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Best and Worst Mythic+ Dungeons to Complete on Bursting, Volcanic, Fortified Weeks
02/03/2021 à 13:49
Welcome to push week as
are this week's affixes! This week is by far the best week on the calendar, so get your Raider.IO score in heaps this week as Tettles has provided some extra tips and tricks for your dungeons this week!
is very easy to deal with this season as it is now dispellable and mob density this expansion is relatively low for affixes such as Bursting. There are also very powerful tools such as
Dissipation de masse
that can allow your group to just power through trash packs with disregard for Bursting stacks, if you are prepared for the dispel. Disc Priest is quite strong this week for that reason. As for
, Volcanic can be situationally annoying but almost always incredibly easy to deal with as a whole.
Want to ask Tettles some questions about Mythic+? Check him out on his stream!
There have also been changes to Sanguine Depths that you can read about
March 2nd Sanguine Depth Tuning
Want to check out some Shadowlands Basic Routes? We have MDT routes for all dungeons as well as advice walking you through each important pull.
Shadowlands MDT Routes
Want to check how much damage you'll take from certain Mythic+ abilities on this week at higher keys? Check out our
Mythic+ Damage Calculator
Mythic+ Damage Calculator
Tip of the Week
In Spires of Ascension, when fighting the angels,
does an ability called
. This spear pulses out 4 crescendo waves in 90 degree angles out of the spear itself. You can tell which ways these Crescendo waves are going to pulse prior to them pulsing, as it is relative to Astronos and the end point of the circle when thrown. This means that the best strategy is to move Astronos plus the the Melee and your ranged clump parallel to one another in a diagonal direction across the platform for optimal movement. You can see an example of this by Echo below, just ignore the fact that they are killing all 3 angels at once.
Bursting, Volcanic, Fortified Dungeon Rankings
Halls of Atonement
Halls of Atonement is absolutely free on this affix set. With the dungeon containing, what is effectively unlimited pull size allowances, the only thing that you have to watch for in Halls of Atonement this week is tank damage and tank kiting. Being proactive about kiting and crowd controlling
, and interrupting
will leave you in great shape on this affix set.
Be moderately aware of
but they really should not be the cause of too many problems.
The biggest pain points in this dungeon is definitely going to be tank kiting just as a general rule. This dungeon is incredibly reliant on your tanks ability to generate threat then create distance from the mobs in a meaningful way. Making sure you also use abilities such as
Tir de lien
Anneau de paix
to also help your tank will be incredibly advantageous.
Beyond that there is not a lot going on, but you will likely want a Venthyr for this dungeon. If you do have a Venthyr then you are able to double mind control the Gargoyles at times that you would otherwise not be able to if you spam your extra action button while 2 Gargoyles are in place. Additionally, there is an interesting method of obtaining another gargoyle into the courtyard area which is infrequently seen there if you check out the below clip from Obey Alliance!
Halls of Atonement Guide
Mists of Tirna Scithe
Mists of Tirna Scithe is definitely one of the easier dungeons on the whole due to the lenient timer. You are typically able to burn the bosses in this dungeon with
prior to any real mechanics going off as well which also helps a lot for the leniency of the timer. There are also very few packs in which
will interact with this dungeon in any meaningful way as the mob density in Mists is pretty low.
The beginning of the dungeon is the hardest part of this instance. Making sure you survive the first couple of trash pulls with
is pretty important as a whole to success of the run. The spiteclaws if pulled into the first pull will also
on death which can be spooky with the ambient damage / bleeds that can go out. You can elect to lust the first pull of the dungeon if you have enough DPS for
, but that is on a run by run basis. Bloodlusting Ingra is normally preferred as you will also have pride + other buffs to help kill the boss in 1 cycle saving a decent amount of time. Remember to use your lust with 45s left on the
buff to make sure you make the most out of the buff and cooldowns.
In the maze there are many walls that are "fake". This means that you are able to merge packs together from time to time similar to how they merge together in
this clip from Dorki.
I am not sure if I would recommend going this big, but it can be efficient count ESPECIALLY IF YOU GET 2 FROGS.
Also, if you exit the maze at 65% enemy forces count (very common) then you can double up these 2 packs (marked in green) on the bridge together which will spawn your 80% prideful after you kill the 3 pack post
. Try to avoid the 2
. Doubling up on this pull on the bridge is normally fairly safe due to the fact that there would be only 1
and this also gives you 100% count at the end of the left wing of this area.
MIsts of Tirna Scithe Guide
Necrotic Wake's timer is very lenient now as long as you understand how and when to use the weapons in the dungeon. This means that as long as you play a safer strategy then you should be well off. For advice, I think that using the 3 Javelins on
Nalthor le Lieur-de-Givre
is a really solid play because you can ensure that the javelin is around for Nalthor.
Typical use of the
is well used on a large pull where you are wanting the silence. Typical spots for these are
Nécromancien de Zolramus
Collecteur de corps
pulls, or just bosses.
is best used typically on bosses.
Marteau de forge oublié
is best used almost always on bosses or on a
that you do not have cooldowns for.
can be kind of dangerous in the starting area of Necrotic Wake. Keep in mind that
do on death affixes while
Sac à chancre
This week the pain points of Necrotic Wake seem to be the bosses. Make sure you have armaments of some kind for
Nalthor le Lieur-de-Givre
just having the native Kyrian
ability should do wonders on this boss. For
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
Entraves des Morts-vivants
on every set to avoid having to kill the adds. This does require coordination though. Interestingly enough, on Nalthor, after you come up from the
you have 100% crit for 30 seconds and this works on the Necrotic Wake armaments as well, so using an armament with this crit buff is very cool.
If you have a Rogue in your party with the legendary
Marque du maître assassin
, you should let them pick up virtually all weapons. The crit modifier works on the Necrotic Wake weapons and makes them incredibly overpowered.
Necrotic Wake Guide
Plaguefall's lenient timer with use of
s in this dungeon make it very forgiving to deaths and pulling slow. I do think all the affixes of
can be rough at 2 specific points in this dungeon, but this dungeon's timer is just so forgiving that it had to be S tier this week.
This dungeons difficulty comes with the deadly bursting packs and the final 2 bosses of the instance.
are incredibly deadly, so making sure that you have appropriate damage (potentially
) for them will definitely be of great benefit to you. Domina needs to have her webs broken immediately and
while the webs are out will break all the spiders out instantly. Margrave you should have cooldowns allocated appropriately to this boss. Typically you can use things such as 1-2 minutes + prideful in P1,
in P2, and all CDs in P3. The 2 trash pulls that are deadly are the
pulls. Both of them can kill you with
so pull them slowly or split them up.
encounter, you can avoid killing the
which apply the damage reduction aura if you knock them out of melee then use effects such as
on them and keep them at bay. This saves you a lot of damage and you can see how that is performed
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving most weeks if you take the dungeon pretty slow. The dungeon is quite close to being even an S-Tier pick on this affix set except there can be slight difficulty with
making the second boss and angels harder than they already are (they are already hard). I do think that this dungeon still deserves an A tier recommendation even though it is moderately hard kick wise at its base, but you should find the dungeon fairly easy to hold W in and be successful on this week.
I think the biggest pain point in this dungeon is going to be the second boss and the angel mini bosses.
is one of the most difficult bosses in the game if you do not kill him fairly quickly as relying on others to dodge the missiles is not always super reliable especially in pugs. That on top of the fact that his bleed hits incredibly hard makes this boss rough. Try to get
prior to engaging this boss as it will help you kill him quick especially when paired with
. The angels are always rough on
. Using Kyrian spear +
on Klotos is normally really strong as this mini boss can absolutely wipe you and leave you in a bad spot.
You can use the achievement spears on
to do 4% of the bosses HP and it will sometimes trigger a bug that will spawn the intermission orbs early that can be deposited to do 10% of the bosses HP and skip intermissions if used well. You can see a clip of Dorki doing the achievement spear throwing
as a point of reference.
Make sure you do it immediately after the
goes off as the timing is really tight.
Spires of Ascension Guide
De Other Side
De Other Side is fairly time restrictive as a whole due to the amount of time that the bosses take, but this is about as good as it will get for De Other Side.
can be really frustrating at times during the Ardenweald area due to you wanting to pull 20 mobs at once, but you just have to be very careful and ready to stop DPS if it is necessary. This part of the instance is a perfect point for a
Dissipation de masse
I still think that the timer and
Hakkar, l'écorcheur d'âmes
are the biggest issues this week in De Other Side.
Hakkar, l'écorcheur d'âmes
is a run killer and there is a reason every group gets pride prior to pulling him. If you wipe to him your run is over and you drop the key and go again. Make sure you save Bloodlust and have
for him and you should be okay. Aside from that, you need to pull the Ardenweald area a bit aggressive to time the key.
can be really scary whenever you pull this area aggressively since you normally spawn prides as well on top of having many bursting stacks.
Your checkpoints in this dungeon update whenever any member of your party passes through that translucent white door frame leading into areas. This is useful for times where you die during invis potion skips or at the tail end of bosses and it is not worth to be rezzed.
De Other Side Guide
Theater of Pain
Theater of Pain is definitely one of the more difficult dungeons to deal as a whole, but none of the affixes here will slow you down in TOP, so this is the best it is going to get. The reason this dungeon is as low as it is is because of the very difficult timer and it is really hard to optimize this dungeon / be unique due to the packs. Fielding the best DPS you know is your best bet to timing Theater of Pain.
The bosses and pride timings are the biggest road block in Theater this week. Make sure you have a strategy and route that sets up prides to be spawned into bosses as frequently as possible. You can check out some basic routes for Theater
which will help a decent amount. Beyond that if you design a route that skips the conquest
patrol that will help you a substantial amount time wise / pride wise.
whenever you are about to get gripped into the
circle, you can target yourself or an ally and be gripped to them instead. The grip works off whoever you are targeting.
Theater of Pain Guide
WTF Sanguine Depths in B-Tier??? Yep, it has finally happened where the affixes are easy enough to put sanguine depths not in C-Tier or lower. There have also been changes to Sanguine Depths that you can read about
, but they unfortunately are not super impactful in the grand scheme of things. Sanguine Depths' timer is pretty nice as long as you do not have major errors, so surviving the bosses is the most important part of this dungeon.
does not really do much in this dungeon as the low trash density here really does not punish you.
I think the biggest problem parts in this dungeon like I eluded to in the other section are the bosses.
Kryxis le Vorace
are some of the hardest bosses individually and when they are slammed together in a dungeon they feel really difficult. On Kryxis you need to make sure to slowly soak the orbs from
otherwise you can put yourself in deep trouble. You can also range the
ability and it will not drop any of the orbs. This is something you can do, but I would use this liberally and only if you think your healer or tank need assistance. On Executor Tarvold, focusing down the adds is by far the highest priority. When there are bad overlaps with
+ add pulsing AOE damage is very scary and heavy defensives / Immunities should be used here. Helpful tip: You can
Feindre la mort
every cast of the Castigation on a hunter. For General Kaal, making sure that you retain mana, minimize bleeds, and do not kill yourselves with bursting is super important. There are only 1 type of mobs that do on death affixes in this part of the trash gauntlet and those are the
If you spawn your 80% pride prior to fighting
then I have great news for you! You can get your 100% pride spawned prior to fighting
with 1 simple invis potion skip. Invis potion the hallway pack after the third boss and your count will be perfect. This skips really annoying trash pulls that take a lot of time as well. The downside is if you die on the final boss trash gauntlet then releasing and running back is not really an option anymore.
Sanguine Depths Guide
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