Tips and Tricks to Complete Bolstering, Quaking, Fortified Mythic+ Dungeons
Welcome to this weeks dungeons.
are this week's affixes! This week is an incredibly technical fortified week. Minimizing time lost from
is the most important element to this week to be successful.
can be really tough on
. Whenever he grips you in,
if you do not get broken out in time
you can just die to the quaking itself. Be cautious. A big tip of this is
pull Soggodon whenever he is close to 10 seconds from the quaking timer, this will ensure a desync. If you do not track quaking, just pull him whenever you have the quaking circle around you.
Check out our weekly Mythic+ Tip of the Week article which involved...
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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.
Tips for Necrotic Wake this week
ake sure you have armaments of some kind for
. With the affix set being
the bosses in Necrotic Wake are not too bad though.
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 it is bolstering though, I would tend to avoid this. The
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.
The only important things to note for the trash is be cautious of
. If you mess up bolstering, notably in the beginning, this can be problematic. You should still have plenty of time on the timer though.
Necrotic Wake Guide
This week for Sanguine Depths is not great, but relative to a lot of other dungeons it is not that bad either. With
being not that bad since mob density is relatively low, this means that
in cramped quarters is the largest issue. The biggest thing that makes Sanguine Depths not bad is that the timer is incredibly free even with deaths.
Tips for Sanguine Depths this week
A massive tip involves 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 boss here is not too bad outside of having to group up for
and dealing with
while doing this. Most of the mobs in the gauntlet notably do not
, so do not fret.
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.
can be moderately difficult as some of the pulls can require CC, but with bolstering only requiring a 30 yard range to not bolster mobs you should be fine.
can be a bit rough at times, but as long as your healer is not getting locked out in times of intense healing the group should be fine. Take the dungeon slow, CC when you need to, and you will be good.
Tips for Spires of Ascension this week
management is going to be the toughest difficulty you face in Spires of Ascension this week. The timer, as discussed above, is so lenient that the only issues that you should face are those inflicted by personal mistakes and mismanagement of bolstering. Any pack with a
in them should be taken really slowly and making sure that the packs are dealt with appropriately. For the goliaths, putting priority damage into them while cleaving the rest of the pack down is preferred. For the squad leaders, make sure that you CC the mobs that accompany them, solo kill the squad leader, then kill the rest of the accompanying mobs. There are a few notable packs that are like this and the most commonly played one is the pack in front of
. Really just try to minimize bolstering as much as possible with CC.
Just go slow, make sure you have good cooldowns for the bosses, and play solid. If you are able to do all of these things then you should be good to go.
Spires of Ascension Guide
Halls of Atonement
Halls of Atonement can be fairly rough this week. The timer in Halls can be a bit rough is the biggest thing that is holding Halls of Atonement back this week.
slows down your timer by a substantial amount due to how you need to pull Halls of Atonement on a normal week for the timer to be generous. On top of that, if you mess up any pulls you have very high potential to wipe. As for
, Quaking is largely non-impactful for the general difficulty of this dungeon.
Tips for Halls of Atonement this week
The biggest issues on Halls of Atonement you will face will typically be difficulty of DPS vs the timer. Since it is
, the typically large Halls of Atonement are not reasonably doable. If you play consistent and have adequate damage for the dungeon, then the dungeon is not overly difficult though. Body pulling additional trash packs is very punishing though, and it is something people should be wary of. Also,
, should largely be done solo as doing them with the surrounding trash can be brutal. Also be cautious of
as they can bolster almost all mobs in this dungeon since they have such little HP.
is pretty much a non-affix for Halls of Atonement. There is adequate space in this instance and very little reasons that you should be stacked up. Quaking could be seen as annoying on
, but overall Quaking is pretty much a non-relevant affix.
If you have adequate to above average damage for the dungeon, then the dungeon is very easy this week.
Halls of Atonement Guide
Mists of Tirna Scithe
Mists of Tirna Scithe this week is fairly rough in the time department due to the real inability to pull mobs through the maze walls due to
and its impact on the dungeon. Many groups have learned techniques in order to grab mobs through walls and merge packs in the maze which accelerates your time in the maze substantially. With it being bolstering, I'd heavily advise against this.
Tips for Mists of Tirna Scithe this week
Overall, just having enough boss damage, strong 5 target cleave, and very geared DPS are the best ways to be successful.
is almost always an uphill battle in regards to time, so you need better DPS than average weeks to get equitable results. In regards to
the only real issue is getting locked out during moments of importance.
can both be skipped in this dungeon if you have solid players to deal with the adverse affects on
is normally one of the best choices in this dungeon as the CC during the Maze is very important.
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. 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
Plaguefall still has a lenient timer this season regardless of what affixes face you.
is rough in this dungeon though. Many of the mobs in the
are brutal. On top of this,
management is imperative. While doing that is easy, it can be costly.
is not normally that bad, but can also be a bit brutal on
Tips for Plaguefall this week
Pain points in Plaguefall are all execution related. Plaguefall is really easy on the timer, but the precision that is required in plaguefall can be tedious if you are not coordinated. There is pretty general advice such as be cautious about
, but some points to be specifically wary of are in the mobs inside of the
room. On top of this,
coordination can save or cost you multiple minutes. Breaking up these pulls into 3+ pulls is typically ideal. If you mess up these pulls then you can very quickly have tank deaths and potential wipes.
Another pull to be wary of is the island with the
. This island pull can be very scary on
. There is a massive health disparity across this whole island, so be warned.
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 how many bosses are in this dungeon and the amount of trash that is required to kill. Theater of Pain is definitely one of the most difficult dungeons this patch though.
is not too bad when factoring in mob density, but it definitely can slow you down in certain parts. When this happens in a timer restrictive dungeon such as Theater of Pain you are in big trouble.
Tips for Theater of Pain this week
The biggest pain points in Theater this week is managing bosses with
, making sure you do not get sniped by people coming back up from the PVP event with quaking is important. Xav's room is also pretty small and the quaking can get dicey.
sending players to 2 separate circles whenever they are getting stunned to collect their soul is important otherwise you can die from 100-0 by the stun + quaking.
The final and worst boss is
. For Gorechop you are just hoping for good timings more than anything else since you really cannot control the quaking timers. You can largely stand in melee of the boss to not get yoinked whenever he does his grip though.
Theater of Pain Guide
De Other Side
De Other Side is fairly time restrictive as a whole due to the amount of time that the bosses take. This is normally not too terrible on most
weeks as the bosses aren't that bad. Unfortunately
is really bad for De Other Side in a super disproportionate way. The Ardenweald wing alone costs you so much time when it normally is the part of the instance where you make up a large majority of your count. You also can body pull many packs and
is generally not a good time in De Other Side. I would highly advise to stay away from this dungeon if at all possible.
Tips for De Other Side this week
I still think that the timer is ultimately the biggest issue in De Other Side this week purely based on how
works in the Ardenweald area. Since the
mobs moved again, the biggest piece of advice for routing this dungeon would be to go left off the start and immediately bee-line to Ardenweald. This allows you to get your best DPS powers and allows for minimal backtracking in the dungeon as a whole. Once in Ardenweald, try to take it as slow as possible, minimize body pulling, and try to be as cautious with your bolstering management as you can be.
is largely not an impactful affix in this dungeon though which is nice.
is normally one of the best choices in this dungeon as the CC during the Ardenweald wing is very important. Also below is some cool tech for Dealer.
De Other Side Guide
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