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Easiest Mythic+ Dungeons to Time and Complete in War Within Season 1
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15 ч 51 мин назад
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Timing Mythic+ dungeons is important as you get more score, crests and work your keystone up to better rewards! Here are the easiest Mythic+ dungeons to complete right now.
Disclaimer
These rankings are for fun, and to give players a general idea of how difficult Mythic+ keys are as of today (September 20th) and allow you to hopefully not get walled in various Mythic+ dungeons. This is a general ranking and will take into account how difficult the dungeon timer is, and how deadly the dungeon is aiming at a keystone level of +7s to +10s since this gives the best end-of-dungeon rewards. In these keys
Рискованная ставка
is very punishing for any player who dies and carrying players is more difficult.
Easiest Mythic+ Dungeons in War Within Season 1
Ara-Kara (S Tier)
Mists of Tirna Scithe (S Tier)
Dawnbreaker (A Tier)
Grim Batol (B Tier)
Stonevault (C Tier)
Siege of Boralus (C Tier)
City of Threads (D Tier)
Necrotic Wake (D Tier)
Ara-Kara (S Tier)
Ara-Kara is definitely one of the easiest dungeons right now to complete and to time. The timer is very generous and none of the adds or trash stress your healer that much. Because the timer is so easy, pull things slow, don't die and you'll get through it just fine.
Mists of Tirna Scithe (S Tier)
Mists is very similar to Ara-kara. The bosses aren't that deadly and the timer is very generous. Make sure you have the
Mists solving Weakaura
to help in that section, and compared to this dungeon in Shadowlands, you'll need more trash than before.
Dawnbreaker (A Tier)
Dawnbreaker was a pugbreaker on the War Within Beta, but it has been reigned in significantly come launch. Surprisingly, damage in this dungeon was significantly tuned down but it's still more lethal than the above two dungeons. There are a mechanics that are lethal if someone doesn't know how to handle them correctly. On the first boss, ranged can easily die to the
Коллапсирующая тьма
if they're not ready for it. On the second boss the 4th
Темная сфера
lines up with the
Теневое разложение
AoE, and just in general Rasha'nan's
Разъедающие брызги
does high damage to the entire party. Overall though, Dawnbreaker is much easier than players expected.
Grim Batol (B Tier)
Some players have found Grim Batol to be a difficult dungeon, but I think this is going to be a dungeon that gets easier with time. The majority of the dungeon is relatively straightforward and not an issue, except for three major problem points.
On Trash,
Чернокнижник Сумеречного Молота
is a nasty healing absorb that essentially requires at least one Curse dispel in your group.
Also on trash,
Сумеречный лавомант
use
Вознесение
at 50% health. These aren't that deadly as long as players focus them down after 50%.
And the final boss is the one that players have struggled with the most. Tentacles are hard to see and hitting one is very likely death, unless your healer really likes you. However, they are able to be cleared with abilities that will immune a stun such as
Незыблемость льда
or
Глубокий вдох
. In addition, it's important to kill the little adds after the big AoE rather than before. Once your group finds a rhythm in this boss fight, I think it will become much easier for groups.
Stonevault (C Tier)
Stonevault is a step up from the other dungeons due to its high healing and mechanical checks, in addition to its tighter timer. The first three bosses have a rather high healing check, and all the bosses have some form of mechanics that need to be done correctly.
On E.D.N.A, the healer needs to make sure to dispel
Сейсмический отзвук
at the right time to protect the tank from the next
Сейсмическое сокрушение
and heal all the stacks of
Нестабильный шип
.
For Skarmorak, the healer and DPS need to coordinate stacks of
Нестабильная энергия
so that the shield breaks before players die. In addition, the DPS need to coordinate deaths of
Осколок кристалла
so they don't overlap as much as possible, while killing as many as possible so that the shield is smaller.
Master Machinists requires a kick rotation for
Расплавленный металл
which requires a ranged kick at times because it's cast at a distance.
Пылающее крещендо
does an incredible amount of burst damage and usually overlaps with
Вытяжные отверстия
making only one corner of the room safe. However, there seems to be a spell queueing bug where vents will not be cast until AFTER the cube starts going to the middle making this overlap absolutely horrendous to handle.
Siege of Boralus (C Tier)
Siege of Boralus doesn't have a great reputation. The bosses and trash are annoying and there's a lot of mechanics going on to deal with and healing checks.
The first boss requires ranged to kite due to Fixate, the last boss has constant knockback and damage and the 2nd boss does a lot of damage with the new Fiery Richochet ability.
City of Threads (D Tier)
City of Threads is a very healing intensive dungeon and you'll want to make sure that you have a good healer for all the bosses.
The second boss does a lot of damage with the
Ледяные серпы
leaving a nasty DoT on all players that can be magic dispelled or snare broken. If this isn't removed, it deals a lot of damage that just needs to be healed. The third boss puts out constant healing absorbs that need to be healed.
The reason that City of Threads is in D tier is due to the last boss, Izo. This boss requires an incredible amount of burst healing because there's two damage events that almost always line up.
Сплетение
is an unavoidable group wide DoT that does a lot of damage. However, this DoT seems to line up with the special ability of
Сотрясающий удар
which does more AoE damage or
Теневое плетение
which does more damage. If that wasn't enough, this is a heavy movement encounter making it even harder to top people off.
Necrotic Wake (D Tier)
Necrotic Wake is here because of one boss,
Хирург Трупошов
. This boss is super punishing and healing intensive compared to its Shadowlands version.
Most players will attempt to do the zerg strategy of this boss, using 3 spears to zerg does the boss before a 2nd phase. If this doesn't happen or the group wipes, now you have no spear which makes this boss take infinitely longer.
There is an alternative strategy that can be used if you really want to push through this key which is safe, it just takes a long time -- killing the
Создание Трупошва
. Each of the
Создание Трупошва
has
Пагубный туман
which deals AoE damage to the entire party while they're active and this stacks for each Abomination. This means that even while the boss is down, you want to make sure to kill each Abomination before the boss jumps back up and summons another one.
But even dealing with one Abomination at a time does a lot of AoE damage and this fight is going to stress healers out.
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