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Best and Worst Mythic+ Dungeons to Complete on Sanguine, Quaking, Fortified Weeks
31/03/2021 alle 16:57
Welcome to one of the push weeks inside 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.
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 can be dangerous in some dungeons such as Theater of Pain.
Tip of the Week
In Halls of Atonement, prior to the
boss encounter, you can tag a
through the wall in order to get an extra Stoneborn in that area. You can see that performed
. This allows you to get more stoneborns than you would normally grab across the full instance and it is not tethered to the trash pack since it has not spawned yet.
Want to check out some Shadowlands Basic Routes? Check out our
Shadowlands Basic Route Guides.
Shadowlands Basic Routes
Want to check how much damage you'll take from certain Mythic+ abilities on this week? Check out our
Mythic+ Damage Calculator
Mythic+ Damage Calculator
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
. I can see there being a moderate issue on quaking specifically for the final boss,
. There are ways to mitigate this problem with your soaks and making sure that you are fanned out correctly. Ultimately
should slow you down very little in this dungeon, but I would still recommend bringing some sort of knockback or displacement effect to help.
The biggest pain points in this dungeon is definitely going to be tank kiting just as a general rule. This dungeon is incredibly reliant on your tanks ability to generate threat then create distance from the mobs in a meaningful way. Making sure you also are using abilities such as
Circolo di Pace
to also help your tank will be super helpful.
On top of that there can be a bit of a difficulty moving
Maestra dei Segugi Degenerata
. Killing mobs underneath them will ensure that they heal from
if you do not have a knockback. Also be really careful with the
pulling into the
Scheggia di Halkias
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. Beyond that you should have unlimited space to kite the sanguine and the mobs around which should help with the sanguine drops.
Halls of Atonement Guide
Mists of Tirna Scithe
do not add much to this dungeon in terms of difficulty, but Sanguine absolutely can cost you a lot of time in this instance if not played perfectly. The maze leaves you very little wiggle room for perfect sanguine play and the very beginning of the dungeon can also be really scary for sanguine healing as well.
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
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.
There just is a lot of room for error in mists, and even though the timer is relatively easy it can be tight if sanguine is not handled correctly.
MIsts of Tirna Scithe Guide
Plaguefall's lenient timer with use of
s in this dungeon make it very forgiving to deaths and pulling slow. Both
can be tough from time to time, but most of the major time losses will probably occur on bosses.
are some of the most difficult bosses if you do not have appropriate amounts of DPS. Coordination is key, but the timer is lenient enough to where Plaguefall is a pretty desired dungeon this week if you can be clean.
I was on the fence for whether to put this in A or B tier, but I landed on A because of how lenient the timer is since the plagueborers do most of the work for you. The reason it could have been B tier is due to quaking making the bosses a bit tougher than usual for your healer in particular, but I think the timer advantages make up for this.
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. Also note that the plagueborer's explosion is a Damage Over Time effect so getting the mobs that cannot be displaced such as the
Grifalco della Piaga
away from the smaller mobs is important.
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.
You also can stand off to the side on the little ledge if you are ranged and attack the trash from afar. This will help mitigate
More mobs to look out for are the
and their slow moving nature. Displacements are very encouraged for this part of the instance and for these mobs to where they do not heal one another.
is also something to be aware of. He teleports to any devouted adds that are alive at 66% and 33% HP amounts and can be tricky to move, so just remember that. If no devouted adds are alive still then he will teleport in place. Oh one final thing, don’t
your tank on
, spread out.
Spires of Ascension
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
can be difficult in their own rights in this dungeon, but neither of them are very polarizing and lack significant outplay potential. There are moments where your healer has to be very aware of
, but you should be all good if your healer is a boss.
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 packs with
in them. The angels in front of Devos, notably
do an unreal amount of damage, especially on fortified. Once you end up pushing a high enough key, I would highly recommend using
Brama di Sangue
and the Kyrian Covenant Spear from Spires itself on the final angel,
. You do not need the damage for Devos, the trash in front of him is a lot harder. The other pain point mentioned was the packs with
in them. Really just avoid having them heal in sanguine. This mob has a pretty large HP mismatch and an anima recharge shield, so be careful.
Another thing to be careful of is on the second boss,
, becomes a bit more difficult with
since you cannot stack. Just stay loosely fanned out.
Spires of Ascension Guide
De Other Side
De Other Side is a dungeon that gets a lot easier on
. On top of that, affixes that do not limit the amount that you can pull in the Ardenweald area really remove a lot of the difficulty in this dungeon which is caused by an incredibly tight timer. 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. Another time that
could be difficult is you could get gimmick killed on Mueh'zala whenever he pulls you in after the totem if you are not careful.
Trash in the
area is probably one of the biggest week to week pain points present here as that is the largest amount of time that you can save in this dungeon. Beyond that this dungeon just has the same relative difficulty week to week meaning that the timer is just pretty tight. The upside to this week is how large you really can go in the Ardenweald area though. 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 in the ardenweald area, be careful for sanguine there.
Cucciolo di Beccolama
also can drop sanguine and have little to no HP, so if they do get pulled just remember that. 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 is moderadely difficult this week on the whole. The timer is lenient, but the level of play required to play this key perfectly is certainly not easy.
is an affix that can be very difficult to deal with if not played perfectly. There are a lot of caster packs notably in the necropolis that can be pretty frustrating with sanguin healing.
can be difficult in its own right, but it should not be too terrible in this dungeon. The dungeon is really easy though if you have a coordinated group and use the weapons well.
Typical use of the
is well used on a large pull where you are wanting the silence. Typical spots for these are
Necromante di Zolramus
Raccoglitore di Cadaveri
pulls, or just bosses.
is best used typically on bosses.
Martello Forgiato Dimenticato
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
Nalthor il Vincolabrina
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
Incatena Non Morto
on every set to avoid having to kill the adds. This does require coordination though.
Like I said in the introduction, just be mindful of
. There is not 1 spot where either of these two are particularly difficult, but just annoying the whole way through.
Necrotic Wake Guide
Sanguine Depths is a dungeon that has been getting progressively better week in and week out due to many changes to this dungeon. This week is not one of the free sanguine depths weeks though unfortunately. This is due to the affixes being particularly annoying on top of the bosses being still fairly difficult to deal with. Something that is very visible is just how narrow Sanguine Depths is generally. This makes dropping
difficult and spreading out for
also pretty hard. Just make sure that you are trying your best and the timer should not be too bad assuming you have no major mistakes.
I think the biggest problem parts in this dungeon like I eluded to in the other section are the bosses.
Kryxis il Vorace
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
Fondersi nelle Ombre
also works. This fight is also one where if your healer gets locked out by
then you can be in grave peril.
For General Kaal, making sure that you retain mana, minimize bleeds, and do not let trash heal to
is the most important part. There are only one type of mob in the Kaal gauntlet that do on death affixes and those are the
, so watch out for them.
Sanguine Depths Guide
Theater of Pain
Theater of Pain is just generally not an easy dungeon. The timer is one of the hardest to deal with, meaning that you have to aggressively play this dungeon if you don't overgear the dungeon.
is difficult in certain points (notably the
wing) but is not super difficult on the whole.
is a much bigger offender in the affix department since there is a lot of stacking or gripping required on many of the bosses.
The bosses and pride timings are the biggest road block in Theater this week. Make sure you have a strategy and route that sets up prides to be spawned into bosses as frequently as possible. You can check out some basic routes for Theater
which will help a decent amount. Beyond that if you design a route that skips the conquest
patrol that will help you a substantial amount time wise / pride wise.
whenever you are about to get gripped into the
circle, you can target yourself or an ally and be gripped to them instead. The grip works off whoever you are targeting.
Theater of Pain Guide
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