Best and Worst Mythic+ Dungeons to Run on Sanguine, Necrotic, Fortified Weeks
Welcome to this week's dungeons and
are this week's affixes!
The hardest part of this week's affixes is finding a tank who is willing to play on these affixes.
by itself is a terribly frustrating tank affix which results in your tank needing to kite packs of 5 mobs. On top of this, the most useful tools for dealing with
which are very counter-intuitive on
are all excellent ways to assist in Necrotic management, but the amount of kiting, mob control, and difficulty that dungeons present this week makes this week one of the worst.
This week ends up being a week on the calendar where you can test many things out and play for fun, but do not expect to be able to do keys high levels. On top of this, this is just generally a week that is substantially less fun for tanks.
Check out our tip of the week which involves
dealing with the Necrotic Affix
Dealing with Necrotic
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 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
fortunately do not impact your pathing in Necrotic Wake, but some of the trash pulls are a lot bit harder. There is going to be an immense burden on your tank to set up pulls in smart and intentional with what is being grabbed.
The general week to week the pain points of Necrotic Wake seem to be the bosses and the starting area trash + necropolis trash. Make sure you have armaments of some kind for
. The trash in the starting zone is very dangerous due to the typical pull size that is in the beginning of Necrotic Wake. The
are the main offenders as these mobs can quickly stack
on your tank. The Blight Bags fortunately enough do not drop
, but they can still be dangerous for your tank. The only other scary instance of trash for your tank is with the
and their tank busters. These are lieutenant mobs and it is very difficult to get a reset of your
and mutilate buff.
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.
Necrotic Wake Guide
Mists of Tirna Scithe
Mists of Tirna Scithe is a dungeon that is effected less than others by the incredibly technical affixes of
that are present this week. At the same time, Mists still is not an overly easy dungeon this week due to the timer restrictions that can become complicated when trying to pull a lot of trash through the walls in the maze.
The timer and the trash at the beginning of the instance is the most challenging parts of Mists of Tirna Scithe this week. The timer is really difficult due to the fact that you cannot reliably pull trash through the walls as getting too high of stacks of
on your tank can cause them to die quickly.
The beginning of Mists trash is very deadly. Skipping the
pulls that were popular last season helps substantially and assists you in wipes you could face from
are all criminal, so skipping as many of those as you can is preferred. You can see that skip performed here. All you need is a
, or personal stealth to make it through. Aside from the skip, the
are really scary for tanks as they can get stacked up quickly with
, so aggressively kiting the soulcleavers is important.
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
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.
is pretty brutal in this instance as there is a lot of casters and difficult to move mobs that can get easily stuck in
. If you have mobs that frequently get stuck in Sanguine then not only is the timer a lot tighter, but the packs have potential to wipe you. On top of this, there are packs that have substantial tank damage and those in conjunction with
can be very deadly.
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
. You should aggressively use displacements and kill mobs back to front.
Some of the most problematic mobs and how to deal with them
- This mob should not have other mobs tanked on top of him. This is especially true whenever he is about to do his
- Having displacements or bolster killing these mobs all at the same time are the most effective ways of dealing with them.
- Have a displacement as they can and will dash in ways that you were not expecting.
- Bolster kill all of these mobs at the same time to avoid sanguine healing.
Beyond all of this, doing the dungeon as normal as possible will yield results and help you time the keys more effectively.
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 the case,
is challenging to manage inside of this key as there are packs and mobs that are typically difficult to move.
definitely is it's own level of difficulty in this dungeon. There are a lot of mobs that put your tank's safety into question and adding Necrotic on top of this is very dangerous.
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. In addition to this, the bosses are certainly no joke even on
. Watch out for
on your tank as these mobs can kill off a tank very quickly. This is especially true if they have stacks of
. Additionally the island pack with the
is very challenging on
. You can pull one of the
off the island and play it with the
in order to manage
better if you would like. It is also very important to let
. Last but certainly not least, do not
deaths nearby. He teleports to any devoted add on the 66% and 33% marks. Keep this in mind.
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. Even with this being the case
are both individually brutal in here, and when they are paired together they are some of the worst affixes possible. Both of these affixes while theoretically they do not
to slow don your run, they will cost you a lot of invisible time due to Sanguine healing , lack of tank damage, and mobs being spread a lot more frequently. This in conjunction with a fairly tight timer makes Halls of Atonement not a fun dungeon this week.
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. You need to run as many displacements as possible in order to manage sanguine on mobs such as the
. There are many mobs such as the
that are challenging to move, so running ample displacements will help. On top of this being more diligent with your kiting as the tank will help as much as it can.
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 will struggle to pull the Ardenweald wing large without a Guardian Druid. The major caveat with all of this being that your tank will not be able to actually tank many of the packs in the ardenweald wing just due to the nature of
Management of the trash in the dungeon and dealing with
appropriately is going to be the hardest part in De Other Side. There are mobs such as
, and virtually all of the mobs in the Ardenweald wing make Necrotic a pain to manage in this instance.
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 timer makes this key way more manageable than other dungeons since you can have over 5+ minutes easily on this timer if played clean.
is incredibly obnoxious to play though since it generally renders the
lanterns useless. On top of that, many of the mobs cannot be moved easily such as
is not too bad in this dungeon since the mob density is typically pretty low, but the mobs still hurt your tank a lot making any stacks of necrotic dangerous.
Getting resets of
management on a lot of the mobs that struggle to move are the biggest issues that you will face in Sanguine Depths this week. You are going to need to run a lot of displacements and a solid composition to help your tank drop
. Having tools like
, etc seems mandatory to be able to have any semblance of normalcy in this dungeon this week. You are able to take the dungeon slow and be largely fine, but any aggressive strategy with the
lanterns goes right out the window.
Sanguine Depths Guide
Theater of Pain
Theater of Pain's tank damage is incredibly high on normal weeks, so the addition of
is absolutely killer in here. The trash density is typically low enough to where your tank will not get stacked too high on Necrotic. On top of this
is not normally too bad in Theater of Pain due to the low mob density present.
Survivability, execution, and being able to help your tank as much as possible are the big pitfalls to Theater of Pain this week. Try to throw out as much CC as possible to help them get
resets. Also be diligent about dealing with
and you can largely be okay. The dungeon is still very difficult as all dungeons are this week.
Theater of Pain Guide
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