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The Weekly Route: Tyrannical, Bolstering, Explosive, and Beguiling
This week’s affixes are Tyrannical, Bolstering, Explosive, and Tides-heavy Beguiling.
This is a tough week to push keys - once you’re fighting more than a pack at a time, Bolstering and Explosive make things very difficult, but in a Tyrannical setting you can’t afford to go too slowly on trash since the bosses take so long. Bolstering is also rough in combination with the Tides-heavy pattern this week, since Tides emissaries stop you from using CC to help facilitate easier bolstering pulls.
The most painful Bolstering pulls in this dungeon can often be the Toxic Saurid pulls - though be careful not to fall into the trap of leaving the Saurids themselves up for too long in order to avoid bolstering the Skyscreamers - five non-bolstered Saurids leaping around are often far deadlier than one bolstered Skyscreamer. We’d recommend making use of snapping spots whenever you pull Saurids if you can - grouping them up and preventing them from leaping around can make it much easier to evenly damage them.
Read more on Atal’Dazar Dungeon Abilities.
Be very careful with Bolstering while fighting packs that include Cutwater Harpooners - one or two stacks on the Harpooners and their whirlwinding or fixating friends can easily lead to deadly combos of abilities on members of your group. If you have a member of your group that can full-time focus on Explosives, you can still do big pulls in this dungeon - just don’t pull so big that you’ll have to kite, as that can spread out the enemies and the Explosive spawns.
Read more on Freehold Dungeon Abilities.
Tides week is fairly mild in Kings’ Rest, just be warned that Minions of Zul do bolster, and the set that spawn when the gong is activated will stop patrolling once the reach the Emissary of the Tides pack, so you’ll need to intercept them before then or be ready to deal with them and then reset the pack they’ve bolstered. Watch out for Explosive spawns during the boss fights that have add or totem spawns - they can be easy to miss and you really can’t afford the extra damage on the Tyrannical encounters.
Read more on Kings’ Rest Dungeon Abilities.
There are a few annoying Emissaries in here this week too - if you don’t plan to chain-CC the Tides, be ready to have some Spiritualist casts go through, or have a way to seperate them from the Emissary once the cast starts so that you can interrupt it! There’s also an annoying Void-touched Emissary before the bridge to Lord Stormsong. You can death skip past it - otherwise we’d recommend pulling the nearby casters away from it and dealing with them first before cleaning up the tendrils and the Emissary.
Read more on Shrine of the Storm Dungeon Abilities.
Our Siege of Boralus routes are based off the Horde pathing and will require some modification if you’re Alliance.
This is a nightmare week for Siege - be warned! The millions of active Tides Emissaries make it very tough to make favorable pulls with Bolstering active, as the enemies you’d want to Crowd Control to prevent a bolster nightmare are immune thanks to the Emissaries! If you do choose to enter this dungeon this week, pull very deliberately and make sure your DPS players are disciplined with their AoE when there are small enemies in the pull. If you come up with a strategy that involves keeping a Spotter alive, watch out for Explosive spawns coming from it while it’s far away!
Read more on Siege of Boralus Dungeon Abilities.
It’s a great week for Temple - there are a handful of awkward Emissaries but that’s basically always true with Beguiling active. Neither Bolstering nor Explosive should be too problematic here due to the small pulls, just be aware that you need to make two or three skips throughout the dungeon to avoid being way over count - our Basic route has some suggestions for which these can be but your composition may make it so that other skips are easier to execute. It’s not all that important what exactly you skip, the most important thing is to avoid getting caught halfway through the dungeon at 100% on the Enemy Forces meter, as that means you’ve wasted so much time!
Read more on Temple of Sethraliss Dungeon Abilities.
This dungeon is awful this week - Tides Emissaries prevent you from playing around Bolstering, which is already hard enough in the Motherlode - and you have a lot of stuff to manage during most pulls, which is a problem that’s compounded whenever several Explosives spawn at the same time. Here more than anywhere you’ll want to adjust the route to play to the strengths of your specific group, and be aware that you’ll probably need to pull this dungeon more than once before you get the hang of it this week.
Read more on The MOTHERLODE!! Dungeon Abilities.
There are a number of tough Tides Emissaries this week in the Underrot. If you have a Poison dispel, the one near the Diseased Lasher isn’t a big deal - otherwise you’ll need to be ready to dump healing into the afflicted player! The big problem is the Emissary next to the two Defilers - this one you’ll absolutely need to either offtank, chain-CC, or knock away to allow you to kick the deadly casts. It’s also technically possible to not pull the pack, but this requires very careful execution of the following boss fight that we don’t expect most groups to be interested in attempting.
Read more on The Underrot Dungeon Abilities.
Watch out for Bolstering in the cannon area now - we’d recommend looking at the clock when you make it to the ramparts and judging just how aggressively you need to use the cannons in order to beat the timer. If you’re doing well on time, just use each cannon to clear one group rather than attempting to kill multiple, as that can be a recipe for a wipe. Also be sure to clear the Parasites that patrol the first area before engaging the boss, otherwise you risk pulling them mid-fight and bolstering it!
Read more on Tol Dagor Dungeon Abilities.
A disease dispel for the Tides’d up Thornshapers will go a long way this week in Waycrest Manor. Watch out for a few spots out in the Courtyard where enemies will gain the aura from an Emissary in the cellar below! Also, be sure to avoid pulling too many enemies at once if the pull contains smaller enemies, such as Piglets that will quickly die and add Bolstering stacks to the entire pull.
Read more on Waycrest Manor Dungeon Abilities.
Dratnos hosts the The Titanforge WoW Podcast. He’s also an Officer in the guild Poetry Club. He loves playing Prot Paladin, Elemental Shaman, and all three Rogue specs, and creates guides to them along with other content on his YouTube channel. He streams on Twitch, where he likes to review his friends’ logs.
This is a tough week to push keys - once you’re fighting more than a pack at a time, Bolstering and Explosive make things very difficult, but in a Tyrannical setting you can’t afford to go too slowly on trash since the bosses take so long. Bolstering is also rough in combination with the Tides-heavy pattern this week, since Tides emissaries stop you from using CC to help facilitate easier bolstering pulls.
The Weekly Routes
Atal'Dazar [back to top]
The most painful Bolstering pulls in this dungeon can often be the Toxic Saurid pulls - though be careful not to fall into the trap of leaving the Saurids themselves up for too long in order to avoid bolstering the Skyscreamers - five non-bolstered Saurids leaping around are often far deadlier than one bolstered Skyscreamer. We’d recommend making use of snapping spots whenever you pull Saurids if you can - grouping them up and preventing them from leaping around can make it much easier to evenly damage them.
Read more on Atal’Dazar Dungeon Abilities.
Freehold [back to top]
Be very careful with Bolstering while fighting packs that include Cutwater Harpooners - one or two stacks on the Harpooners and their whirlwinding or fixating friends can easily lead to deadly combos of abilities on members of your group. If you have a member of your group that can full-time focus on Explosives, you can still do big pulls in this dungeon - just don’t pull so big that you’ll have to kite, as that can spread out the enemies and the Explosive spawns.
Read more on Freehold Dungeon Abilities.
Kings' Rest [back to top]
Tides week is fairly mild in Kings’ Rest, just be warned that Minions of Zul do bolster, and the set that spawn when the gong is activated will stop patrolling once the reach the Emissary of the Tides pack, so you’ll need to intercept them before then or be ready to deal with them and then reset the pack they’ve bolstered. Watch out for Explosive spawns during the boss fights that have add or totem spawns - they can be easy to miss and you really can’t afford the extra damage on the Tyrannical encounters.
Read more on Kings’ Rest Dungeon Abilities.
Shrine of the Storm [back to top]
There are a few annoying Emissaries in here this week too - if you don’t plan to chain-CC the Tides, be ready to have some Spiritualist casts go through, or have a way to seperate them from the Emissary once the cast starts so that you can interrupt it! There’s also an annoying Void-touched Emissary before the bridge to Lord Stormsong. You can death skip past it - otherwise we’d recommend pulling the nearby casters away from it and dealing with them first before cleaning up the tendrils and the Emissary.
Read more on Shrine of the Storm Dungeon Abilities.
Siege of Boralus [back to top]
Our Siege of Boralus routes are based off the Horde pathing and will require some modification if you’re Alliance.
This is a nightmare week for Siege - be warned! The millions of active Tides Emissaries make it very tough to make favorable pulls with Bolstering active, as the enemies you’d want to Crowd Control to prevent a bolster nightmare are immune thanks to the Emissaries! If you do choose to enter this dungeon this week, pull very deliberately and make sure your DPS players are disciplined with their AoE when there are small enemies in the pull. If you come up with a strategy that involves keeping a Spotter alive, watch out for Explosive spawns coming from it while it’s far away!
Read more on Siege of Boralus Dungeon Abilities.
Temple of Sethraliss [back to top]
It’s a great week for Temple - there are a handful of awkward Emissaries but that’s basically always true with Beguiling active. Neither Bolstering nor Explosive should be too problematic here due to the small pulls, just be aware that you need to make two or three skips throughout the dungeon to avoid being way over count - our Basic route has some suggestions for which these can be but your composition may make it so that other skips are easier to execute. It’s not all that important what exactly you skip, the most important thing is to avoid getting caught halfway through the dungeon at 100% on the Enemy Forces meter, as that means you’ve wasted so much time!
Read more on Temple of Sethraliss Dungeon Abilities.
The MOTHERLODE!! [back to top]
This dungeon is awful this week - Tides Emissaries prevent you from playing around Bolstering, which is already hard enough in the Motherlode - and you have a lot of stuff to manage during most pulls, which is a problem that’s compounded whenever several Explosives spawn at the same time. Here more than anywhere you’ll want to adjust the route to play to the strengths of your specific group, and be aware that you’ll probably need to pull this dungeon more than once before you get the hang of it this week.
Read more on The MOTHERLODE!! Dungeon Abilities.
The Underrot [back to top]
There are a number of tough Tides Emissaries this week in the Underrot. If you have a Poison dispel, the one near the Diseased Lasher isn’t a big deal - otherwise you’ll need to be ready to dump healing into the afflicted player! The big problem is the Emissary next to the two Defilers - this one you’ll absolutely need to either offtank, chain-CC, or knock away to allow you to kick the deadly casts. It’s also technically possible to not pull the pack, but this requires very careful execution of the following boss fight that we don’t expect most groups to be interested in attempting.
Read more on The Underrot Dungeon Abilities.
Tol Dagor [back to top]
Watch out for Bolstering in the cannon area now - we’d recommend looking at the clock when you make it to the ramparts and judging just how aggressively you need to use the cannons in order to beat the timer. If you’re doing well on time, just use each cannon to clear one group rather than attempting to kill multiple, as that can be a recipe for a wipe. Also be sure to clear the Parasites that patrol the first area before engaging the boss, otherwise you risk pulling them mid-fight and bolstering it!
Read more on Tol Dagor Dungeon Abilities.
Waycrest Manor [back to top]
A disease dispel for the Tides’d up Thornshapers will go a long way this week in Waycrest Manor. Watch out for a few spots out in the Courtyard where enemies will gain the aura from an Emissary in the cellar below! Also, be sure to avoid pulling too many enemies at once if the pull contains smaller enemies, such as Piglets that will quickly die and add Bolstering stacks to the entire pull.
Read more on Waycrest Manor Dungeon Abilities.
Links
- Find Dratnos on RaiderIO, Twitch, Twitter, or Youtube
- Download the WeakAuras Addon
- Download the Mythic Dungeon Tools Addon
About the Author
Dratnos hosts the The Titanforge WoW Podcast. He’s also an Officer in the guild Poetry Club. He loves playing Prot Paladin, Elemental Shaman, and all three Rogue specs, and creates guides to them along with other content on his YouTube channel. He streams on Twitch, where he likes to review his friends’ logs.
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