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Best and Worst Mythic+ Dungeons on Tyrannical, Raging, Volcanic Week
20 дн. назад
Welcome to this week's dungeons and
are this week's affixes!
This set of affixes is a very good set for pushing keys. It is probably worse than last week across the board due to
being a bit more challenging and
being a tad bit slower, but ultimately you can still see some top runs put up this week and most players can improve on their runs for sure. That is the reason that there are some S-Tier dungeons but a lack of A-Tier dungeons like we saw last week. There are minimal time losses on this affix set as a whole, and in addition to that these affixes are generally deemed pretty easy to play. Some dungeons (Theater of Pain and Sanguine Depths) are definitely more affected by this set of affixes as a whole, but the week is still good for all dungeons realistically.
For some dungeons an enrage dispel is almost mandatory for
due to a few mobs in particular.
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
are definitely more difficult than last week's affixes. This is in large due to the Necropolis with
and boss encounters with
. Bosses are typically the most contentious points. This dungeon is still ranked S because this dungeon is largely a strategy check and you can typically do it 1-2 key levels higher than other dungeons due to the weapons and their functionality. While the dungeon is indeed not super free on this week's affixes, it doesn't make the dungeon any more challenging than on normal weeks.
You can also use the
's cleaver while he is enraged to save A LOT of time in the necropolis.
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
. With the affix set being
the bosses in Necrotic Wake become a lot more deadly as the longer they live the more problematic they become. Knowing how to deal with the bosses in an easy manner is very important for success.
just having the native Kyrian
ability should do wonders on this boss. A lot of people will also elect to use a
on Blightbone + a surrounding trash pack or a
mob in order to execute them.
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 typically used on Amarth in conjunction with a
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. Alternatively you can use very powerful CDs such as
, but it ultimately depends on the group and the key level.
it is really typical to have
and to not use it on Stitchflesh. You also want to
Забытый кузнечный молот
shields in which you have multiple DPS downstairs from
. This will cut down on the amount of group damage your party is taking.
The big thing with the trash in the dungeon is that your tank will need to aggressively kite in the necropolis due to
. If you have an enrage dispel you should priority soothe the
as they can kill your tank quickly if enraged.
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. This is also multiplied by
to do tremendous damage.
Necrotic Wake 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
. Tank damage can be incredibly deadly if you are not careful. Additionally, bosses become a lot more lethal at lower levels due to
, but if you have a solid strategy and cooldown setup then you should be more than capable of dealing with these bosses. That is why Plaguefall is an S-Tier dungeon this week.
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, so be cautious of
mobs and try to use AOE CC whenever they start to get low. In addition to this, the bosses are certainly no joke. 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.
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 especially on
. Your tanks kiting, your groups kicks, and group CC needs to be very carefully planned on a lot of trash pulls. The reason this dungeon is ultimately S is due to the amount of damage gained by
s can be affected by
when mind controlled and can do substantially more damage whilst enraged.
I would highly advise not going into this dungeon without an enrage dispel.
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. The biggest reason that an enrage dispel is also highly encouraged is because of the
. You can line of sight their thrashes, but you still want an enrage dispel. 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. With it being
in this dungeon making sure you aggressively pull trash is important as you need to pick up some additional time.
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
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 reason this dungeon is A and not S is due to the difficulty of the first boss and the precision that you have to take into account when pulling maze trash through the wall. Very close to being an S-Tier dungeon though.
There was some interesting strategies that the Aster MDI team used to pull through walls in Mists of Tirna Scithe that did not involve a hunter pet by just using breaks in the walls. I cannot find a VOD as they are on Douyu, but once it is more commonly known how to pull through the walls this way, I will talk about it more extensively. It involves being a Dwarf or having a Gnome toy though is all I know.
The biggest pain-points in this dungeon are killing off
in a timely manner to make sure that you do not take up too much time and making sure you do not merge inappropriate packs together.
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. Additionally, since it is
is be very careful of all of those mobs.
is also very strong in this dungeon, and taking 2 - 3 of them is very nice.
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.
is particularly brutal in this key in regards to tank damage, potential wipes, and the fact that you almost need an enrage dispel for
I would highly advise not going into this dungeon without an enrage dispel.
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. On top of this, the bosses can last a significantly long time since it is
so having enough single target damage is pretty important.
Living while engaging the
are some of the most pivotal moments in this dungeon. The angels and Usurpers have an increased difficulty due to
. You really want to make sure to use a CC on the Userpers whenever they start to enrage and have a dispel whenever Klotos enrages. For
just play mechanically strong and you will be fine.
Spires of Ascension 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 fairly solid week for De Other Side all things considered, but you need to be very careful of trash and tank deaths against many mobs in these dungeons.
Living and aggressively pulling the Ardenweald wing is the biggest pain point in De Other Side this week. The bosses are annoying, and they can cause issues. You should be fine on bosses though if you are playing fundamentally sound World of Warcraft. 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 your tank is kiting the birds.
I also added a clip of some cool tech on
that you can try out in your own runs :). (He just jumps with the bomb)
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 is a dungeon that is incredibly forgiving in the time department, but the biggest issue is in relation to the bosses. Sanguine is also an incredibly momentum based dungeon, where mistakes and deaths can be very costly due to optimizing the
lantern buff. The dungeon is not overly easy this week due to the amount of group damage compounded with
, likelihood of deaths, and the fact that it is
. If you can live this is a dungeon that can be done on incredibly high levels. Ultimately I placed this dungeon in C instead of B due to the difficulty of trash on
and the exacerbation of the bosses with
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.
Верховная надзирательница Бериллия
- 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.
are also archer style mobs in Sanguine Depths and whenever they are
they can be very dangerous. Watch out for them.
Sanguine Depths Guide
Theater of Pain
This week for Theater of Pain is not super ideal. While
is a mandatory enrage dispel for this dungeon, and
is not preferred in a 5 boss instance. This is the reason that Theater of Pain is as ranked as low as it is on this week's affixes.
I would highly advise not going into this dungeon without an enrage dispel.
The biggest pain points in this key is the ambient damage to the group and boss killing in general. There are a lot of mobs such as the
Тошнотворный газовый мешок
, and the Xav wing commanders that have a lot of group wide and tank damage that require mandatory enrage dispels. On top of this, these mobs are VERY deadly if not dealt with properly.
The boss killing is just a question of damage relative to key level. Theater of Pain is a lot harder on a Tyrannical setting than a Fortified one as a few of the bosses just take exponentially longer time due to the ways you have to deal with the bosses.
Theater of Pain Guide
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