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The Weekly Route: Fortified, Sanguine, Volcanic, and Thundering
This week’s affixes are Fortified, Sanguine, Volcanic, and Thundering. Volcanic is one of the lower-impact affixes, though you should be careful if two ranged players are waiting to clear Thundering late! Sanguine, on the other hand, varies wildly from comp to comp based on the specs and skill level of the players in your group - especially if you’re the tank, you will have a huge degree of control over just how much time gets lost to this affix in each of your runs.
Our routes focus on being easy to execute and making good tradeoffs between skipping the worst enemies while not requiring complicated strategies that are likely to fail in less coordinated groups. For instance, we recommend skipping the fire dragon upstairs in Ruby Life Pools, and flying in to the last boss of Nokhud Offensive without pulling any trash, but don’t advocate any shroud or invis pot skips. There are also some annoying patrols that we generally prefer to pull rather than risk coming into the middle of combat later.
Check out our Play Like the Pros series to see some routes that are being used by teams pushing higher keys if you’re ready to take the next step!
The Weekly Routes
Ruby Life Pools [back to top]
The trash in this dungeon has tanked some moderate nerfs over the season but is still quite deadly, and there are several casters that will be Sanguine problems if you don’t either kill them first or knock them out of the Sanguine.
Nokhud Offensive [back to top]
We advocate a skip into the last area of this dungeon by flying in from the south and aiming for a channeling mob on a hill to the left of the path. This is very easy and reliable to execute once you know where it is, but you should make sure your group is familiar with it before starting the key!
Most of the difficulty in this dungeon is in Sanguine management this week - any talent options you have for extra knocks or grips will be hugely helpful.
Azure Vault [back to top]
Our route includes most of the enemies after the first boss, but some groups prefer to skip these enemies and instead let some (or all) of the early Shrieking Whelps’ casts go off. This can make pulls more efficient but also requires more coordination, so modify the route as suits your group!
Algeth’ar Academy [back to top]
These affixes do not stop you from starting with a massive bloodlust pull in the tree area, though the trash will deal very high amounts of damage! The timer in this dungeon is often one of the nastiest as you start reaching keys where you’re running into the timer at all, so look for ways to combine pulls to speed your run up!
You can also save three Skitterflies for the first boss and bring them in with the boss - just be very careful to not Sanguine heal the boss if you do this!
Halls of Valor [back to top]
Our route includes some small pulls of enemies like Ebonclaw Worgs that may not be efficient at higher key levels. Consider cutting or modifying these pull if you’re confident you don’t need the space for the boss encounter! In general, this dungeon will require you to make a few double pulls in order to beat the timer if the key level is close to your damage - we have recommended a few ways to do this in our route.
Note that any strategy involving stacking Ranged on a pillar to avoid the Worg jumps is going to be complicated by Volcanic this week - it’s still possible but will involve more of a DPS loss and HPS requirement than usual.
Court of Stars [back to top]
Since the last boss’s nerfs, the second boss is often the best place to make sure you have all of your cooldowns and lust for. Be sure to stack up well to avoid stray imps!
Starting with a big pull into the docks is a great way to get lust on cooldown, but you can easily substitute this for a slightly easier to pull but harder to kill set of enemies just outside the door of the first building. This will also net you slightly less count than the docks area would, but you can make up for this later on if needed. Your strategy always needs to adapt in the later part of this dungeon anyways - just remember that you need to be at 93.7% before the last boss area!
Shadowmoon Burial Grounds [back to top]
Void Spawns are very dangerous enemies - there’s one that’s sometimes pulled near the start of the dungeon that you should really try to avoid, even if it feels bad to wait a while for it to go away. Only pull the two void spawns at the end of the dungeon, and focus one down quickly!
You’ll need to find an enemy or two off the standard path to get your count to full - our route suggests one patrolling Exhumer for this but you can cut this enemy if you accidentally pull anything else earlier.
Temple of the Jade Serpent [back to top]
The end of this dungeon is NASTY with a tough boss into tough trash pulls into another very tough boss. The good news is that the second boss has been nerfed to the point of being relatively easy now, so you can often make it to the end of the dungeon with all of your battle rezzes intact and a bit of room for error.
Links
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About the Author
Dratnos hosts the The Titanforge WoW Podcast. He’s also an Officer in the World 22nd guild poptart corndoG, whose raids he streams on Twitch, and is a commentator for events such as the MDI and the Race to World First!
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