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Best and Worst Mythic+ Dungeons to Run on Bolstering, Necrotic, Tyrannical Weeks
2021/04/20 시간 21:39
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Welcome to this week's affixes!
are the affixes you have to deal with coming into this week.
If you have the desire to do keys this week, I commend you as you are training with heavy weights on. This is one of the hardest weeks to do, period. This is due to the major impact that
have on time and safety in the dungeon, forcing you to pull significantly slower than normal weeks. Making sure you have a Balance Druid for
or a Hunter for
to assist in mitigating necrotic stacks will be incredibly helpful for your tank this week as well.
Ask Tettles questions on his stream!
Side note: If you are playing with a Guardian Druid and they have
기억에 남은 우르속의 분노
you are in luck as the absorb goes through Necrotic!
Want to check out some Shadowlands Basic Routes or Tips and Tricks for each dungeon? Check out our guides below:
Shadowlands MDT RoutesMythic+ Tips and Tricks
Want to check how much damage you'll take from certain Mythic+ abilities on this week at higher keys? Check out our
Mythic+ Damage Calculator
Mythic+ Damage Calculator
Mists of Tirna Scithe
Mists of Tirna Scithe definitely is a lot more challenging this week compared to other weeks due to both
. There is a pretty mismatch of health pools especially early on in the instance. Be really careful of the
. On top of that, there are packs with
in the maze that have pretty large health mismatches too. Just be incredibly careful with your bolstering in this instance is the biggest piece of advice I can give you and watch for the patrolling
after Mistcaller. If the reavers get pulled then they can cause issues with both bolstering and necrotic management. This dungeon can still be easy if played well due to the timer being relatively forgiving, but it is not easy this week.
I think that the biggest pain points in Mists this week is the trash after
. In this section of trash there are mobs with decent health mismatches such as the
and on top of that there are small mobs such as
that can stack up necrotic on your tank quite quickly if they are not careful. As I stated in the previous section, you need to be incredibly careful for the patrolling
as well as pulling it during a trash pull can stack up bolstering where it is not necessary.
The first boss can also be really rough on
. Some helpful tips with the
If you are going to get multiple vulnerability windows, use stuff short cooldown cds like
at the very beginning of the fight to help push the boss quicker.
when there is 40 seconds left on your
Do not commit to the boss if it is over 15% HP
Mists of Tirna Scithe GuideMists of Tirna Scithe Tips and Tricks
Spires of Ascension
Spires of Ascension's timer is incredibly forgiving most weeks if you take the dungeon pretty slow. This dungeon can be particularly rough on
due to mobs with high HP such as
. If you are really careful with both
then you should be in an okay spot. The dungeon is not easy, but you are able to play the dungeon slow and still meet the timer which is the advantage of a dungeon like Spires. Slow and steady really wins the race here.
I think the biggest pain points in this dungeon are the second boss,
and bolstering management.
is quite difficult on
as the more puddles you get the more difficult it is to deal damage and dodge effectively. Making sure that you have
for this guy is a massive benefit and will help you burn the boss before things start to spiral out of control. As for Bolstering management, making sure you even cleave the pack with primary focus on mobs such as
. Your tank will have to kite aggressively late into the pulls on these packs, so making sure that you coordinate your kicks well and you will be okay.
Spires of Ascension GuideSpires of Ascension Tips and Tricks
Halls of Atonement
Halls of Atonement this week is a dungeon where
isn't even the worst part about this dungeon.
are way bigger struggles across the whole entire instance. Trying to cleave down
while dealing with the accompanying
as a tank is already difficult enough. Now on top of that, you have to worry about bolster killing them all and changing up your pull strategies along the way. You are going to have to have an excellent tank that has near perfect kiting for this dungeon to go well as this dungeon is already a kite fest on a normal week. This dungeon is one that already has a relatively tight timer if you aren't pulling aggressively, but this week does not allow you to facilitate this aggressive pulling.
I think the timer and a few of the trash packs are the biggest pain points in this dungeon this week. The timer seems to probably be a bit weird of an assessment since the timer isn't normally an issue, but how you have to pull this dungeon on bolstering takes away from what makes this timer lenient on most weeks. The
around them. Making sure you pull those not with the Shard is incredibly imperative as pulling them with the mini bosses will almost ensure that the shards get bolstered. On top of that, I am not sure if you pull many groundskeepers at all as they are likely to bolster up mobs that they are nearby and just annoy you. All of this compounded makes the first half of this dungeon incredibly slow while the addition of
on top of it slows the bosses down even further. Making sure you have a clean route and perfect bolstering management is very important.
Halls of Atonement GuideHalls of Atonement Tips and Tricks
Plaguefall's lenient timer with use of
s in this dungeon make it very forgiving to deaths and pulling slow, but
is absolutely brutal in here.
is really tank reliant. The points where the necrotic is at its worst is based on your tanks confidence with the packs and their kiting.
is largely easy to deal with on the whole, but can be really rough in 2 particular spots.
쏟아져 나오는 점액
pulls both do on death affixes. I would recommend breaking up the slimes and devoted adds into multiple pulls.
, the island with the
부패하는 살점 거인
, and the
area are the biggest pain points on this week's affixes. Since it is
are both a bit rough. Margrave's infectious rain is still very rough and coordinating dispels / kyrian phial on them is important. For Globgrog making sure that you either kill the small slimes or have a really good idea of how to stop them with your composition is quite important. Them reaching the boss can drag out that encounter for a very long time. The next pain point is the island with the
부패하는 살점 거인
. This island has pretty heavy HP mismatches on the island and while it normally is pretty efficient it can be quite difficult with
. Finally, the Globgrog area with
are really difficult to deal with. I talked about the slimes a bit already, but on top of that if you do not skip any of the trash in the beginning there is a lot of stuff that put your tank in danger while also having health mismatches. You have to be really careful and I would recommend skipping the mushroom area if you have a choice.
Plaguefall GuidePlaguefall Tips and Tricks
Theater of Pain
Theater of Pain seems to be one of the easier dungeons to manage
while the bosses slow you down incredible amounts as it is a 5 boss instance on
. Theater of Pain is a low trash density dungeon which allows the bolstering and necrotic to not be overwhelming for the tank. The time it takes to go through this dungeon just in regards to raw boss killing is rough though.
Boss and Prideful timings as what I would describe are the pain points in this dungeon just generally this week. There is also 1 trash pack that I want to highlight as well. In the PVP wing making sure you CC the
patrol and pull the shooter mobs back away from him is very important to not bolster up the rest of the trash pack surrounding him. He gives a group damage reduction from AOE effects to the Arbalests and Conscripts around him. The next thing is boss damage and pride timings. Making sure that you have
is a must. It is very difficult to kite the adds + the boss while getting stacks of necrotic. Your tank will need to have a reset somehow whether that be through a taunt or just running from the boss. Beyond that, setting up your route to have as many prides into bosses as possible is very nice and will save you a lot of time in the long run.
This dungeon is a really long damage check on
and if you have an adequate amount of damage then the dungeon should be fine.
Theater of Pain GuideTheater of Pain Tips and Tricks
Necrotic Wake's timer is very lenient now as long as you understand how and when to use the weapons in the dungeon. This means that as long as you play a safer strategy then you should be well off. For advice, I think that using the 3 Javelins on
is a really solid play because you can ensure that the javelin is around for Nalthor. Especially as well on the
week making sure you have a lot of boss damage is important. Nalthor can actually become a 3+ minute encounter if you are not careful.
Typical use of the
is well used on a large pull where you are wanting the silence. Typical spots for these are
pulls, or just bosses.
is best used typically on bosses.
is best used almost always on bosses or on a
that you do not have cooldowns for.
is very dangerous in the Necropolis area especially for the tank as the tank damage in there is massive. Your tank will need to aggressively kite around as much as possible in Necrotic Wake after a few seconds of establishing threat.
can be annoying as well as you really want to be aggressive with your usage of the weapons / anima exhaust.
This week the pain points of Necrotic Wake seem to be the bosses. Make sure you have armaments of some kind for
just having the native Kyrian
ability should do wonders on this boss. For
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. This does require coordination though.
I would recommend pulling really slow in the beginning as well for Bolstering and Necrotic.
Necrotic Wake GuideNecrotic Wake Tips and Tricks
Sanguine Depths this week is not the worst, but it certainly is not the best. The dungeon generally has low mob density which
does not really punish.
can be absolutely awful in certain points of the dungeons if you are not careful.
is always rough in Sanguine Depths as the bosses will be what the bigger wall is. You just need to be incredibly coordinated in dealing with the bosses in Sanguine Depths and you will be okay.
I think the biggest problem parts in this dungeon like I eluded to in the other section are the bosses.
are some of the hardest bosses individually and when they are slammed together in a dungeon they feel really difficult.
On Kryxis you need to make sure to slowly soak the orbs from
otherwise you can put yourself in deep trouble. You can also range the
ability and it will not drop any of the orbs. This is something you can do, but I would use this liberally and only if you think your healer or tank need assistance.
On Executor Tarvold, focusing down the adds is by far the highest priority. When there are bad overlaps with
+ add pulsing AOE damage is very scary and heavy defensives / Immunities should be used here. Helpful tip: You can
every cast of the Castigation on a hunter. Stuff like
For General Kaal, making sure that you retain mana, minimize bleeds, and do not let the tank die to
is the most important part. The boss + trash is normally rough, but on this weeks affixes it will be a lot worse if your tank isn't kiting trash aggressively. Groups normally do a pretty aggressive first pull in this dungeon. This is nearly impossible on
, so make sure you are pretty passive. Also making sure you make great use of
죄악의 몰락지의 은혜
will do wonders for your timer.
Sanguine Depths GuideSanguine Depths Tips and Tricks
De Other Side
De Other Side has a relatively tight timer, which got even tighter this week with the lovely addition of
. This is one of the most difficult dungeons this week due to these affixes and the amount of HP mismatches in this dungeon to make
a nightmare is astonishing. I think if you can avoid this dungeon, I really would suggest coming back here on a different week as it is quite a bit easier on most other affix sets.
Trash in the
/ Ardenweald area is probably one of the biggest pain points present here. Many groups get something like 40% of their enemy forces count from this area and do it in very few pulls. This is due to the amount of kiting and just good effective trash here. With it being both
this area is just so cursed to get count in. Now you have to pull slow and if a pack patrols into you then you bolster it up. The
also just has twice the amount of HP the rest of the trash around it has making this area really really difficult to pull efficiently. This makes this already tight timer even more tight. Of course
and her chain lightning on
is not very fun and I need to mention that.
De Other Side GuideDe Other Side Tips and Tricks
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