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Best and Worst Mythic+ Dungeons to Run on Sanguine, Necrotic, Fortified Weeks
Live
Pubblicato
10/09/2021 alle 06:23
da
tettles
Welcome to this week's dungeons and
Rosso Sangue
,
Necrosi
,
Potenziamento
, and
Tormento
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.
Necrosi
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
Necrosi
are
Forza della Natura
&
Tiro Vincolante
which are very counter-intuitive on
Rosso Sangue
weeks.
Rinomata Furia di Ursoc
,
Benedizione della Protezione
, &
Fiala della Serenità
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
C-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.
The affixes this week of
Rosso Sangue
,
Necrosi
, and
Potenziamento
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.
Pain Points
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
Amarth
,
Chirurgo Cucicarne
, and
Nalthor il Vincolabrina
. The trash in the starting zone is very dangerous due to the typical pull size that is in the beginning of Necrotic Wake. The
Soldato di Pezzacarne
and the
Sacca di Morbo
are the main offenders as these mobs can quickly stack
Necrosi
on your tank. The Blight Bags fortunately enough do not drop
Rosso Sangue
, but they can still be dangerous for your tank. The only other scary instance of trash for your tank is with the
Opera Ricucita dei Kyrian
and their tank busters. These are lieutenant mobs and it is very difficult to get a reset of your
Necrosi
and mutilate buff.
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.
For
Chirurgo Cucicarne
saving a
Giavellotto Insanguinato
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
Opera Ricucita dei Kyrian
then you may potentially have to focus the stitchwork or use hammers on the boss.
Lastly for
Nalthor il Vincolabrina
it is really typical to have
Brama di Sangue
and to not use it on Stitchflesh. You also want to
Martello Forgiato Dimenticato
on
Egida Glaciale
shields in which you have multiple DPS downstairs from
Esilio Oscuro
. 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
Rosso Sangue
&
Necrosi
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.
Pain Points
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
Necrosi
on your tank can cause them to die quickly.
The beginning of Mists trash is very deadly. Skipping the
Abitante Tirnenn
pulls that were popular last season helps substantially and assists you in wipes you could face from
Necrosi
+
Rosso Sangue
. The
Grinfiaperfida Drust
,
Fendianime Drust
, and
Abitante Tirnenn
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
Pozione dello Spirito Nascosto
,
Manto d'Occultamento
, or personal stealth to make it through. Aside from the skip, the
Fendianime Drust
are really scary for tanks as they can get stacked up quickly with
Necrosi
, so aggressively kiting the soulcleavers is important.
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. You can also read about pulling other mobs through the walls in mists
here
!
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.
Rosso Sangue
is pretty brutal in this instance as there is a lot of casters and difficult to move mobs that can get easily stuck in
Rosso Sangue
. 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
Necrosi
can be very deadly.
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. The timer is going to be pretty free, but the problems in this dungeon surround survivability and the ability to mitigate
Rosso Sangue
. You should aggressively use displacements and kill mobs back to front.
Some of the most problematic mobs and how to deal with them
Mastodonte Indegno
- This mob should not have other mobs tanked on top of him. This is especially true whenever he is about to do his
Ricarica Animum
cast.
Schermagliatore Indegno
- Having displacements or bolster killing these mobs all at the same time are the most effective ways of dealing with them.
Pretora Oscura Kyrian
- Have a displacement as they can and will dash in ways that you were not expecting.
Usurpatore Indegno
- 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
Plaguefall
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,
Rosso Sangue
is challenging to manage inside of this key as there are packs and mobs that are typically difficult to move.
Necrosi
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.
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 tank and many of these mobs are grouped up. In addition to this, the bosses are certainly no joke even on
Potenziamento
. Watch out for
Trivellapiaga Miserabile
+
Necrosi
on your tank as these mobs can kill off a tank very quickly. This is especially true if they have stacks of
Artigli Corrosi
. Additionally the island pack with the
Gigante di Carne in Decomposizione
is very challenging on
Rosso Sangue
. You can pull one of the
Difensore dai Molti Occhi
off the island and play it with the
Tentacolo di Poltiglia
in order to manage
Rosso Sangue
better if you would like. It is also very important to let
Aggressore della Stirpe
channel
Ragnatela Avvolgente
. Last but certainly not least, do not
Rosso Sangue
heal
Ickor Carnebiliare
with
Devota Legapiaga
deaths nearby. He teleports to any devoted add on the 66% and 33% marks. Keep this in mind.
Plaguefall Guide
D-Tier Dungeons
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
Necrosi
and
Rosso Sangue
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
have
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.
Pain Points
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
Custode Affaticato
. There are many mobs such as the
Scheggia di Halkias
and
Maestra dei Segugi Degenerata
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
Halkias
is that you can play 3 of the
Litogeno Leale
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
Infusione di Potere
or
Brama di Sangue
. 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
Necrosi
,
Rosso Sangue
, and
Potenziamento
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
Necrosi
.
Pain Points
Management of the trash in the dungeon and dealing with
Necrosi
appropriately is going to be the hardest part in De Other Side. There are mobs such as
B.4U-B.4U
,
Calcamorte Atal'ai
, 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
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.
Rosso Sangue
is incredibly obnoxious to play though since it generally renders the
Dono di Oblio del Peccato
lanterns useless. On top of that, many of the mobs cannot be moved easily such as
Scriba Ricercatrice
.
Necrosi
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.
Pain Points
Getting resets of
Necrosi
and
Rosso Sangue
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
Necrosi
. Having tools like
Vortice di Ursol
,
Forza della Natura
,
Circolo di Pace
, 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
Dono di Oblio del Peccato
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
Necrosi
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
Rosso Sangue
is not normally too bad in Theater of Pain due to the low mob density present.
Pain Points
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
Necrosi
resets. Also be diligent about dealing with
Rosso Sangue
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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