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Live
PTR
10.1.7
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Best and Worst Mythic+ Dungeons to Complete on Raging, Explosive, Fortified Weeks
Live
Pubblicato
14/08/2021 alle 06:34
da
Squishei
Welcome to this weeks dungeons and
Rabbia
,
Detonazione
,
Potenziamento
, and
Tormento
are this week's affixes!
This is the first time in a long time that
Rabbia
has been paired up with
Potenziamento
and it is something. At face value, this week seems to be easy. On a bit further of analysis, a lot of the trash does substantially more damage than you would expect and it is not to the tank. The issues come from archer style mobs or mobs that do a pulsing AOE such as the slimes in Plaguefall. Regardless of whether it was a
Tirannia
or
Potenziamento
Rabbia
week, you could still not have your tank face tank raging mobs. The difficulty in the Raging is definitely in the ambient damage.
Detonazione
is pretty reasonable most of the time, but it is a pull by pull basis. There are some bosses and trash pulls that are annoying on Explosive, but if everybody is trying to kill explosive you should be fine.
On explosive weeks, it is normally pretty valuable to have something that edits your nameplates to emphasize explosive. There are many things such as scripts for Plater, style filters for elvui, or even
weakauras
.
There has also been a fair amount of dungeon tuning coming to problematic mobs and bosses in dungeons. You can check that out
here
.
Check out our weekly Mythic+ Tip of the Week article which involved...
Temp Button
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
A-Tier Dungeons
Necrotic Wake
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
Giavellotto Insanguinato
'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.
Animum Scaricato
and
Esaurimento d'Animum
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. It is
Rabbia
, so some packs are very difficult and can cause deaths if not played properly on raging.
The affixes this week of
Rabbia
,
Detonazione
, and
Potenziamento
definitely impact your pathing a bit and having an enrage dispel is preferred. Making sure you know what mobs are going to do group damage, when to kite, and when to use AOE CC effects is very important.
Chirurgo Cucicarne
also received a 10% health nerf which is quite nice for not having too many stitchworks alive.
Pain Points
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
Amarth
,
Chirurgo Cucicarne
, and
Nalthor il Vincolabrina
. For
Piagaossa
just having the native Kyrian
Esaurimento d'Animum
ability should do wonders on this boss. For
Amarth
as well if you CC the adds during the
Raccolta Finale
that are still up then the adds do not get consumed and wipe you. You will see top groups CC the mages with
Paralisi
or
Incatena Non Morto
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.
Brama di Sangue
is also massive for these bosses and helps groups out tremendously. Beyond that, just making sure you play Necrotic Wake slow and steady will help you out a lot as the timer is very forgiving.
Rabbia
is really scary on some pulls as you have mobs that will do ambient damage to the group. For example, doing the
Nar'zudah
mini boss trash pack on raging is incredibly dangerous. If you are committing an anima orb + you have an enrage dispel then this pack can be fine, but it is advised to be avoided. Many of the
Necromante di Zolramus
pulls are also really dangerous as well. The tank damage in the necropolis is always a major point of pain with how much damage the
Opera Ricucita dei Kyrian
do to the tank. Aggressive kiting and use of defensive cooldowns will allow you to be able to deal with the necropolis trash as a tank and healer.
Detonazione
is more annoying than anything. The only time it is dangerous is when trash packs get spread far or
Sacca di Morbo
leap. It should be pretty easy to deal with explosive on this week though.
Necrotic Wake Guide
B-Tier Dungeons
Mists of Tirna Scithe
Mists of Tirna Scithe is actually pretty rough this season in the time department. With the absence of
Orgoglio
,
Ingra Maloch
becomes a pretty rough beast. Ingra Maloch did receive a bit of a nerf on this week as
Ira del Droman
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.
Rabbia
is also not a totally free affix in this dungeon. While not a difficult affix, it is not the easiest possible affix either.
Pain Points
The beginning of Mists is the most difficult part of the instance. Skipping the
Abitante Tirnenn
pulls that were popular last season helps substantially and assists you in wipes you could face from
Rabbia
+
Potenziamento
. The
Grinfiaperfida Drust
,
Fendianime Drust
, and
Abitante Tirnenn
are all criminal, so skipping as many of those as you can on raging is preferred. You can see that skip performed here. All you need is a
Pozione dello Spirito Nascosto
,
Manto d'Occultamento
, or personal stealth to make it through.
Another massive thing you can do that can help you with
Ingra Maloch
is using a pet to pull the 3rd
Tormento
mob through the wall prior to engaging the boss. You just use a
Attacco del Compagno
on the tormented mob through the wall, pull the pet back and this will happen. Alternatively, you can use
Forza della Natura
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
Brama di Sangue
, 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.
Detonazione
is normally not too bad, but
Evocanebbie
is really difficult during the intermissions.
Mists of Tirna Scithe Guide
Spires of Ascension
DO NOT ZONE INTO THIS KEY WITHOUT AN ENRAGE DISPEL
Spires of Ascension's timer is incredibly forgiving most weeks if you take the dungeon pretty slow as the timer is fairly lenient.
Rabbia
is pretty brutal in this instance as there is a lot of ambient damage from mobs such as
Castigatrice Indegna
casts,
Schermagliatore Indegno
casts,
Infernale Indegno
AOE damage, and
Klotos
AOE damage. The mob density in this dungeon is fairly low, so
Detonazione
should be fairly low impact which is nice.
Pain Points
Execution and survivability are going to be the 2 biggest issues that you are going to face inside of Spires of Ascension this week. With it being
Rabbia
, this makes kicks, interrupts, and coordination even more important than on a normal Spires week. You are able to go slow through the dungeon, but making sure that you stay alive is critical. It is next to mandatory to bring an enrage dispel style effect to this dungeon such as a
Pacificazione
. Whenever you are trying to decide what mobs to soothe in packs some of the heavy hitters are the
Castigatrice Indegna
,
Schermagliatore Indegno
,
Capo-Squadra Indegno
,
Infernale Indegno
, and
Klotos
.
Spires of Ascension Guide
Plaguefall
Plaguefall still has a lenient timer this season, but the ability to bomb half the dungeon has been largely removed. Many of the
Trivellapiaga Manomesso
have been replaced with the non-exploding
Trivellapiaga Miserabile
. On top of this the mini-boss
Virulax Tessimorbo
now spawns a limited amount of the plagueborers as well. With all of this being the case, the timer is still relatively easy as a whole.
Rabbia
is rough in this dungeon though. Many mobs have ambient damage or in the case of
Trivellapiaga Miserabile
, they do insane damage to your tank. This dungeon is very similar in difficulty to Spires of Ascension where the timer is omega free, but the dungeon is difficult to execute.
Pain Points
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 party and unfortunately many of these mobs are grouped up to where you cannot dispel
Rabbia
. Mobs like this are
Poltiglia Midollomarcio
,
Vincolapiaga
, and
Cecchino Velenoso
. On top of this, there are a lot of mobs that do insane damage to your tank while enraged. Those mobs are
Trivellapiaga Miserabile
,
Spezzaschiena Ammorbato
,
Grifalco della Piaga
, and
Aggressore della Stirpe
. Both of these are really annoying execution elements that you have to deal with, but on top of that
Detonazione
is also very frustrating in this dungeon. The massive
Poltiglia Zampillante
pull on
Detonazione
is very difficult as is the
Devota Legapiaga
pull.
Aside from all of that, it is all about staying alive, knowing what mobs to dispel the enrage off of, and playing the dungeon well. The dungeon is fairly technical, but you can definitely manage if you are playing well.
Plaguefall Guide
C-Tier Dungeons
Halls of Atonement
DO NOT ZONE INTO THIS KEY WITHOUT AN ENRAGE DISPEL
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. In addition to that, the additional 1 minute on the timer makes this dungeon a lot more forgiving. Halls of Atonement on
Potenziamento
is really preferred since the timer is normally the roadblock.
Detonazione
is normally pretty easy for most parts of the dungeon as long as the mobs are stacked up and are not getting spread too far from one another.
Rabbia
is... something. Raging in Halls of Atonement almost requires a
Pacificazione
in order to not have people die to ambient damage from the mobs in the dungeon.
Pain Points
Rabbia
management, execution, and avoiding deaths is the biggest problems you will face in Halls of Atonement this week. If you are able to mitigate deaths and do pulls of a decent size then the key should be relatively easy for the most part. There are some mobs that have high priority on soothes. Those are
Scheggia di Halkias
,
Maestra dei Segugi Degenerata
, and
Disintegratore Degenerato
. These mobs either do very high group wide damage or very high tank damage. If you are able to manage all of that, then you should be in a pretty good spot.
Detonazione
is not too bad if your packs of trash remain clumped. If they get spread then things can get spicy.
Inquisitore Sigar
adds also spawn explosive, so that room is very dangerous and should be focused on.
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
Rabbia
,
Detonazione
, and
Potenziamento
you can definitely pull the Ardenweald wing fairly large. There is a decent amount of coordination required in order to kill
Detonazione
while still pulling at a reasonable size, but you should still be able to pull it off. With that being said, De Other Side is never a great dungeon but not the worst.
Pain Points
Execution of the Ardenweald pulls are what are going to be the biggest tipping points in this dungeon. This is because the timer is relatively tight, but it is typically made easier with aggressively pulling the Ardenweald area. Your tank will need to be kiting full time, so
Rabbia
is mostly a non affix outside of
Spirito Infuriato
.
Detonazione
is also very easy outside of the Ardenweald area since typical mob density is really low. You really just need to make sure your pathing is sound, you are able to big pull the Ardenweald area, and you have competitive DPS and you should be fine.
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. This allows you to pick up
Oros Cuorfreddo
powers and notably
Carnefice Varruth
powers which are the dps powers. Doing this also minimizes backtracking in a key where the timer is tight.
De Other Side Guide
D-Tier Dungeons
Sanguine Depths
DO NOT ZONE INTO THIS KEY WITHOUT AN ENRAGE DISPEL
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.
Potenziamento
+
Rabbia
is a brutal combination in Sanguine Depths due to the amount of group wide damage that you have to deal with. This makes this dungeon a lot more difficult than it is on normal weeks due to the fact that your DPS and Healers can just die randomly in here.
Detonazione
is pretty much a non-affix with how low the mob density is, but that does not make up for the difficulty of the
Potenziamento
+
Rabbia
crossover collab.
Pain Points
The trash is the biggest pain point in Sanguine Depths this week due to the ambient damage it incurs on your party. There are many mobs that you would like to
Pacificazione
such as
Zecca Ingorda
,
Oppressora Malvagia
,
Gran Sovrintendente
, and
Scriba Ricercatrice
. With all of these mobs needing soothes and doing party-wide damage, you can see why this dungeon is brutal on Fortified + Raging. Ultimately it comes down to living, if you can live in this key then it is easily timeable even while holding W through the instance. Be very defensive minded, play safe, and utilize the free timer. The dungeon is still D-Tier though due to the fact that the affix combo is brutal.
Sanguine Depths Guide
Theater of Pain
DO NOT ZONE INTO THIS KEY WITHOUT AN ENRAGE DISPEL
Theater of Pain is definitely one of the more difficult dungeons to deal as a whole especially on
Rabbia
. There are many mobs that have mandatory enrage dispels in this key.
Detonazione
&
Potenziamento
are both ideal for this dungeon this week, but Raging makes this dungeon brutal.
Pain Points
The biggest pain points in Theater this week are living through the whole key. The timer is normally pretty tight in this dungeon, and this week's affixes call your survivability into question frequently. With bangers such as
Rabbia
Cornocruento Furente
,
Rabbia
Arbalestriere Barcollante
,
Rabbia
Dokigg il Brutalizzatore
,
Rabbia
Baluardo dell'Avvento Fatomorto
,
Rabbia
Pallone Gonfiato Rancido
and many many more :). Ultimately this dungeon comes down to how fast you can go while staying alive. Having more soothes is definitely preferred and can help you in the key as well. This is a dungeon that I would say is close to F-Tier, but with
Potenziamento
and
Detonazione
it is doable. Go into this dungeon over-geared and over-prepared.
Theater of Pain Guide
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