the room, but it can be dealt with as long as the mobs are separated somewhat and not inspiring others. Be careful here, while getting kicks and stops as necessary.
Theater of Pain
Theater of Pain is one of the most challenging dungeons when appropriately geared for the content. The timer is not overly lenient + the bosses are very challenging execution wise. In addition to that, the dungeon has fairly low mob density, but the style of mobs present limit unique and large pulls. This all culminates for a challenging 5 boss dungeon that the timer is especially tight on
This dungeon is one of the hardest
dungeons as the mobs that are inspired paired with the mobs that need to be interrupted are generally very difficult. This requires a lot of CCing and coordination that is not faced on typical weeks. This affix ends up costing you not an insignificant amount of time as the CC and cooldown allocation costs you time that you do not have in a normal style of run.
is pretty rough too on some of the bosses.
Tips for Theater of Pain this week
Be very careful of nearby
in the Kul'tharok wing. It is imperative that you get CC on the inspired mob in these packs otherwise this can cause MAJOR problems.
Just be super careful on all of the bosses. Most of the bosses have some spread / stack mechanic whether under your own control or not. Just making sure you are positioning with
in mind and you should be okay. Watch out for the hands on
, watch out for the grips on
, be careful when players come back upstairs on
, and watch out for the suck on
Theater of Pain Guide
De Other Side
With the affixes being
you can have virtually unlimited pull potential in the Ardenweald wing. This makes De Other Side a fairly favorable dungeon on those parts of the dungeon, but the
wing is substantially harder on
. Overall this dungeon is heavily on your tank and how you implement strategies in the Mechagon / Hakaar wing.
Tips for De Other Side this week
The major pain points in De Other Side are definitely the bosses which is amplified heavily by
. The reason that Tyrannical is so difficult in this dungeon is how challenging the bosses are, the lengths of the bosses themselves, and how punished you are for mistakes on them. Making sure you have ample cooldowns for the bosses is definitely preferred and encouraged on this week's affixes.
wing is also very dangerous due to the
mobs in that hallway. All 3 of the mobs that are inspired are
and while this seems preferred,
have a bunch of mandatory kicks and
need to be CCed. Be very careful of this hallway and try to take it slow.
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. You will get 2 anima powers this way and limit your backtracking heavily.
Overall, this week is one of the better weeks to play De Other Side assuming you can deal with Inspiring and have ample amounts of boss damage.
De Other Side Guide
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