In this blog post, I will be exploring the best and worst mythic dungeons to complete on Fortified, Storming, and Bursting weeks.
Mythic difficulty scaling is a new feature of the World of Warcraft. This feature allows for players to choose different difficulties on their raids. The mythic difficulty scaling shadowlands is one of the best dungeons to complete during a storming, bursting week.
Welcome to this week’s dungeons, where the affixes are Storming, Bursting, Fortified, and Tormented!
This is by far the greatest week on the schedule for hitting the highest keys. It’s a mix of two affixes with low time penalties + Fortified. This provides the ideal storm for achieving the highest keys imaginable. This week, you should make a concerted effort to complete as many dungeons as possible, preferably at levels 1-2 dungeon levels higher than the second greatest week on the schedule. This is the first week on the calendar in which we’ve rated any dungeon in S-Tier, and we have a couple in that tier for comparison’s sake.
You may play Oros Coldheart & Soggodon the Breaker against a variety of bosses, and this is a great method to save even more time in a dungeon. Most bosses are very simple to defeat, allowing you to earn 2+ minutes.
Extra Trash from the Maze in Tirna Scithe Mists was this week’s tip of the week!
Pulling Extra Maze Trash
If you’re looking for any Shadowlands Basic Routes or Tips & Tricks for each dungeon, you’ve come to the right place. Take a look at the following resources: Shadowlands MDT Routes will be available shortly. Tips and Tricks for Mythic+ Damage Calculator for Mythic+
Dungeons of the S-Tier
Wake of the Necrotic
The timeframe in Necrotic Wake is one of the most lenient of all the dungeons available. This implies that as long as you stick to a safe approach and kill the bosses, you’ll be OK. The best overall advise is to use a lot of Bloody Javelins against bosses. Because the bosses are the most challenging portion of the dungeon, it’s best to use the Javelins on them. In these dungeons, Discharged Anima and Anima Exhaust are both very strong AOE effects that should be utilized to blow up trash packs in between cooldowns.
This week’s affixes of Storming, Bursting, and Fortified have almost little effect on your pathing in this key. Bursting is only hazardous in a small number of packs. The initial pull is usually the most tough for bursting, but you should have all of your cooldowns ready.
Points of Distress The bosses seem to be the main source of agony in Necrotic Wake from week to week. Make sure Amarth, Surgeon Stitchflesh, and Nalthor the Rimebinder have some sort of weaponry.
Blightbone’s natural Kyrian Anima Exhaust ability should be enough to deal with this monster.
If you CC the adds that are still up during the Final Harvest for Amarth, the adds will not be eaten and you will be wiped. To prevent having to kill the adds, top groups will CC the mages with paralysis or Shackle Undead on every set, as described in this tip of the week. This does, however, require coordination.
Saving a Bloody Javelin is a popular tactic for Surgeon Stitchflesh, as is utilizing the Javelin on the first add + boss to ensure you don’t have multiple adds and have a chance to 1 phase the boss. If you miss the javelin on the first Kyrian Stitchwerk, you may have to use hammers or concentrate the stitchwork on the boss.
Finally, it is quite characteristic of Nalthor the Rimebinder to have Bloodlust yet not utilize it on Stitchflesh. You should also use Forgotten Forgehammer against Icebound Aegis shields if you have additional DPS from Dark Exile below. This will reduce the amount of damage your party takes as a group.
This week’s tip is to use the Flesh Crafter’s Throw Cleaver against the mini boss in Necrotic Wake’s first section. This saves a lot of time and improves your chances of surviving.
Guide to a Necrotic Wake
Mists of Tirna Scithe
This week’s dungeon, Mists of Tirna Scithe, is a dungeon where you can save a lot of time compared to previous weeks. This is owing to the fact that you can realistically combine nearly all of the garbage packs in the labyrinth. This enables you to emerge from the labyrinth with MDI levels of garbage count of up to 72 percent! This is due to the fact that Bursting, Storming, and Fortified are all so minimally invasive that you can save a ridiculous amount of time with them.
Points of Distress This week’s sole significant annoyance is avoiding merging difficult-to-handle pulls in the labyrinth. Both Mistveil Shaper and Mistveil Tender have casts that must be broken up and dealt with. Mistveil Stalker are dangerous monsters, and if you draw two at once, you’ll die fast. I would strongly suggest not removing several of them at the same time.
Using a pet to drag the 3rd Tormented mob over the wall before fighting Ingra Maloch is another huge thing you can do to assist yourself. Simply use a Pet Attack through the wall on the tortured mob, bring the pet back, and this will happen. If you’re near to the wall, have the mini boss targeted, and are currently in battle, you may use Force of Nature. This gives you an extra power for Ingra, which is very useful. It’s critical to save Bloodlust, offensive cooldowns, and everything else you can for the burn. On this timing, saving phases on Ingra may save you minutes of time. You can also learn about how to use mists to lure other monsters through the barriers here! This is a must-read if you want to learn how to save a ton of time this week.
Scithe Guide to the Mists of Tirna
The Ascension Spires
The timeframe in Spires of Ascension is extremely forgiving this week if you tackle the dungeon at a leisurely pace. Storming may be a pain in certain places, but Storming, Bursting, and Fortification have little effect on this dungeon.
Points of Distress This week, the two most important problems you’ll encounter inside the Spires of Ascension are execution and survival. The timeframe will be somewhat unrestricted, but the issues in this dungeon will revolve on survival and the ability to minimize fatalities while obtaining your interrupts.
Some of the most important events in this dungeon include living while engaged in the angel pull, Ventunax, and Forsworn Usurper. Storming makes it more challenging for the angels and Ventunax. In those two kinds of confrontations, you usually want to be positioned in safe places away from missiles, but if you are pushed into melee, it may be more challenging. You may attempt to soak the tornadoes as much as possible to help out, but be cautious.
Guide to the Ascension Spires
Plaguefall’s timing is still quite easy on this week’s affixes, which comes as no surprise to anybody. With being said, there are a few pulls in particular on Bursting that are very unpleasant. On Plaguebound Devoted, be cautious with rolling stacks and how much Gushing Slime you draw at once. You may go crazy if you have a Priest for Mass Dispel. However, if you do not die, the dungeon is quite simple, which is why it is rated so high.
Points of Distress While Plaguefall’s timing is simple, completing the dungeon is by far the most difficult portion. Many trash pulls do significant damage to your tank, and many of these monsters are clustered together. This is especially hazardous in the aftermath of Globgrog. Furthermore, even on Fortified, the bosses are no laughing matter. If you’re feeling really strong, you may also utilize the Pestilence Slime haste puddle to quickly dispatch Globgrog, Doctor Ickus, and Margrave Stradama. Some groups have performed this feat in the video below. Finally, assuming you can survive through the whole dungeon, you should be able to hold W and time the key with ease. Storming on the final boss and Bursting on the above-mentioned pulls should be avoided.
Guide to Plaguefall
Atonement Halls are places where people go to make amends for their sins.
Halls of Atonement may be challenging if you’re not in a well-coordinated party, but the limitless pull size potential here helps to compensate for any timing issues you might have. Halls is a dungeon where your tank can carry your whole party, yet there is still a good possibility that you will die owing to the amount of tank damage that may occur. This implies that while in these hazardous areas, kiting is usually recommended. Because it’s Bursting, Storming, and Fortified, you may pull as large as you want, but be cautious. This is by far the greatest week for Halls, therefore it is rated accordingly.
Points of Distress This week’s main issue in Halls of Atonement is balancing pull size vs tank survivability and mob management. Halls is a dungeon where your tank is crucial to your group’s success, and the rest of your party must rally behind them. On Depraved Obliterator, get as many kicks as you can. Start kiting on the Vicious Gargon as soon as possible, stacking them up as much as possible using displacement effects. If you can complete all of these tasks, you should be OK with this key. You may even play the Oros Coldheart debuff with Lord Chamberlain to save a lot of time. It’s not tough, and it’s a simple method to save 2:00. On Storming, be cautious of Lord Chamberlain, since wetting the lines may be difficult with the tornadoes.
You can play 3 of the Loyal Stoneborn with Halkias pretty simply, which is a useful tip. The boss will perish extremely fast as a result of this. This may be done with x2 Venthyr players pressing their control at the same time, or with a single player that has either Power Infusion or Bloodlust. In any case, having three Stoneborns for this fight is a huge plus.
Guide to the Halls of Atonement
Dungeons of the A-Tier
De Other Side is a dungeon where your ability to draw the Ardenweald wing is crucial. This week, with the affixes Bursting, Storming, and Fortified, you should be able to pull the largest pulls imaginable on De Other Side. Although this dungeon is extremely close to reaching S-Tier, the monsters and some of the routing problems in this key keep it at A-Tier.
Points of Distress The greatest pain point in De Other Side this week is living and actively tugging the Ardenweald wing. Although the bosses are unpleasant, they will not be the most significant stumbling obstacle in this key. Finally, if you can pull Ardenweald aggressively, not die, and defeat the monsters, you should be extremely strong in De Other Side. Bursting in the Ardenweald region should be done with caution, and you should not roll your bursting.
If you’re reading this and intend to travel around the ring collecting all anima abilities before entering a particular wing, please stop right now. From the start, turn left and go straight towards the Ardenweald region. This will give you two anima abilities and severely restrict your retracing.
The Guide from the Other Side
Depths of Sanguine
Because of how strong this key is this season, Sanguine Depths came extremely close to reaching S-Tier this week. Finally, I chose A-Tier since you can’t abuse the lanterns with something like Spiteful, and therefore you’ll have a lower lantern uptime overall. This is a fantastic Sanguine Depths week, and if you can avoid deaths, you should be able to complete this dungeon in record time.
Points of Distress This week’s greatest headaches in Sanguine Depths are defeating bosses and getting the most out of the Sinfall Boon boost. Making sure you have enough of cooldowns and effective boss tactics should be a top priority for you. In terms of the Sinfall Boon boost, there is a fantastic weakaura in this pack that provides you the timing and duration for it. “Sinfall Boon” is the name of the spell. You may get a 50% damage boost for a much longer length of time if you can renew your buff from the sinfall boon lamps late into the open.
Guide to Sanguine Depths
This is the greatest week for Theater of Pain that you will be able to obtain. Bursting is simple to cope with since the dungeon’s low mob density makes it impossible to even roll bursting. Storming is a tough affix to apply to certain bosses, although it is essentially an unseen affix. Due to the recent addition of one minute to the timer, Theater of Pain is now in the A-Tier, although the timer is still not excessively free.
Points of Distress Survivability and large pull execution are two of the most essential aspects of Theater this week. You should also bring the Raging Bloodhorn into the first boss fight. You’ll need a Soothe for the wrath at the same time. Aside from that, in Theater of Pain, having a high DPS, routing quickly, and pulling with a strong purpose are the keys to victory. You will be successful if you are able to pull this off while over-gearing the key.
Guide to the Theater of Pain
Class Guides for Mythic+
Do you want to learn more about your Mythic+ class? Take a look at our Class Guides!
M+ Guide to Blood Death Knight M+ Guide to Frost Death Knight M+ Guide to the Unholy Death Knight
Demon Hunter M+ Guide Vengeance Demon Hunter M+ Guide Havoc Demon Hunter M+ Guide
Balance M+ Druid Guide M+ Guide for Feral Druids Restoration Druid M+ Guide Guardian Druid M+ Guide
Hunter M+ Beast Mastery Guide Hunter M+ Guide to Marksmanship M+ Guide to Survival Hunter
M+ Guide to Arcane Mage M+ Fire Mage Guide M+ Frost Mage Guide
Brewmaster Monk M+ M+ M+ M+ M+ M+ M+ M+ M+ M+ Guide for Mistweaver Monk M+ Guide Windwalker Monk
M+ Guide for Holy Paladins Protection M+ Guide for Paladins M+ Guide for Retribution Paladin
M+ Guide for Discipline Priest M+ Guide for Holy Priests M+ Guide for Shadow Priest
M+ Guide to Assassination Rogue Outlaw M+ Rogue’s Guide Rogue M+ Subtlety Guide
M+ Guide for Elemental Shaman Enhancement M+ Shaman’s Guide M+ Guide for Restoration Shaman
Affliction M+ Warlock Guide Demonology Destruction Guide for Warlock M+ M+ Warlock Guide
M+ Guide for Arms Warrior Protection Warrior M+ Guide Fury Warrior M+ Guide
The wowhead best and worst mythic+ is a blog post about the best and worst dungeons to complete on Fortified, Storming, and Bursting weeks.
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