Best and Worst Mythic+ Dungeons for Inspiring, Quaking, Tyrannical, Tormented Weeks
Welcome to this week's dungeons.
are this week's affixes!
This week continues the trend of very strong
weeks in regards to how easy it is to do the dungeons.
is mostly a coordination and preparation check. If you open up
Mythic Dungeon Tools
and you see inspiring mobs in weird or bad places, you will need to come up with a strategy before hand that may not be super common on a week to week basis.
Check out our tip of the week which involved dodging
Pulling Extra Maze Trash in Mists of Tirna Scithe
Recent Dungeon TuningPulling 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
Handling Soggodon and Quaking
is normally pretty simple but on some occasions can be annoying depending on what you are trying to do in the dungeon.
is really annoying on
but there is 1 thing you can do to avoid his
. All you do is pull
whenever there is
NOT ~10 seconds left on your quaking timer.
His first binding comes out ~10 seconds into the pull and each subsequent binding happens on 20 second intervals which line up with quaking. His spell queueing is also finnicky at times, so pulling him whenever quaking is actively happening is your best bet. Below is what happens in a worst case scenario.
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
kind of stunt innovative pulling as
shows itself in potentially obnoxious ways compared to some of the meta pulls. The timer in this key still is not that difficult, but the structure for how to set up pulls is substantially more difficult.
also always makes this dungeon more difficult as the bosses are what almost universally holds people back in here.
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
just having the native Kyrian
ability should do wonders on this boss. You can also pull this boss with
and cleave them down easily with the Anima Exhaust and offensive cooldowns.
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.
Aside from all of these, there are a few pulls that are substantially more difficult this week due to
are the main offenders of this. They either are the inspired mobs typically or have inspired mobs surrounding them. Do not be afraid to use CC or just omit these packs all together in your route.
Necrotic Wake Guide
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving most weeks if you take the dungeon pretty slow as the timer is fairly lenient. This week is no exception to this. The execution of this dungeon is a lot higher than normal weeks though, as
makes pulls a lot more challenging to set up and execute. Spires of Ascension is one of the most coordination and kick heavy dungeons and Inspiring is fairly challenging in this dungeon.
are also not free affixes in here. Quaking is strangely difficult on the angels &
when having to dodge projectiles in which you will normally be stacked up with other players.
Execution and survivability are going to be the 2 biggest issues that you are going to face inside of Spires of Ascension this week. Making sure you use Mythic Dungeon Tools to appropriately create routes with interrupts and stops in mind is one of the most important things you can do. Mobs that have very important kick rotations are
. Understanding this and making sure that you are playing cautiously around these mobs will make the dungeon far more doable. You can outrange the
cast if you are over 30 yards away, so if something catastrophic is going wrong, you can recover.
A really good tip for this dungeon this week is not overcommitting to angels. There are a lot of the very top groups that will pull multiple angels at once, and while this is really good for time it is also very scary and can wipe you. Make sure you are not overpulling the angels and are allocating cooldowns properly relative to what you need. The other main tip I have for this dungeon is respect
. Even after his nerfs coming into this patch, this boss still is fairly difficult and can wipe you if you do not have battle rezzes and ample offensive cooldowns available for him. Be cautious and over-prepare for this boss.
Spires of Ascension Guide
Plaguefall still has a lenient timer this season, but the ability to bomb half the dungeon has been largely removed. Many of the
have been replaced with the non-exploding
. On top of this the mini-boss
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.
is rough in this dungeon. Many of the bosses with extended phases do additional mechanics / additional sets of mechanics which either require more coordination, more healing, or can even wipe you if dealt with incorrectly.
are both minor inconveniences.
requires you to CC some mobs and some packs to not have mobs free casting.
is really challenging on bosses in particular as many of them have mechanics that promote stacking.
The bosses are the most difficult part of the dungeon. Having cooldowns available for
are all super important bosses in their own right.
For Globgrog, you can drag a
into the Globgrog room and use this to help burn the boss prior to his second summoning of adds. You should be ccing or killing the small adds while using permanent CC on the
make sure you have cooldowns for every phase in some variable fashion.
will probably cast 2 times per active phase on Margrave which is one of the scariest abilities in the game. Make sure you layer defensives / externals / dispels properly for this Disease rain. Also
is annoying on Margrave.
For the trash in the
room there is an
that are inspired. This is a very annoying setup in the room, but it can be dealt with as long as the mobs are separated somewhat and not inspiring others. Be careful here, while getting kicks and stops as necessar.
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.
slows down this key tremendously. On the upside of this key,
is an omega free affix.
can be a challenging affix, but fortunately a lot of the mobs in Halls of Atonement are kitable. With that being said, the
s need a significant amount of kicks. This is the only real downside of Inspiring in Halls of Atonement. Another advantage of this key is that it is very easy to play
and his aura with the final boss,
Aggressive pulling and limited mistake potential are the 2 biggest pain points that most groups will face. This key probably has one of the biggest disparities between normal groups and top end groups out of most of the dungeons due to a few pivotal pulls in this key. A lot of the higher end groups find this key and the timer fairly lenient if you pull massive, but you have to have a tank that is acutely in control of the dungeon to be able to pull this off in a meaningful way. Aside from this, making sure that you are getting significant kicks on the
and being able to appropriately CC / Manage
The dungeon is still absolutely doable in a less aggressive, hold W manner. At the same time, the timer becomes very tight to a point where you need to make very limited amounts of errors. As stated above, omitting pulling
and instead playing his aura with the final boss is really easy and a good way to save a minute or two on your timer. In addition to this, you can also save a lot of time by pulling 2 or even 3
which owns him.
Halls of Atonement Guide
Mists of Tirna Scithe
Mists of Tirna Scithe is pretty rough this season in the time department. With the absence of
becomes a pretty rough beast. Ingra Maloch did receive a bit of a nerf as
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.
is an absolutely brutal affix in this dungeon because of Ingra and just the relative impact on the timer in this dungeon. It makes the timer relevant with any real mistakes that occur in this key. The threshold for mistakes is relatively low due to the other affixes, but any mistake can make the timer a real issue.
is an affix that is pretty non impactful in this dungeon as a whole outside of
The maze and the bosses are the most difficult parts of Mists of Tirna Scithe this week.
both are brutal on
, balancing cooldowns, saving
, and having massive contributions from your tank and healer is very very important to saving yourself a substantial amount of time on this boss. Almost all adds spawned from bosses this expansion do not scale with
, but on Ingra
does scale with tyrannical which is another reason this boss is very difficult.
does a boat load of damage on tyrannical, and can cause you wipes if you do not have ample healing. For the Maze, be cautious of
as it makes pulls with
a lot more difficult. Be careful.
pulls that were popular last season helps substantially and assists you in wipes you could face from just these pulls being very very difficult.
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. On top of this, you can use similar tech in order to pull additional packs together in the maze. This is really dangerous on
however since kicks are really spooky in this dungeon in lower coordination groups. I will say make sure you are careful and know what mobs you are pulling and making CC immune. You can read a lot more about this
Mists of Tirna Scithe 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 can have virtually unlimited pull potential in the Ardenweald wing. This makes De Other Side a fairly favorable dungeon on those parts of the dungeon, but the
wing is substantially harder on
This week is definitely one of the more preferable weeks to play this dungeon. The major pain points in De Other Side are definitely the bosses which is amplified heavily by
. The reason that Tyrannical is so difficult in this dungeon is how challenging the bosses are, the lengths of the bosses themselves, and how punished you are for mistakes on them. Making sure you have ample cooldowns for the bosses is definitely preferred and encouraged on this week's affixes.
wing is also very dangerous due to the
mobs in that hallway. All 3 of the mobs that are inspired are
and while this seems preferred,
have a bunch of mandatory kicks and
need to be CCed. Be very careful of this hallway and try to take it slow.
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. You will get 2 anima powers this way and limit your backtracking heavily.
De Other Side Guide
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.
limits this key pretty substantially as the bosses in this instance are very challenging to execute properly. With that being said, if you have a strong level of coordination and strong DPS then this key is largely free. The timer in this dungeon is a very big non factor, so execution is the dominant thing you need to focus on and less on DPS and big pulls. CC and coordination can be very challenging as it is
, but this is on a pull by pull basis.
can also be annoying as the hallways are pretty tight, and space is not always ideal.
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.
- 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.
The biggest issue from an
perspective are the
at the very beginning of the instance. These mobs explode with stacks of
, so making sure you have CC, interrupts, and control over these mobs that are
is the most important part.
Sanguine Depths Guide
Theater of Pain
Theater of Pain is one of the most challenging dungeons when appropriately geared for the content. The timer is not overly lenient + the bosses are very challenging execution wise. In addition to that, the dungeon has fairly low mob density, but the style of mobs present limit unique and large pulls. This all culminates for a challenging 5 boss dungeon that the timer is especially tight on
This dungeon is one of the hardest
dungeons as the mobs that are inspired paired with the mobs that need to be interrupted are generally very difficult. This requires a lot of CCing and coordination that is not faced on typical weeks. This affix ends up costing you not an insignificant amount of time as the CC and cooldown allocation costs you time that you do not have in a normal style of run.
is pretty rough too on some of the bosses.
The biggest pain points in Theater this week are dealing with the bosses in a manageable way and having decent execution on
. As stated above, the dungeon is fairly simple, but with the dungeon being so simple any mistakes are amplified since the timer is tight. That coupled with the time loss incurred via
makes the timer even more difficult.
the grip causes many problems with
. In addition to that,
is also problematic as you need to stack up in the hands occasionally.
in the Lich wing and in the Gorechop wing is a brutal affix. This is due to the kicks on the
. Be very careful here.
Theater of Pain Guide
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