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Best and Worst Mythic+ Dungeons to Complete on Sanguine, Quaking, Fortified Weeks
08/01/2021 à 03:11
Welcome to the first “Push Week” of Shadowlands!
are this week’s affixes and the reason it is a push week is pretty simple -- there are limited amounts of time losses in dungeons if played well. Management of Sanguine is paramount, but if pulled off cleanly this week should yield some of the fastest runs of the season by virtue of the limited time losses and the Fortified setting. This is why the list goes from S to C this week and will probably range from S to F on some other weeks.
With these affixes here are some generalized tips for those who are new to a week like this. First I would say to make sure your tank is always kiting / moving mobs whenever mobs get low. There aren't a ton of mismatched mob HP totals this expansion compared to last, but it is still relevant. You can try to kill mobs evenly, but this isn't the best strategy in all situations. So, just be prepared to kite or use displacement effects on mobs. As for quaking, making sure that you stay loosely spread and avoid quaking your tank is incredibly important. Beyond that quaking is a mostly non-affix if played well, but it takes some time in a few dungeons such as Sanguine Depths and Theater of Pain.
Want to check how much damage you'll take from certain Mythic+ abilities on Tyrannical? Check out our
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Mythic+ Damage Calculator
Mists of Tirna Scithe
With probably the easiest timer and pretty forgiving dungeon as a whole, it comes as no surprise that Mists of Tirna Scithe is the easiest dungeon of the week.
do not add much to this dungeon as the back half of the dungeon has a lot of mobs that do not interact with on death affixes and the general open layout of the dungeon allows for you to spread out for quaking. This dungeon is so lenient relative to the timer that making sure that you just take it slow and steady ensures a swift 2 chest even.
Mists only really has one difficult section in the dungeon and it comes right smack at the beginning of the dungeon. There is a pack with a
, and a
. Making sure you focus down the villager is paramount as if the heavy casting villager gets caught in sanguine then you will spend a long amount of time on this pack. He also despawns at 20% HP, so he does not leave a sanguine puddle behind himself. There are also 2 packs of
at the beginning as well. Pulling these is fine, but do not pull them into the first pack as you would on a different week as sanguine healing can be rough here. That is it though, once you make it through here you collect your loot.
MIsts of Tirna Scithe Guide
Halls of Atonement
Halls of Atonement’s strengths are pretty amplified on this affix set. There are a lot of trash pulls that can be grouped up and kited with little penalties. This is very fortunate for stuff such as Sanguine. I can see there being a moderate issue on quaking specifically for the final boss, but there are ways to mitigate this problem with your soaks and making sure that you are fanned out correctly. Ultimately Sanguine and Quaking should slow you down very little in this dungeon, but I would still recommend bringing some sort of knockback effect for the
s in the dungeon as these mobs can be difficult to move
Halls of Atonement Guide
The biggest pain point in this dungeon are the
and tank damage in general. Fortified is brutal on tanks and the Shards are no joke as well. Be really careful with the
pulling into the shards as the shards are very cast heavy and dropping sanguine underneath them can lead to a bad time. The shard’s main ability
has a 40 yard range which can and should be abused on fortified if necessary. As for the tank damage, frequent kiting of the
is highly encouraged as this helps a lot.
Theater of Pain
It may come as a surprise to some that Theater of Pain has squeezed its way into the S tier, but I think that especially relative to other weeks this is a great week for theater. The dungeon’s timer is gated around having long boss encounters, so fortified makes this dungeon a lot better. Quaking should be an absolute minimal affix especially after the changes to
. Sanguine can be rough on or two pulls depending on how you look at it, but in reality it should be really easy to manage as the low mob density in Theater of Pain lends itself to smaller pulls anyways.
There are 2 pulls and Prideful timings as what I would describe are the pain points in this dungeon just generally (this will probably be a common theme for the season in this dungeon). First pull is the
s that are near the Kul’Tharok area. These guys are difficult to move as they chain and there are a lot of them. I would make sure that you have a
Sigil de silence
or some form of a displacement ability to be able to move the mobs out of sanguine if you do not perfectly bolster kill these mobs. The other 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.
The last thing I would give advice for is make sure you have good pride timings that work for you. Having 3 out of your 5 prides go into bosses is the meta for Theater right now and I would highly encourage you looking into a route that has that setup for you.
Theater of Pain Guide
As one of the hardest dungeons last week, Plaguefall has bounced back to being one of the higher end dungeons this week. In general Plaguefall is a dungeon that you really want to see on
can be slightly obnoxious in this dungeon at times, but Plaguefall as a dungeon is one of the ones where if you do not have a full wipe you should time the key. The timer is incredibly lenient, allowing you to even make some mistakes with Sanguine or deaths and still come back from them. Slow and steady really wins the race here.
Trash after the first boss, the trash on the island, and the trash in front of the final boss are the three things I could see causing major dilemmas if mismanaged. The trash after the first boss and particularly
hurt your tank… a lot. This can be mitigated by using
s or the
s in order to help deal with a lot of the trash in this area is incredibly important. It still is quite challenging on Sanguine to manage stuff like this, but kiting will probably be of great use to you here. Trash on the island after
is a bit rougher this week than normal. Notably this pack all starts at 50% HP and is pretty quick count but your space is limited. This can make for issues with sanguine kiting, but I am not sure if it is enough to warrant a major change in strategy or not at this time. Just keep this in mind when designing a route this week.
Final thing is
and their slow moving nature. Displacements are very encouraged for this part of the instance and for these mobs. Oh one final thing, don’t
your tank on
De Other Side
Moving up a spot from last week as well, De Other Side is a dungeon that gets a lot easier on Fortified over Tyrannical, but not as much as theater of pain. On the whole these affixes should be pretty lenient to the dungeon with
being difficult on the Manastorm encounter and
only being rough when utilizing the Night Fae covenant urns.
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. This allows for easy to drop
, but when you go and use your urn near the dragon that nobody pulls (and I cannot find the name for) be careful for sanguine there. 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 has also moved up a lot since last week taking a slot in the A tier. I would say that this dungeon can be A or B tier depending on how you look at it, but this is probably one of if not the best for Necrotic Wake. It cannot and will not be higher than this really (and after writing this I really heavily contemplated moving it into B tier). Necrotic Wake really punishes you if you lose your dungeon buffs such as the Bloody Javelin, so making sure you can maintain those through the dungeon is important.
All of the trash in the Necropolis and the tank damage that occurs are the biggest points of problems in any Necrotic Wake run, but especially so on Fortified. 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. Management of
in the first half of this dungeon is pretty easy, but in the necropolis with the
Collecteur de corps
if you sanguine heal these they could be bad news. A neat tip that you could do is start in the front right trash pack and use the
Façonneur de chair
Lancer de fendoir
ability and try to use it for as much effective damage as possible. You can also heal these dudes with sanguine if you would like. Of course they have to die to progress through the gauntlet to get other trash spawned, but it is a pretty solid damage gain.
Necrotic Wake Guide
Spires of Ascension
Being perfectly honest, Spires of Ascension I am not sure will really ever be higher than this week, very similarly to Necrotic Wake. This is also one of those dungeons that their max potential is just near the A to B mark almost identical to Necrotic Wake. Spires is a dungeon where the timer is
forgiving, but there are a significant amount of errors that are possible in this dungeon due to interrupt density and body pulling packs and difficulty of bosses. I don’t believe that any affix this week negatively affects this dungeon more than the rest of them, but it is just the state of the dungeon itself.
I think by far the biggest pain point in this dungeon is the trash in front of Devos and then a secondary one would probably be the casters in front of the first boss. The angels in front of Devos do an unreal amount of damage, especially on fortified. 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. Seriously, you do not need the damage for Devos, the trash in front of him is 5x as hard. The other pain point mentioned was the pack in front of the first boss. Really just make sure to not let the
heal in sanguine. This mob has a pretty large HP mismatch, so be careful.
Spires of Ascension Guide
Time for the grand reveal, the only C tier dungeon this week is…. Sanguine Depths. This dungeon is brutal on Sanguine. The tighter corridors and density of mobs that just won’t move makes this place brutal to play on sanguine the first time. That in conjunction with just the general difficulty of the first two bosses makes this place the worst dungeon of the week. Just for reference most dungeons got better and slowed down less on this kind of push week where sanguine depths stayed more or less the same unfortunately. You also really cannot use the Venthyr ability in this dungeon as the lanterns circle is just too small to kill mobs inside with sanguine.
I think the pain points in this dungeon are the packs with the overseers and the oppressors & the Kaal trash gauntlet. As I stated earlier, these mobs are hard to move, stack up an decreasing damage done debuff, and you have to kill within seconds of one another. This is just an unfortunate design of these mobs that make this part hard. The
and it is the sanguine depths, so do not heal your boss from 70% HP to full :). Good luck champion.
Spires of Ascension Guide
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