Best and Worst Mythic+ Dungeons to Complete on Fortified, Storming, Bursting Weeks
Welcome to this week's dungeons and
are this week's affixes!
This is the best week on the calendar by far for pushing the highest keys possible. It is a combination of 2 affixes that incur minimal time losses +
. This creates for a perfect storm for pushing the absolute highest keys possible. You should actively try to get as many dungeons done this week as you can do keys at levels 1-2 dungeon levels higher than the second best week on the calendar. This is the only week on the calendar thus-far that we have ranked any dungeon in S-Tier and we have a few in that tier for perspective.
There are a lot of bosses that you can play
on, and this is a way you can save even more time in a dungeon as well. It is normally pretty easy on most bosses and will let you gain 2+ minutes.
THERE IS CURRENTLY A BUG ACTIVE IN THEATER OF PAIN WHERE THE FIRST CHAMPION WILL FAIL TO SPAWN IN THE XAV WING. YOU CAN STILL PROGRESS THE DUNGEON, BUT YOU NEED TO GET COUNT ELSEWHERE. THIS IS A REALLY DIFFICULT BUG AND I WOULD ADVISE TO AVOID THEATER OF PAIN UNTIL IT IS FIXED.
Check out our tip of the week which involved
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
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
do virtually nothing for your pathing at all in this key. There are very few packs where
is a dangerous one. The beginning is probably the most difficult part for bursting, but you should have all your cooldowns for the first pull.
The general week to week the pain points of Necrotic Wake seem to be the bosses. Make sure you have armaments of some kind for
just having the native Kyrian
ability should do wonders on this boss.
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.
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
Mists of Tirna Scithe
Mists of Tirna Scithe this week is a dungeon that you can save tremendous amounts of time over other potential weeks. This is due to the ability to merge almost all of the trash packs you realistically can in the maze. This allows you to come out of the maze with MDI levels of trash count sometimes upwards of 72%! This is all because
are all so minimally intrusive that you can save insane amounts of time.
The only major pain point this week is making sure you do not merge difficult to handle pulls in the maze.
both have casts that need to be interrupted and dealt with.
are very sketchy mobs and if you pull 2 at once you can have deaths very quickly. I would highly advise to avoid pulling multiple of them at once.
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
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving this week if you take the dungeon pretty slow as the timer is fairly lenient.
can kinda be annoying in some spots, but ultimately neither Storming,
affect this dungeon much at all.
Execution and survivability are going to be the 2 biggest issues that you are going to face inside of Spires of Ascension this week. The timer is going to be pretty free, but the problems in this dungeon surround survivability and the ability to mitigate deaths while getting your interrupts.
Living while engaging the angel pull,
are some of the most pivotal moments in this dungeon. The angels and Ventunax have an increased difficulty due to
. You typically want to be standing in safe spots away from projectiles those two types of encounters, but if you are forced into melee then that may be more difficult. You can aggressively try to soak the tornadoes to help out as much as possible, but be careful.
Spires of Ascension 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
. Be careful of rolling stacks on
and be careful about how many
you pull at once. If you have a Priest for
then you can go wild. Dungeon is really easy if you do not die though, thus it is ranked as high as it is.
While Plaguefall's timer is really easy, the execution of the dungeon is the hardest part by far. Many of the trash pulls do a substantial amount of damage to your tank and many of these mobs are grouped up. This is particularly dangerous in the area after Globgrog. In addition to this, the bosses are certainly no joke even on
. If you are feeling powerful, you can use the
haste puddle as well in order to kill off
very fast. Below are clips of some groups performing this feat. Ultimately, you are able to hold W through this dungeon and time the key with ease assuming you can live throughout the whole dungeon. Be careful of
on the last boss and
on the pulls described above.
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. Halls is a dungeon where your tank can carry your group heavily, but there still is a pretty high chance of a death due to the amount of damage to the tank that can occur. This means that kiting is generally preferred when in these dangerous spots. It is
, so you can definitely pull as big as you want, but be very careful. This is by far the best week for Halls and thus it is ranked as such.
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
. Begin to kite early on the
while keeping them stacked up as often as possible with displacement effects. 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. Be careful of
as soaking the lines can be hard with the tornadoes.
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
De Other Side
De Other Side is a dungeon that is make or break based on how big you can pull the Ardenweald wing. With the affixes being
you should be able to the biggest pulls possible in De Other Side this week. This is a very close dungeon to being S-Tier, but ultimately the bosses and some of the routing issues in this key keeps it in A-Tier.
Living and aggressively pulling the Ardenweald wing is the biggest pain point in De Other Side this week. The bosses are annoying, but they will not be the biggest roadblock in this key. Ultimately if you are able to aggressively pull Ardenweald, not die, and kill off the bosses then you should be very good in De Other Side. Be very careful of
in the Ardenweald area and make sure you do not roll your bursting.
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
Sanguine Depths was very close to making S-Tier this week due to how good this key is this season. Ultimately I landed on A-Tier due to the fact that you cannot abuse the lanterns with something like
and thus you will have lower lantern uptime as a whole. This is a really good Sanguine Depths week and if you can avoid having deaths then you should be able to time a very high level of this dungeon.
The biggest pain points in Sanguine Depths this week revolve around killing bosses and optimizing the
buff. Making sure you have ample cooldowns and strong strategies for the bosses should be really solid for you. As for the
buff, there is a great weakaura in
that gives you the timer and the duration for the sinfall boon buff. It is called " Sinfall Boon." If you are able to refresh your buff from the sinfall boon lanterns very late into the open then you can gain a 50% damage increase for a significantly longer period of time.
Sanguine Depths Guide
Theater of Pain
This is the best week that you will be able to get for Theater of Pain.
is very easy to deal with as the low mob density in this dungeon makes it very difficult to even roll bursting ever.
can be difficult on some bosses, but really is an invisible affix. Theater of Pain is in the A-Tier due to the 1 additional minute added to the timer recently, but the timer is still not overly free.
Survivability and execution of big pulls is some of the most important parts of Theater this week. You really want to also pull the
into the first boss. At the same time you need a
for the enrage. Aside from this, having high DPS, routing quick, and pulling with strong intent are the keys to success in Theater of Pain. If you are able to pull this off and you are over-gearing the key then you will be successful.
Theater of Pain Guide
Mythic+ Class Guides
Want to learn more about your class in Mythic+? Check out our Class Guides!
Blood Death Knight M+ Guide
Frost Death Knight M+ Guide
Unholy Death Knight M+ Guide
Havoc Demon Hunter M+ Guide
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Guardian Druid M+ Guide
Restoration Druid M+ Guide
Beast Mastery Hunter M+ Guide
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Arcane Mage M+ Guide
Fire Mage M+ Guide
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Brewmaster Monk M+ Guide
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Windwalker Monk M+ Guide
Holy Paladin M+ Guide
Protection Paladin M+ Guide
Retribution Paladin M+ Guide
Discipline Priest M+ Guide
Holy Priest M+ Guide
Shadow Priest M+ Guide
Assassination Rogue M+ Guide
Outlaw Rogue M+ Guide
Subtlety Rogue M+ Guide
Elemental Shaman M+ Guide
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Affliction Warlock M+ Guide
Demonology Warlock M+ Guide
Destruction Warlock M+ Guide
Arms Warrior M+ Guide
Fury Warrior M+ Guide
Protection Warrior M+ Guide
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