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Play Like the Pros: Import This Week's High Mythic+ Routes



Do you love Mythic Plus (Mythic+) but are too busy throughout the week between school, work, family, or raiding to see what routes the top players are running on streams?

We’ve got you covered with our new series: Play Like the PROS!

Today, we share some of the advanced Mythic+ routes that we have seen on Twitch streams this week to help you optimize your weekend key pushing sessions! Read on to import dungeon routes by the pros and maybe learn some new tech.



Table of Contents






High Mythic+ Routes


Tyrannical, Sanguine, Explosive, Thundering


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ALGETH’AR ACADEMY



Dungeon Run: Algeth'ar Academy +25
Team: Equinoxmonk, Toixic, Carmeezy, Icaria, Kesstickle




We had the privilege of speaking to Toixic (Megasett) for some insights into her team’s Mythic+ route. Here’s what she had to share:

  • Mistweaver excels at Algeth’ar Academy since it has a ton of damage and healing especially in large target count AOE situations, so as long as we don’t get one-shot during Overgrown Ancient or his trash there’s a low chance of dying.
  • Our group comp was a bit weird, but two monks means two Rings of Peace so our options for Sanguine management were pretty good.
  • We were able to rotate defensives on Crawth and use Blessing of Sacrifice with Divine Shield to keep our Hunter alive for the Deafening Screeches. Life Cocoon could be used as well and we had Blessing of Protection to clear the tank bleed when he needed it.


See the Mythic+ Route in Action:






COURT OF STARS



Dungeon Run: Court of Stars +28
Team: Mordrîm, Jdotb, Gruty, Phýlo, Sodapr




We had the privilege of speaking to Mordrîm for some insights into his team’s Mythic+ route. Here’s what he had to share:

  • Court of Stars is an interesting dungeon, but one that might be a bit frustrating at times depending on the buffs that you get. Relative to the key level, missing one or two buffs due to the lack of a certain class and/or profession can make the run significantly harder so try to be mindful of that when assembling your group.
  • There are numerous viable routes you can follow in Court of Stars, but I recommend following the one linked in this article because it is one of the most efficient.
  • There are a few things worth mentioning regarding Court of Stars and the route shown here specifically. Firstly, always remember that the Mana Sabers are the priority target and almost always jump on a ranged DPS. You can prevent them from jumping by using stun effects (ideally a full Kidney Shot from the Rogue). Monks in particular have a few options to prevent them from doing damage. You can for example use your Ring of Peace on a ranged DPS to push the Mana Sabers back before they can land.
  • Secondly, let your healer do the skip after the first boss. Meanwhile, the rest of the group can do the dock pull (but only if your tank can survive without the healer).
  • Thirdly, always remember to have a proper crowd control rotation on the Infernal Imps or they are going to cause a wipe. This holds true as well for the second boss.


See the Mythic+ Route in Action:






HALLS OF VALOR



Dungeon Run: Halls of Valor +25
Team: Zmok, Flowdo, Kihusizediff, Psybear, Sháyde


Bloodlust Timings: 1st pull, Hyrja, Fenryr, Odyn 2nd intermission



This week, we have something special for you…a 4-DPS, no healer +25 Halls of Valor run! We had the privilege of speaking to Psybear, the group’s Feral Druid, for some insights into his team’s Mythic+ route. Here’s what he had to share:

  • Zmok designed the group around strong self-sustaining and high group healing DPS specs, and most importantly, his Prot Paladin, which not only has incredibly self-healing but also can help the group with off heals, Blessing of Protection, etc. Feral Druid - Nature's Vigil, Enhancement Shaman - Ancestral Guidance, Shadow Priest - Vampiric Embrace, Warlock - unkillable + Healthstones?
  • For trash packs, we chained strong AoE CCs + specifically allocated kicks (though honestly we weren't using voice communications, so we just freestyled a little). Luckily, most of the trash before Hyrja has a lot of avoidable damage. This way, as long as we played smart, we were safe even without a healer.
  • Hymdall is only a threat when he uses Horn of Valor or his tank buster mechanic, Bloodletting Sweep. As a group, we ensured everyone was topped up before each Horn of Valor – we had about 40 seconds in between each cast, so it was no stress.
  • We were lucky we didn't die to Explosives, as they are a “healer job” and we had trouble identifying how the affix would even work without one.
  • For Hyrja, we Bloodlusted. Zmok borrowed a strat from someone called Noah. I think he plays in Echo. It works via "inverting" the bosses mechanics with her spell stacks in mind. It's worth watching the YouTube video for specifics, but it ultimately meant that Hyrja did less damage than she could have. As a DPS team, we cycled defensives, and off-healed each other as best we could during Eye of the Storm. We had a death, but luckily I was able to battle res – even though I had to leave Cat Form first.
  • Fenryr was tough and we even wiped on it at 0.2% HP. There went the two-chest. As a Night Elf Feral Druid, I was able to cancel Fenryr's Ravenous Leap twice (once with Shadowmeld and once with Incarnation re-stealth). This mitigated the bleed effect which lasts 30 seconds and puts all those affected in danger. The true enemy was Claw Frenzy (a group AOE soak) + any ongoing bleeds we had. In hindsight, I should have used Incarnation more carefully around the Leap events.
  • Afterwards, we had our ranged players stand on a rock – a strat we borrowed from that Noah guy again. This meant the wolves wouldn't use their leap ability and instead could be kited slowly around the room by Zmok – effectively removing the threat of death from the DPS.
  • We completed our trash % with a few bears (which work similarly to the wolves in that Zmok had to maintain a small distance from their attacks but not too far as to let them charge him).
  • Next, we employed the “beer trick.” I don't know who came up with this one but, if it was “Pwngodx”, that guy's a champ. This trick involves 4 members throwing beer mugs at the miniboss adds before God-King Skovald. I'll be honest; I still don't perfectly understand the timings on it, but basically we all throw beer at the mobs, which causes them to become British and start brawling early. Effectively, we fought 3 mini-bosses at once rather than the standard 1-1-2 pattern, saving us a couple minutes. This way, we had 8 minutes and 34 seconds to kill the last 2 bosses.
  • God-King Skovald is a pretty simple boss without a healer except for the Felblaze Rush, targets 1 player at random and leaves a nasty dot if the cast completes. However, this ability is dodge-able via the Shadowmeld or Incarnation: Avatar of Ashamane re-stealth skip.
  • Odyn was simple. We had to kill him before he got to the stage of throwing 3 Spears of Light at once since that requires heavy defensive mitigation. Luckily, we were able to do that because we didn't have a healer.
  • If you want to try a 1 tank 4 DPS run, I'd recommend Protection Paladin (or potentially Blood Death Knight) and any of Druid, Shaman, Priest, and/or Warlock DPS.


See the Mythic+ Route in Action:






RUBY LIFE POOLS



Dungeon Run: Ruby Life Pools +26
Team: Voìde, Saracens, Emigossa, Kesstickle, Nestledh




We had the privilege of speaking to Voìde for some insights into his team’s Mythic+ route. Here’s what he had to share:

  • For the first pull, we decided to skip the first Juggernaut with pre invisibility potion + Wind Rush Totem (before the keystone is activated) with the Shaman needing to use an invis pot after the key started. This allowed me as the tank to pull a lot bigger which, in this case, has 3 Chillweavers. One of the hardest parts about this pull is grouping everything up as I'm already getting hit while gripping + taunting the far packs. This means I use a health potion + at least one defensive CD early. Ideally, the Chillweavers should be interrupted and stopped while you're dry on CDs to ensure tank survival. Usually what can happen is that your group can use AOE stops on the Tectonic slams, which will also stop the Chillweaver casts. If done fast enough, you can avoid waiting for the 2nd Juggernaut patrol.
  • With the first area being done in one pull, now we go to the Defier Draghar with 2 Chillweavers. We have 2 melee kicks with me also running a 12-second kick. Again, the timing of your kicks is very important. Ideally, you kick during the steel barrage casts, especially when you're low on CDs. Also, if you have a magic purge in the group, you can let the Chillweavers cast Ice Shield, which means no Ice Bolts being cast for a time.
  • For the first boss, I will grab the Infused Whelps on the side for funnel. In our case, the Shadow Priest is the only one with any real funnel (Twist of Fate, more resources, etc.). You can do this at the start, after the first shield and after the last shield if you have more funnel classes like Enhancement Shaman or Subtlety Rogue.
  • Since it's Tyrannical this week, we wanted to be double-pulling almost the entire ring with our first being the double Cinderweaver patrol + Blazebound Destroyer. Kicks are extremely important – especially those being cast during Inferno or Living Bomb. The Flame Dances from the Primalist Flamedancers also must be stopped ASAP, which is usually done by AoE stops or, in my case as a Blood DK, grips as long as there are less than 3 of them. You also want to prioritize killing the Blazebound Destroyers so that classes with good funnel excel here. Funneling Destroyers means less group wide damage taken, avoiding potential bad affixes (getting healed by Sanguine or getting Bolstered), and the pull dying faster since the Destroyers have so much more HP than the other mobs that get passively cleaved down.
  • Next pull is Flamegullet + Blazebound Destroyer with the priority target being the Destroyer. As long as Flamegullet stays above 50% HP, there will only be tank damage + a frontal.
  • Afterwards, we (normally) double-pull the patrol with the next Destroyer. This can get weird if the patrol is far. You can chain late but, with Sanguine being as punishing as it is, it may not be worth doing so. In our case, we had one knockback and grips (which are being used for stops).
  • The very last pack in the ring we play by itself. Ideally, a ranged player grabs the Scorchlings under Thunderhead. This allows you to Mind Soothe skip if you have a Priest and no Rogue like in our comp.
  • For the second boss, we force the Blazebound Firestorm to cast Roaring Blaze 3 times, which gives us extra time before the 2nd Inferno cast. We do this by kicking early twice and kicking late the third time. One last thing to note on this boss is that you must be careful where you bait the Molten Boulders, as you may hit the curb and wipe the group. We make sure to bait the Blazebound Firestorm far enough from the old fire so that we can bait boulders back toward where we came from.
  • After the 2nd boss is done, we pull everything on the bridge. If it wasn't Sanguine, week we would also include the first Flame Channeler alongside the Tempest Channeler, which just means one less pull of the dungeon. Should you decide on doing this,
    wait for the first Lightning Storm before pulling in the Flame Channeler so that your group can stabilize. As for the Flame Channeler, having a short kick means you can almost solo it; however, the spell queuing seems to be inconsistent so be careful of only assigning one person to kick this mob alone.
  • For the next pack with the Tempest Channeler + Flame Channeler, I walk in and Death and Decay so that the Flame Channeler doesn't run into the last pack, which would result in a wipe. With Sanguine, I make sure to move the mobs away from the Tempest Channeler before they die. Something to note is that it is very easy to trap a mob in Sanguine because the Tempest Channeler will not move if you let it cast Thunderbolt.
  • In the the last pack, aside from getting kicks, we make sure to Mass Dispel every other set of adds alongside my use of Arcane Torrent.
  • For the last boss, Kyrakka and Erkhart Stormvein, we put our damage into the dragon and, ideally would Bloodlust just before they phase. This means less time spent in Phase 2, which means less group damage from Flamespits. The wind changes go in a clockwise pattern and helps if someone calls the next positioning for Flamespits. Baiting well means not dealing with fire in the middle of the platform.


See the Mythic+ Route in Action:






SHADOWMOON BURIAL GROUNDS



Dungeon Run: Shadowmoon Burial Grounds +27
Team: Nerf, Ellesmere, Azunaz, Evne, Hypeboy




In lieu of player notes about this route, please check out the video below to see the strategy play out in action!


See the Mythic+ Route in Action:






TEMPLE OF THE JADE SERPENT



Dungeon Run: Temple of the Jade Serpent +26
Team: Dwarfgoh, Kigglypuff, Laflamê, Tjuanalpha, Yodadadr




  • For the very first pull I pre-pot a Rank 3 Potion of the Hushed Zephyr so I can run past the first Waterspeaker and pull the two Corrupt Living Waters simultaneously, syncing their casts of Tainted Ripple. After they’ve both cast their first Tainted Ripple, the rest of the party comes out of line of sight, we pop Bloodlust, and blow up the pack as fast as possible. This is a good spot as a Protection Paladin because you can single-handedly lock down the 1 caster and use Blessing of Sacrifice on one of your moderately tanky DPS, and Blessing of Spellwarding on the squishiest DPS (normally a caster so they don't have to line during lust and cooldowns) to maximize your group’s damage.
  • On our 2nd pull I Repentance one of the Waterspeakers closest to the boss and pull back everything else to the wall so it can be line of sighted. We take care of 2 Waterspeakers and Elemental before playing the Repentanced caster with the boss. I lock down the caster as Paladin, while the rest of the group rotates kicks on Wise Mari. On this boss you can Blessing of Sacrifice someone that gets Corrupted Vortex without a personal defensive, and also try to bait the Wash Away on the edge of a safe platform (never bait in the middle).
  • In this particular run we messed up and I didn’t have my invisibility potion up to skip Jiang and Xiang, (the worst count mobs in the game), but ideally we would want to invis past them and pull both Haunting Sha with The Talking Fish and The Songbird Queen. This pull is a bit advanced but as a Paladin I lock down one Haunting Scream and Haunting Gaze while the others lock down the other Sha’s fear and tank buster.This is again a good spot to Sac and Spellwarding separate DPS members to help them live the 10 Lesser Sha blowing up. This pull is a lot of tank damage so it’s a good time to empty the bag on defensive cooldowns. On Sanguine you want to be careful not to have puddles drop under the bird at any point or it might start casting Territorial Display and heal to full.
  • The next three pack has The Golden Beetle. Ideally we would want Oppressing Roar into a 9 second Hammer of Justice to stop the Golden Barrier from going off which pops and does a lot of AOE damage to the party. After the beetle dies, you want to passively kill the last two mobs with the Corrupted Scroll that spawns the boss. It’s fine to kill the scroll while the other mobs still have 30-40% health as it takes 20 seconds to spawn the boss.
  • On Strife and Peril it’s key to keep the Feeling of Superiority on the DPS that do the best 2-target damage. As the DoT damage ramps, keep them alive with externals like Sac, but have them still pass the buff at around 7-8 stacks so it doesn’t get out of hand.
  • Because we pulled Xiang and Jiang, we were able to skip the Shambling Infester after the 2nd boss – this is the only tradeoff for having to do the worse mob count. Then, we had to pull the courtyard’s Shambling Infester instead with cooldowns. However, we can't do 2 Depraved Mistweavers at the same time, so I have to Repentance 1 of the Mistweaver and go out to the middle of courtyard to pull the Shambling Infester all the way back. After killing 1 Mistweaver, chain in the 2nd one (we had no decurse in our group).
  • The rest of the courtyard is in 2 pulls of whatever order based on what pack you want to do the patrol with, and the rest as another pull.
  • We pulled the 3-pack on the other side of the wall into Liu Flameheart. I couldn’t get it done with Consecration ,even though usually you can, so the Warlock got it for me. On this boss as a Paladin, you want to rotate Sentinel and an Immunity on every Jade Serpent Strike and you'll be fine. Hold a free Word of Glory and 3 Holy Power to double heal yourself on every tankbuster you’re not using an immunity for.
  • Pull the last 2 mobs from the ramp behind Wise Mari (the Sha-Touched Guardian and the Depraved Mistweaver) into the final (dragon) phase of the boss without its breath killing your Warlock like I did in our run.
  • Then, we just pull the last area in 2 pulls (we CC'd a Mistweaver with repentance again so that we don’t have 2 Mistweavers at once).
  • The last pull is a challenge due to the sheer amount of tank damage that comes in with the Haunting Gaze and the Dark Claws. These abilities are normally desynced, but I forgot that Destro Lock exists, and their mini Infernal stuns just synced up all the Dark Claws, making the pull much more challenging than it should have been for me to handle. However, if you ever tank this, just keep in mind that these mobs start desynced; therefore, not using any AoE crowd control will keep them that way. Having all the casts go off on the tank at the same time is generally a one-shot.
  • The last boss is easy with our group composition since the Warlock can help the healer with Dispels and make the boss’s 2-target DoT a free mechanic.



See the Mythic+ Route in Action:






THE AZURE VAULT



Dungeon Run: The Azure Vault +26
Team: Zmok, Chaumz, Notdrizzy, Sháyde, Womanslayer


Bloodlust Timings: 1st pull, 2nd ring pull, Umbrelskul



This week, we present another special 4-DPS, no healer +26 Azure Vault! We had the privilege of speaking to Zmok for some insights into his team’s Mythic+ route. Here’s what he had to share:

Zmok: So first of all, the group composition for 1 Tank / 4 DPS team is important when going into some specific keys. Some keys require a lot of healing on bosses, whereas other keys do on trash. For this reason, we bring most classes that have some sort of passive team healing ability.

  • Protection Paladin offers a lot of utility for the team, and GREAT off-heals. A single Word of Glory will top people to full, but sometimes it's hard to find a balance between using Shield of the Righteous and Word of Glory, as both of them cost 3 Holy Power each.
  • Enhancement Shaman brings Bloodlust and Ancestral Guidance, which is huge party healing – especially on AOE packs. On top of that, they can spec into Chain Heal and use maelstrom procs for instant Chain Heals if necessary.
  • Shadow Priest brings Vampiric Embrace, which has a short cooldown and heals a lot. Also, Priests bring Power Infusion!
  • Balance Druid brings Nature’s Vigil, which does a lot of healing on AOE. Usually we play with a Feral Druid since the Nature's Vigil will heal a bit more when fighting single-target bosses.
  • The 4th spot in our group is usually a wildcard and we can bring whatever does big damage. If we go into Temple of the Jade Serpent, we would bring another Shadow Priest for Mass Dispel on the last boss. But in this case, we took a Destruction Warlock for big damage and Healthstones. The Warlock stuns are really nice for the Piercing Shard casts from the Crystal Furies in the beginning of Azure Vault as well.


As for more route-specific notes, Zmok had a few more tips to share:

  • For Azure Vault, I was a bit scared of first boss since the ability Infused Strike hits the tank hard (unless you are a Warrior that can Spell Reflect). The first boss also does Explosive Brand and Consuming stomp, which deal heavy AOE damage with only a small time gap to heal up in between.
  • We didn't use voice communications such as Discord for our run, so I wanted to do some pretty standard pulls. However, in the 2nd boss area, I tried to make a big pull, which failed a bit since people started attacking mobs a bit before I got them stacked, causing me to kite a lot. It would probably have been faster splitting the pull into two separate pulls.
  • We Mind Soothed the Draconid Breaker after the 2nd boss and the 2 Draconid Breakers before the 3rd boss, so we did not need any invis pots or Shroud for this run.
  • I like to kill the frogs at the end of the dungeon, but it requires ranged DPS'ers to stack in melee, otherwise the frogs will be jumping all over the place.
  • For a PUG group, the Solar Beam from the Balance Druid is really nice in the start of the dungeon, as there are many Conjured Lashers to handle. The Conjured Lashers are brutal if they are not interrupted on a high keystone level, as they apply a nasty debuff (Mystic Vapors) on everyone in line of sight.



See the Mythic+ Route in Action:






THE NOKHUD OFFENSIVE



Dungeon Run: The Nokhud Offensive +26
Team: Frostywi, Hastys, Entrid, Laflamê, Tjuanalpha


Bloodlust Timings: 1st pull, Waterfall pull, Teera and Maruuk, Balakar Khan



We had the privilege of speaking to Frostywi for some insights into his team’s Mythic+ route. Here’s what he had to share:

  • Pull 1: Try and use CC's and stuns on the Nokhud Beastmaster's Hunt Prey ability. This cast going off will make the War Ohuna deal heavy damage and maybe even kill whoever it is fixated upon.
  • The Nokhud Warspear's will charge a ranged DPS or healer, doing a large hit of upfront damage and giving them a bleed. Try and use abilities like Ursol's Vortex and Ring of Peace to keep them from charging players. If these abilities are not available to you, be prepared to use a healing external or a personal defensive cooldown if you are getting charged. You can also dodge the charge if you are prepared with a movement ability like Hover or Rocket Jump.
  • Make sure you always assign a melee interrupt to the Disruptive Shout from the Nokhud Lancemaster and Nokhud Plainstomper and use some sort of Crowd Control on the Rally the Clan cast.
  • Granyth: Depending on your comp, it's a good idea to try and CC as many Nokhud Saboteur's as possible with things like Paralysis, Imprison, fears, Entangling Roots etc. In this run, I think we CC’d three of them; CC-ing these Saboteurs will lead to the boss kill-time being much faster.
  • On Pull 5, we focused the non-Lancemaster mob, and then chain-pulled the Lancemaster into Pull 6.
  • Pull 7: We Bloodlusted this pull since it's the hardest group in the area.
  • General notes for 2nd boss area: In this specific run, I solo-kicked the main Stormcaller mobs as a Prot Paladin (Arynga, Boroo, Solonga, Zarii) but most groups won't necessarily have that option depending on their comp. These miniboss Stormcaller mobs can be interrupted by a 2 melee kick rotation interrupting late into the cast; however, this kick rotation becomes a lot harder when the nearby totem dies if you don't have a Rogue kick lockout or a Shaman because the mob will only spam Stormbolt and the kicks won’t come up in time without a longer lockout or shorter kick cooldown. Therefore, when the totem dies, be ready to either have a ranged backup kick or a personal cooldown used on a Stormbolt cast going off. Try and focus the Primalist Stormspeaker down if you are stressed on interrupts. Try and interrupt the Primalist Stormspeaker’s Stormbolts and use stuns / CC’s on its Tempest cast. It's okay to let Summon Squall go off as long as your tank is ready to taunt the Unstable Squall that gets summoned.
  • Pull 9: This pull is only doable if you have a comp with a lot of magic purges. You will need to purge every Primal Stormshield's Stormshield cast, and you also need a kick rotation on the Primalist Thunderbeast's Thunderstrike cast. This pull is also really challenging for certain tank classes like Vengeance DH and Blood DK due to Lightning Cudgel damage from the Stormshield being coded as environmental – not giving you healing based on the damage you take.
  • The Raging Tempest: If you can try and avoid pulling the patrolling Primal Gusts while clearing the trash to spawn the boss, you can pull them into the boss fight for funnel damage. During the boss fight, try and soak the Uncontrollable Energy orbs late to keep 100% uptime on the damage and healing buff that these orbs offer. We had a Warrior periodically taunting the boss and Spell Reflecting its Wind Burst cast for a single-target DPS gain.
  • Our route for the area preceding the 3rd boss varies a little bit at the start since we go to whatever pack the 3 Desecrated Ohunas are flying over. Do a double melee kick rotation on each miniboss with everyone else kicking the Risen Mystics or Ukhel Corrupters based on what we are fighting.
  • Pull 14: Start off with the two Corrupters and use knocks and kicks to get them stacked with the rest of the pull.
  • Pull 15: This is the hardest pull in the area with 3 Mystics and 2 Corrupters. Try and use CCs and kicks on any Death Bolts from the Corrupters going through as well as the Necrotic Eruption. This is a challenging pull to perform without Bloodlust.
  • Teera and Maruuk: Every single Gale Arrow cast will require a personal or external defensive cooldown. We used Blessing of Sacrifice on our Resto Shaman for the first two Gale Arrows, and Rallying Cry for our Demon Hunter when he no longer had Blur. However, even with some sort of defensive cooldown, the Gale Arrow will still do a lot of damage. Our Fury Warrior used Intervene on cooldown for Quick Shots on squisher players.
  • Balakar Khan: Before we pulled the boss, we pulled a bunch of Nokhud Warsmiths and villager non-elite mobs and used them to funnel on pull. We had our Warrior pull Balara and Batak (mini bosses) and, right after he tagged them, I pulled the boss. Then, he Shadowmelded the threat off of the two mobs so that we could play the boss without having to kill the two minibosses. We tanked the boss towards the rock on the left side to keep the boss from charging too far away for his Iron Stampedes.
  • During the intermission on Balakar Khan, we used Divine Toll first and then solo kicks, but in reality, you should solo interrupt and knock the mobs on the outside in and then use AoE CCs. Prioritize ranged interrupts like Quell and Counterspell on the far out mobs and melee interrupts on the inner ones. We then used stops like Shadowfury, Capacitor Totem, and Thunderstorm when they were stacked. Ideally, Bloodlust this phase if you have it – we did not.
  • In Phase 2, we tried to stay near the rock for as long as possible, dropping the Crackling Upheavals towards the left of the room.
  • We used Shadowmelds for as many Static Spears as possible. However, if you cannot Shadowmeld or Vanish these spears to skip them in your group’s composition, you will need to use a large personal and external for this mechanic or else it will one shot you.
  • Slowly shift from the left side of the room towards the right side with good puddle drops.
  • Lastly, our Warrior taunted the boss and Spell Reflected the Conductive Strike in the last phase to maximize boss damage.


See the Mythic+ Route in Action:






Links




About the Authors


Biggerfish is a recovering Boomkin who has played WoW for 14 years and has been an avid Mythic+ player since it released in Legion. He mostly tanks, and can be found on most weeknights in the NA Group Finder bricking your keys.


VitaminP (VP) is the Content Manager of Raider.IO and has worked for the organization since the formation of the News Section in November 2018. Although VP is currently focused on pursuing her Masters of Business Administration, she specializes in tanking classes and has loved doing competitive Mythic+ on and off since early Legion.
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