Best and Worst Mythic+ Dungeons on Inspiring, Grievous, Fortified Weeks
Welcome to this week's dungeons and
are this week's affixes!
This week's affixes are some that are incredibly technical to setup due to the nature of
. This means that there should be a lot of MDT routing used on this week as the nature of making mobs CC and Kick immune is very rough. On top of this
can turn some already pretty difficult bosses into something even more difficult. Overall this affix set is not super slow, but I would describe this affix set as challenging to play. This is probably the second worst
week. For this reason this week ranks from B to D instead of some of the S tier dungeons we've had the past few weeks.
you should try to let your healer drink more frequently as their mana consumption will be higher.
Check out our tip of the week which involved dodging
Executioner Varruth's Bleed
! This is super useful on Grievous as Varruth's DOT hurts.
Pulling Extra Maze Trash
Want to check out some Shadowlands Basic Routes or Tips and Tricks for each dungeon? Check out our helpful tools below:
Shadowlands MDT Routes coming soonMythic+ Tips and TricksMythic+ Damage Calculator
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.
The affixes this week of
will impact your routing by a little bit in this dungeon. In addition to this, there will be a lot more of a burden on your healer healing up your tank in conjunction with random
that can cause a ruckus and high amounts of group healing. These make the dungeon a lot more tedious on this set of affixes thus this dungeon is ranked lower.
The general week to week the pain points of Necrotic Wake are boss damage intake which causes
and additional healing and careful routing due to
. Make 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 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
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 stitchwork or use hammers on the boss. 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, have multiple adds up, get deep into
, and miss hooks then you will likely wipe quickly.
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
. This will cut down on the amount of group damage your party is taking especially by
The important part of trash this week being very cautious of
. These mobs are typically inspired themselves or have mobs surrounding them that are inspired, and if they are not dealt with properly then they can wipe you.
One tip for this week is you can use the
into the mini boss in the first area of Necrotic Wake. This saves a lot of time and increases survivability.
Necrotic Wake Guide
It comes as a surprise to nobody that Plaguefall's timer is still really easy on this week's affixes. With that being said, there are some pulls in particularly that are pretty annoying on
. This can cause things such as tank deaths, intense group wide damage, or even wipes. On top of this,
is a very difficult affix on 2 out of the 4 bosses and can increase healing by significant amounts.
While Plaguefall's timer is really easy, the execution of the dungeon is the hardest part by far.
both stack up
very quickly due to the nature of the mechanics on their fights. If you do not have a healer with strong throughput or push the bosses very quickly this can become problematic fast. You can use the red slime tech which there are clips of below, but this is ultimately going to come down to boss kill time and healer throughput. This is certainly one of the worse weeks to do these strategies.
be really careful of the
boss room as there are many inspired mobs in there. You should potentially try to CC the
if need be, make sure you are able to stun the
Spires of Ascension
Spires of Ascension is a dungeon that is largely a coordination check week in and week out. That is increasingly apparent on
when you are in such a kick heavy dungeon. Proper utilization of CC, re-routing the dungeon, and good play is very important in being successful in this key this week. While the dungeon is not too challenging relative to the timer for completion purposes, the act of making it there without wiping is very challenging.
is also a massive challenge as the amount of healing that is going to be added to a key on this week's affixes is tough stuff.
Living while engaging the
are some of the most pivotal moments in this dungeon. The Angels, Usurpers and Ventunax have an increased difficulty due to
. This is going to increase the amount of tank damage that is being dealt while your healer at the same time has to focus heal members of the party taking group-wide damage as well.
Aside from that taking the trash slow due to
, CCing the inspired mob, and dealing with the dungeon piece by piece is the other pain point in the key. It is often where people get too eager to pull and engage pulls that they have no business doing on this week due to
and your group needs to be careful.
Spires of Ascension Guide
Halls of Atonement
Halls of Atonement can be difficult if in a not coordinated group, but the unlimited pull size potential in here helps even out the timer difficulties you may face. This dungeon has an insane amount of tank damage which can be further increased by
is not normally super difficult in here, but it can cause your healer significant mana issues if you do not let them drink enough.
The biggest pain point in Halls of Atonement this week is managing pull size vs tank survivability and mob control. Halls is a dungeon that is very reliant on your tank for success and the rest of your group needs to support them. Get as many kicks as possible on
if you have to. Begin to kite early on the
while keeping them stacked up as often as possible with displacement effects. You can line of sight the
thrashes as well to reduce group damage if you need to. If you are able to do all of this then you should be more than okay for this key. To save a lot of time you can even play
. It is not super difficult and is an easy way to save ~2:00.
A helpful tip for
is that you can play 3 of the
with him fairly easily. This will make the boss die very quickly. This is performed with either x2 Venthyr players mashing their control at the same time or 1 player that has either
. No matter the case, having 3 Stoneborns for this boss is very nice.
Halls of Atonement Guide
Mists of Tirna Scithe
Mists of Tirna Scithe this week is a dungeon that many non coordinated groups have tremendous issues with. The combination of
are the kinds of affixes that you would much prefer one or the other of.
can quickly stack up and cause wipes if you are left in the high damage phases on both of those bosses.
during the maze and beginning of the dungeon is a doozy and requires a lot of coordination and kicks.
The biggest pain-points in this dungeon is mage pack management due to
and not having
issues on the bosses. The Maze should be played very cautiously as there are many
mobs through the maze and whenever you have heals from the
you can end up having some very challenging pulls. This is by far one of the most difficult dungeons on this week's affixes and you should be very careful engaging in this key if you are not in a coordinated setting.
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. You can also read about pulling other mobs through the walls in mists
! Highly recommend reading this to learn how to make massive time saves this week.
Mists of Tirna Scithe Guide
Sanguine Depths is a dungeon that is incredibly forgiving in the time department, but the biggest issue is in relation to the bosses. With this being said,
makes the bosses very difficult for a traditional
week. At the same time,
is not normally seen as that bad in Sanguine Depths due to the low mob density, but there are some packs with
which can be dangerous.
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. Additionally, frequent use of defensives and mitigating
as much as possible should be a strategy that you try to use as often as you can.
- 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.
Beyond these things just good
lantern management should make this dungeon very easy.
Sanguine Depths Guide
De Other Side
Typically De Other Side is make or break based on Ardenweald pull size. With that being the case, this affix set seems like it should be largely free, however there are some pretty difficult individual challenges that may face groups in the remaining parts of this dungeon which is not super common. This is due to the Hakaar wing on
being very challenging & most of the bosses on
being downright brutal.
The biggest pain points in De Other Side this week is dealing with the
wing and dealing with the bosses on
. Below I attached a screenshot of the hallway to show how difficult the hallway is leading up to Hakaar. The urns do stun through the CC immunity, so that is very nice. As for the
on bosses, you need to be very careful of the
. All of these abilities can stack up group wide
causing your healer immense stress. You need to make sure to aggressively use
s in this dungeon as it will help you significantly.
I also added a clip of some cool tech on
that you can try out in your own runs :). (He just jumps with the bomb)
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 this 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.
De Other Side Guide
Theater of Pain
This week for Theater of Pain is typically seen as one of the harder fortified weeks. Most of the bosses in this instance this week can get you deep into
while at the same time this is one of the most difficult
dungeons due to the kind of mobs that inspiring is on.
The biggest pain points in this key is the ambient damage to the group and boss killing in general. The bosses of
all have AOE abilities that can put most or all of your group deep into
. If this is not cleansed off quickly this can cause wipes and make your healer have to heal on the back foot.
in the Lich wing and in the Gorechop wing is a brutal affix. This is due to the kicks on the
. Be very careful here and over CC these mobs.
Theater of Pain Guide
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