This is a list of the best and worst Mythic+ dungeons to run on Sanguine, Necrotic, and Fortified weeks.
Welcome to this week’s dungeons, where the affixes are Sanguine, Necrotic, Fortified, and Tormented!
Finding a tank willing to play on these affixes is the most difficult aspect of this week’s affixes. Necrotic is a difficult tank affix in and of itself, requiring your tank to kite packs of five monsters. Furthermore, Force of Nature and Binding Shot are the most effective weapons for dealing with Necrotic, despite the fact that they are counter-intuitive during Sanguine weeks. Ursoc’s Fury Remembered, Blessing of Protection, and Phial of Serenity are all good methods to help with Necrotic management, but this week’s dungeons include a lot of kiting, mob control, and difficulty.
This is a week on the calendar when you can try out a lot of new things and play for pleasure, but don’t expect to be able to complete any important high levels. Furthermore, this is a week that is much less enjoyable for tanks in general.
Take a look at our weekly tip, which deals with the Necrotic Affix.
Taking Care of Necrotic
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 C-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, 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. Because it’s Grievous, all of the bosses will use it to various degrees of difficulty.
Sanguine, Necrotic, and Fortified affixes have no effect on your pathing in Necrotic Wake this week, although some of the garbage pulls are a lot tougher. Setting up pulls in a clever and deliberate manner with what is being grabbed will be a huge load on your tank.
Points of Distress The bosses and the beginning area garbage Plus necropolis trash appear to be the main sources of misery in Necrotic Wake from week to week. Make sure Amarth, Surgeon Stitchflesh, and Nalthor the Rimebinder have some sort of weaponry. Because of the usual draw size at the beginning of Necrotic Wake, the garbage in the starting zone is very hazardous. Patchwerk Soldiers and Blight Bags are the most common culprits, since they may rapidly accumulate Necrotic on your tank. Fortunately, Blight Bags do not drop Sanguine, but they may still be hazardous to your tank. The Kyrian Stitchwerk and their tank busters are the only other frightening instance of garbage for your tank. These are lieutenant monsters, and resetting your Necrotic and Mutilate buffs is very tough.
Blightbone’s natural Kyrian Anima Exhaust ability should be enough to deal with this monster. Grievous will benefit from this as well, since being stacked heals the whole party.
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.
Guide to a Necrotic Wake
Tirna Scithe Mists
Mists of Tirna Scithe is a dungeon that is less affected than others by this week’s highly technical affixes of Sanguine and Necrotic. At the same time, Mists is still not an excessively easy dungeon this week owing to the timing limitations, which may make it difficult to drag a large amount of garbage through the maze’s walls.
Points of Distress The most difficult aspects of Mists of Tirna Scithe this week are the timing and the garbage at the start of the instance. Because you can’t consistently drag garbage through the walls and too many stacks of Necrotic on your tank may cause them to die fast, the timing is very tough.
The first several minutes of Mists garbage are very dangerous. Skipping the famous Tirnenn Villager pulls from previous season may save you a lot of time and help you avoid wipes from Necrotic + Sanguine. Because the Drust Spiteclaw, Drust Soulcleaver, and Tirnenn Villager are all criminals, it’s best to avoid them as much as possible. This is a video of that skip in action. To get through, all you need is a Potion of the Hidden Spirit, a Shroud of Concealment, or personal stealth. Apart from the skip, the Drust Soulcleaver are very dangerous for tanks since they can rapidly stack up with Necrotic, thus aggressively kiting the soulcleavers is critical.
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!
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. Sanguine is particularly harsh in this instance, with a large number of casters and difficult-to-move mobs that may quickly get trapped. If your monsters are often trapped in Sanguine, the duration will be much shorter, and the packs will be more likely to wipe you. Furthermore, there are packs with significant tank damage, which when combined with Necrotic may be very lethal.
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 difficulties in this dungeon will revolve on survival and the ability to resist Sanguine. You should make heavy use of displacements and kill mobs in reverse order.
Some of the most difficult mobs to deal with and how to deal with them
- Forsworn Goliath – This mob should not be tanked on top of by other mobs. This is particularly true when he’s ready to perform his Recharge Anima spell.
- Forsworn Skirmisher – The most efficient method to deal with these mobs is to have displacements or bolster kill them all at once.
- Kyrian Dark-Praetor (Kyrian Dark-Praetor) – Have a displacement since they can and will sprint in unexpected ways.
- Bolster slay all of these monsters at the same time to prevent sanguine healing. Forsworn Usurper –
Aside from that, running the dungeon normally will produce results and help you timing the keys more efficiently.
Guide to the Ascension Spires
Plaguefall
Plaguefall’s timing is still quite easy on this week’s affixes, which comes as no surprise to anybody. Since a result, Sanguine is tough to handle inside this key, as there are groups of monsters that are notoriously difficult to move. In this dungeon, necrotic is unquestionably its own degree of difficulty. There are many mobs that put your tank’s safety in jeopardy, and adding Necrotic to the mix is very hazardous.
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. Furthermore, even on Fortified, the bosses are no laughing matter. Keep an eye out for Wretched Plagueborer + Necrotic on your tank, since these monsters may rapidly kill a tank. If they have stacks of Corroded Claws, this is particularly true. On Sanguine, the island pack with the Decaying Flesh Giant is very difficult. If you want to handle Sanguine better, you may take one of the Defender of Many Eyes off the island and play it with the Slime Tentacle. Allowing Brood Ambusher to channel Enveloping Webbing is also crucial. Last but not least, with Plaguebound Devoted dead nearby, do not Sanguine cure Ickor Bileflesh. On the 66 percent and 33 percent milestones, he teleports to any dedicated ad. Take this into consideration.
Guide to Plaguefall
Dungeons of the D-Tier
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. Despite this, Necrotic and Sanguine are two of the worst affixes in the game, and when combined, they provide one of the worst combinations imaginable. While both of these affixes do not have to slow down your run, they will cost you a significant amount of time owing to Sanguine healing, the absence of tank damage, and the increased frequency of monsters. This, along with a short time limit, makes Halls of Atonement an unappealing dungeon this week.
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. To control sanguine on mobs like the Toiling Groundskeeper, you’ll need to run as many displacements as possible. Many monsters, such as the Shard of Halkias and the Depraved Houndmaster, are difficult to transport, so making sure you have enough displacements will assist. In addition, be extra careful with your kiting, since the tank will assist as much as possible.
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
The Opposite
De Other Side is a dungeon where your ability to draw the Ardenweald wing is crucial. Without a Guardian Druid, it will be difficult to pull the Ardenweald wing big due to the affixes Necrotic, Sanguine, and Fortified. The main caveat to all of this is that, owing to the nature of Necrotic, your tank will not be able to tank many of the packs on the Ardenweald wing.
Points of Distress The most difficult aspect of De Other Side will be managing the garbage in the dungeon and dealing with Necrotic properly. In this instance, monsters like 4.RF-4.RF, Atal’ai Deathwalker, and nearly all of the Ardenweald wing’s creatures make Necrotic a headache to handle.
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
The Sanguine Depths timeframe makes this key much more doable than other dungeons, since you may easily spend over 5 minutes on it if you play it clean. Sanguine, on the other hand, is a pain to play since it makes the Sinfall Boon lamps worthless. Furthermore, several of the mobs, such as Research Scribe, are difficult to relocate. Because the mob density is usually low in this dungeon, necrotic isn’t too terrible, but the monsters still damage your tank a lot, making any stacks of necrotic hazardous.
Points of Distress The main problems you’ll encounter in Sanguine Depths this week are getting Necrotic and Sanguine management resets on a lot of the monsters who are having trouble moving. To assist your tank drop Necrotic, you’ll need a lot of displacements and a strong composition. Ursol’s Vortex, Force of Nature, Ring of Peace, and other items seem to be required to maintain any sort of normality in this dungeon this week. You may tackle the dungeon slowly and get away with it, but any aggressive approach with the Sinfall Boon lamps is doomed.
Guide to Sanguine Depths
Theatrical Pain
On regular weeks, Theater of Pain’s tank damage is insanely high, thus the inclusion of Necrotic is a game-changer. On Necrotic, the garbage density is usually low enough that your tank will not get too piled. Furthermore, owing to the low mob density in Theater of Pain, Sanguine is usually not too severe.
Points of Distress The major pitfalls to Theater of Pain this week are survivability, execution, and being able to assist your tank as much as can. To assist them in obtaining Necrotic resets, throw out as much CC as possible. Also, be cautious while dealing with Sanguine, and you should be OK. The dungeon, like other dungeons this week, is still very tough.
Guide to the Theater of Pain