Best and Worst Mythic+ Dungeons to Complete on Bolstering, Explosive, Tyrannical Weeks
Welcome to this week's dungeons.
are this week's affixes!
This week is another challenging and annoying week, making for back to back difficult weeks. While this dungeon is not as difficult as last week, it is still challenging.
is the biggest offender of difficulty here where pulls require absolute precision to execute perfectly to not have mobs that have many bolstering stacks. In addition to this,
makes many traditional pulls range in difficulty from very difficult to not doable.
is typically pretty easy to deal with, with a few notable exceptions which will be discussed on a per dungeon basis. If you can keep your mobs grouped up, you normally will have an easy time with
is Tyrannical, so take that as you will. Additionally, Theater of Pain gained
1 minute to its timer
, which was very needed and should make the dungeon more reasonable.
is also incredibly powerful on this week's affix set due to
. Whenever you kill an explosive you gain a stack of the
which will have significantly higher uptime and yield more damage than potentially other options on this row.
Check out our tip of the week which involved dodging
Pulling Extra Maze Trash in Mists of Tirna Scithe
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
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 kind of an exception as you have 2 affixes that slow down the timer.
in high mob density dungeon can cause many issues, but Spires of Ascension is low enough mob density to where it normally is not an issue, but bolstering will will slow you down.
is also pretty easy to deal with in Spires all things considered, but
is definitely a hurdle.
With the affixes being
the biggest road blocks in this dungeon is going to be competing versus the timer and how you structure pulls. Bolstering has a 30 yard range and this should be used frequently when pulling
. There are a lot of strategies that involve pulling Squad leaders and CCing the surrounding mobs, but make sure that the squad leader is over 30 yards away.
Having good priority damage on the high HP mobs in the pack will yield the best results and minimize
. Avoiding deaths on bosses and just in general avoiding mistakes will also help a lot in Spires this week since the timer is going to be a lot more punishing than normal weeks.
by themselves is going to take upwards of 5:00 to even 5:30. This is pretty brutal for a Shadowlands boss, and making sure that you just save enough time elsewhere is important. Normally the Spires timer is really free, and if you have minimal deaths + minimal bolster mistakes the timer should still be free.
Spires of Ascension Guide
Plaguefall still has a really lenient timer this season if you assume that the dungeon is being played clean.
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.
can be brutal in some parts of the dungeon and force you to break up pulls that are normally done in 1 pull.
can also be a bit annoying on a few pulls in particular, but normally is not too bad.
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. 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. You can do the
tech into the first phase of Margrave Stradama as well if your healer is an elite gamer.
For the trash in the dungeon, the only pulls that are rough are the
in the Globgrog room & the
in the Margrave room. Both of these mob types should be broken up into a few pulls as opposed to doing it in 1 like normal. This is largely due to
since if these mobs do not die at the same time there can be major time penalties or deaths that occur.
Sanguine Depths this season as a whole is significantly better than last season. With many nerfs to Sanguine Depths, the dungeon is a lot more manageable.
limits this key pretty substantially as the bosses in this instance are very challenging to execute properly. With that being said, if you have a strong level of coordination and strong DPS then this key is largely free. Mob density is pretty low in this key as a whole, so
is normally not too bad.
is really easy to deal with in this dungeon and even grants you stacks of
, so it can even be seen as a positive.
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 with the
and making sure you bolster kill a lot of the mobs around the
ring. If you take Sanguine Depths slow you should be in good shape, but be really cautious to not over-bolster mobs.
Sanguine Depths Guide
Theater of Pain
Theater of Pain is one of the most challenging dungeons when appropriately geared for the content. This week there was a hotfix that added
1 minute to the timer
, but even with that being the case Theater of Pain still is challenging. The timer overall is not overly lenient even with the 1:00 added and
is pretty rough in this 5 boss instance.
are not super difficult though due to the low mob density in this key.
The biggest pain points in Theater this week are dealing with the bosses in a manageable way and having decent execution on
. As stated above, the dungeon is fairly simple, but with the dungeon being so simple any mistakes are amplified since the timer is tight. Since the mob density is low, there should not be too many issues, but there are a couple of pulls you will need to execute differently than normal. For example you need to make sure that you bolster kill
and potentially re-route your normal
wing. If you over-gear Theater of Pain you should be in for an easy time, but the key still is not free on
. Make sure you have good strategies for dealing with the bosses.
Theater of Pain Guide
Mists of Tirna Scithe
Mists of Tirna Scithe is pretty rough this season in the time department. With the absence of
becomes a pretty rough beast. Ingra Maloch did receive a bit of a nerf as
is now a 15s channel instead of a 12s channel. This means that there is a lot higher potential to 1 or 2 phase Ingra when before it would be a 2 or 3 phase.
is an absolutely brutal affix in this dungeon because of Ingra and just the relative impact on the timer in this dungeon. It makes the timer relevant with any real mistakes that occur in this key. The threshold for mistakes is relatively low due to the other affixes, but any mistake can make the timer a real issue. A lot of the time saved lately in Mists has been in the maze, but with it being
the ability to merge additional packs in the maze is a lot lower this week.
The maze and the bosses are the most difficult parts of Mists of Tirna Scithe this week.
both are brutal on
, balancing cooldowns, saving
, and having massive contributions from your tank and healer is very very important to saving yourself a substantial amount of time on this boss. Almost all adds spawned from bosses this expansion do not scale with
, but on Ingra
does scale with tyrannical which is another reason this boss is very difficult.
does a boat load of damage on tyrannical, and can cause you wipes if you do not have ample healing. For the Maze, be cautious of
. A lot of typical routes will have you pulling multiple maze packs together. This is a lot more challenging on
and should be used sparingly.
also is very difficult as whenever the Guessing Game goes out you have to have a ranged assigned to kill the explosives.
pulls that were popular last season helps substantially and assists you in wipes you could face from just these pulls being very very difficult.
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. On top of this, you can use similar tech in order to pull additional packs together in the maze. This is really dangerous on
. You can read a lot more about this
Mists of Tirna Scithe Guide
Halls of Atonement
Halls of Atonement can be difficult if in a not coordinated group, and on top of it the timer is particularly difficult this week.
slows down this key tremendously.
is the big offender here in this dungeon though as it limits the style of pulls you can do heavily.
is normally not too bad, but can be moderately difficult in some spots.
The general pain points in this dungeon this week are having an enough damage to effectively combat the timer and minimize mistakes incurred by
. There are many mobs in dungeons that are stationary casters such as
that can cause packs to get spread easily. Whenever packs get spread this makes bolster killing packs a lot more difficult and costly in the time department. That coupled with it being a slower affix in
also hurts the relative value of the timer. These two things in tandem make the timer in Halls of Atonement a lot more challenging. For general advice as to how to deal with this, just make sure that you pull
, avoid pulling
with other trash, and try to bolster kill as often as possible.
is annoying in the
The dungeon is still absolutely doable in a less aggressive, hold W manner. At the same time, the timer becomes very tight to a point where you need to make very limited amounts of errors. As stated above, omitting pulling
and instead playing his aura with the final boss is really easy and a good way to save a minute or two on your timer. In addition to this, you can also save a lot of time by pulling 2 or even 3
which owns him.
Halls of Atonement Guide
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 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
kind of stunt innovative pulling as
really limits a lot of the pulls in the first area and stunts the potential to merge packs together throughout the dungeon. There are normally a lot of pulls that utilize
in which you pull a massive amount of trash that is also mismatched HP. This is not normally advised during
as Bolstering can cause problems on many different types of mobs. The timer should be lenient enough to where Necrotic Wake is still doable at a fairly high level, but the bosses will be very difficult and the innovative trash pulls you can do will be lacking. Necrotic Wake really is that free, but this week is just that bad for Necrotic Wake thus it is in D.
The general week to week the pain points of Necrotic Wake seem to be the bosses and even more so on
. Make sure you have armaments of some kind for
. On top of this, making sure you have good routing is the other major pain point in Necrotic Wake this week.
just having the native Kyrian
ability should do wonders on this boss. You can also pull this boss with
and cleave them down easily with the Anima Exhaust and offensive cooldowns.
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 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.
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.
Aside from all of these, there are a few pulls that are substantially more difficult this week due to
. Pulls with
have a high chance to just give the remainder of the pack a stack of bolstering due to their shield mechanic. Additionally, merging packs of trash after the first boss is typically not advisable on
due to the health mismatches that frequent that area. Lastly, make sure you take the Necropolis VERY slow and focus the
. For a bonus tip, you can use the
's Throw Cleaver to hit and deal damage to
this week. This can save you a decent amount of time.
Necrotic Wake Guide
De Other Side
De Other Side is closed, please check back next week.
De Other Side is a dungeon that is make or break based on how big you can pull the Ardenweald wing. With it being
this dungeon is a real bad time. DOS is one of the dungeons that is affected the most heavily by
thus I would highly advise avoiding this dungeon. In addition to it being Bolstering,
is really challenging in some parts of the key due to the high mob density. All of that coupled with having some of the hardest bosses in Shadowlands on
just makes this dungeon a really bad time on this week. If you are going to step foot in this dungeon, make sure you over-gear it and have a very strong strategy for Bolstering.
This week is one of the worst weeks on the calendar. With the affixes being
you just have a few affixes together that slow down De Other Side so heavily that it is a dungeon that should be heavily avoided this week. The timer is by far the biggest pain point because to be successful in this dungeon you need to pull Ardenweald 1-2 packs at a time and be very diligent about bolster killing mobs.
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.
De Other Side Guide
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