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Best and Worst Mythic+ Dungeons to Complete on Raging, Explosive, Tyrannical Weeks
2021/01/13 시간 11:21
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Welcome to this week's affixes!
are the affixes you have to deal with coming into this week. These affixes are difficult from a time perspective in the form of Explosive and Tyrannical. Raging is typically fairly gimmicky and difficult on a per dungeon basis. Additionally, for those who do not know
was nerfed heavily from Battle for Azeroth coming into Shadowlands making it far more manageable and taking 1 hit from almost all abilities to kill. Unfortunately though, these time losses are enough to make this week moderately difficult coming predominantly from
. On top of this there are also a lot more dungeons that soft require a
style enrage dispel. This is why the list goes from A to F this week compared to S to C last week.
Want to check how much damage you'll take from certain Mythic+ abilities on Tyrannical? Check out our
Mythic+ Damage Calculator
Mythic+ Damage Calculator
Mists of Tirna Scithe
With probably the easiest timer and pretty forgiving dungeon as a whole, it comes as no surprise that Mists of Tirna Scithe is the easiest dungeon of the week... again.
are actually moderately difficult in the front half of the dungeon, but ultimately this dungeon is so free all the time that none of that matters anyways. I would recommend pulling the back half of the dungeon between
a bit slower than normal as Explosive and Raging can be kind of rough, but there is nothing super special about this dungeon this week.
Mists only really has one difficult section in the dungeon and it comes right smack at the beginning of the dungeon. This week due to raging there are some issues that come in a different spot than last week. The
s on lower level keys and
s are brutal for your tank once they are enraged, so be super careful here.
should not be too costly outside of Ingra Maloch which if you have to multi-cycle the boss it can be tedious. Also as I said above, try to pull the trash between Mistcaller and Tred'ova a bit slower than normal for easier Explosive / Raging management.
MIsts of Tirna Scithe Guide
Halls of Atonement
Halls of Atonement’s strengths are present this week, but way less than previous weeks. What makes a good Halls of Atonement week is stuff that will not limit your pull size generally. I think that
can potentially be a bit rough here where
relies on your tank kiting very frequently. Beyond that, I do not think there is a major discrepancy having
. Tyrannical definitely slows you down a bit, but not to nearly the degree that other dungeons we will discuss later can.
The biggest pain point in this dungeon are the
and tank damage in general again.
is brutal on tanks and the Shards are no joke as well. I would describe the enrage dispel in this dungeon to be pseudo-mandatory due to the fact that the
is brutal sub 20% HP. The shard’s main ability
has a 40 yard range which can be used. As for the tank damage, frequent kiting of the
is highly encouraged as this helps a lot. Enraged Gargons (especially if they have
can kill your tank).
Halls of Atonement Guide
As one of the easiest dungeons last week, Plaguefall has bounced back to being one of the hardest dungeons again. In general Plaguefall is a dungeon that you really want to see on
. I think plaguefall's timer is one of the most lenient in the game due to the use of
s as it really does not seem that the timer was made with the use of them in mind. Unfortunately the bosses are quite punishing and having
for all of the bosses is important.
The final 2 bosses
are absolutely brutal on Tyrannical. They can live for very long times giving you more sets of
. This is almost not healable if you get too many sets of these and the fight prolongs out too much. I do have some good technology that allows you to brake the spiders out of your web if you are running with a mage. If they press
while the webs are out they immediately break the spiders out of the web.
De Other Side
As one of the dungeons that is more heavily impacted by
, De Other Side can have some major roadblocks or other issues present during the boss encounters themselves. Fortunately enough,
seem overall less impactful than will be present elsewhere. On the flip side there has been a fix to the ability to cheese the Manastorm encounter which is quite sad and forces you to play it ethically.
The bosses are the biggest pain points in De Other Side this week as it is tyrannical. For a traditional route making sure you have Bloodlust for 3 out of the 4 bosses in
in a 41:00 timer is really important. Setting up
to spawn right before these bosses is also important, so do some research into routes that facilitate this. The tip for Hakkar’s prideful is that you need to make sure that you take the 40% Pride into Hakkar. This is achieved by pulling extra platform trash outside the Mechagon wing prior to going into the Hakkar wing and proccing your 20% pride outside on a different platform. Then you make a U-Turn and you are solid. I suspect
can be really annoying in the Ardenweald area, with little to no impact anywhere else. Pulls are small enough where
should also not be too dangerous outside of the Ardenweald area as well.
De Other Side Guide
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving on normal weeks, but on
there is a lot that can go wrong in this keystone. Tyrannical takes your extra time away by itself and Raging puts you in a point where your tank is liable to die if he is not adequately kiting. I don't think that Spires is the most affected dungeon on this affix set, but the affixes do not favor it for sure.
I think the two biggest pain points in this dungeon is the trash in front of Devos and second boss in
. The angels in front of Devos do an unreal amount of damage, especially if they are enraged. I would describe an enrage dispel as mandatory for this dungeon due to these mini bosses in front of Devos. Once you end up pushing a high enough key, I would highly recommend using
and the Kyrian Covenant Spear from Spires itself on the final angel. Ventunax is on a soft timer in regards to having to constantly dodge from the circles makes this boss slow down after your initial burst. Killing him quickly with
Spires of Ascension Guide
Theater of Pain
It may come as a surprise to some that Theater of Pain has squeezed its way into the D tier, but I think that especially relative to other weeks this is a horrible week for theater. The dungeon’s timer is gated around having long boss encounters, so
makes this dungeon a lot worse. There are also brutal mini-bosses littered through this instance making an enrage dispel for
mandatory. Just in general though the biggest loss comes from the time that is forced to be spent fighting bosses for additional lengths of time and the bad overlaps that may ensue on fights such as
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There are 2 pulls and all of the bosses are what I would describe are the pain points in this dungeon. First pull is the
s that are near the Kul’Tharok area once they enter their
make sure that you have an AOE stun or AOE silence for their shackle casts. This is very important as even 6 of these mobs can wipe you if they are enraged. The other pull is the pull with the
s and the
. The Arbalests are some of the most difficult mobs in the game on fortified with their
cast. Obviously once they enter their
this becomes amplified tenfold. This cast can be disrupted, but it is on a .90 second cast, so sitting on globals could be a way to make it work. Beyond both of those packs just setting a route up to have prides for as many bosses as you can reasonably do is important. Researching routes for this dungeon will be worth your time.
Theater of Pain Guide
Necrotic Wake is contingent on maintaining
and the anima orbs to allow you to facilitate really good pulls and set-up quick boss kills. This is really important on
. We have not talked about Explosive much, but this is one of those dungeons that explosive can also get out of hand quickly with just the raw amount of mob density and how many orbs that spawn.
on the final 2 bosses of this instance are also brutal and I have seen groups unable to kill these fights due to various reasons on tyrannical weeks being hard walled by the bosses.
amplifies tank damage in an already tank damage heavy dungeon and makes coordinating kicks even more imperative.
All of the trash in the Necropolis and the final 3 bosses are what I would say are the major pain points in Necrotic Wake this week. For the trash specifically the
gets stacked up incredibly quickly on your tank and your tank has limited ability to be able to kite out these
as they also have an anti-kite mechanic. I think the trash in Necrotic Wake is almost mandatory to have a enrage dispel style effect for
as well for the
. As for the final 3 bosses,
all have adds or shields or both that they summon that amplify how long these encounter's can become on tyrannical. This is a classic tyrannical issue.
I would recommend pulling really slow in the beginning as well for explosive.
Necrotic Wake Guide
Time for the grand reveal, the only F tier dungeon this week is…. Sanguine Depths. This dungeon is brutal on
and it may end up being F tier every tyrannical week. Sanguine Depths bosses are quite overtuned in general relative to the other dungeons. While the timer is not the most strict I have ever seen, your ability to kill the bosses is what has been called into question.
I think the biggest problem parts in this dungeon are BY FAR the bosses.
are some of the hardest bosses individually and when they are slammed together in a dungeon they feel really oppressive on
. On Kryxis you need to make sure to slowly soak the circles otherwise you can put yourself in deep trouble. On Executor Tarvold, focusing down the adds is by far the highest priority. I am not super sure what healers are going to need to do to sustain mana on General Kaal if they are not careful (if they even make it to that point). Beyond that having
for the trash is incredibly scary for your tank. There is some tech that can be employed on Tarvold to assist you a little bit as well. You can snap him out of his area, allowing for more space for dropping the puddles and requiring no dodging.
Sanguine Depths Guide
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