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The Weekly Route: Fortified, Teeming, Quaking, and Beguiling
This week’s affixes are Fortified, Teeming, Quaking, and Tides-heavy Beguiling.
You’re going to be pressed for time this week, as Fortified and Teeming multiply with each other to dramatically increase the total amount of damage you have to do throughout the dungeon. Quaking makes many tough pulls and bosses into lethal ones, especially with Tides emissaries all over the place adding extra damage, often to random party members.
Teeming Atal’Dazar brings an exciting RNG component, where there are a few different sets of additional enemies that might spawn. More advanced gamers may be interested in heading to the left side of the dungeon and seeing what the teeming situation is like over there, and if it’s favorable, you can choose to pull some packs there. For our routes, we’ve elected to ignore the left side and its many possible permutations entirely, so there’s only one possible RNG spawn in the way, and there’s a replacement pack available if it’s not there.
Read more on Atal’Dazar Dungeon Abilities.
Freehold is fairly good this week, as it’s nice and wide open so you can avoid the worst pulls and get your count from whichever packs you want. You will need to pull a significant amount more than usual, but you may be able to find some big pulls. One boss that gets notably harder on Quaking is Harlan Sweete, due to the small corner where you generally fight him.
Read more on Freehold Dungeon Abilities.
Teeming Kings’ Rest adds a number of difficult pulls to the dungeon, and adds some brutal enemies to existing pulls that are enough to split them into two. This means the timer is extremely tight this week, and most of the bosses are pretty tough with Quaking active too.
Read more on Kings’ Rest Dungeon Abilities.
Shrine of the Storm is a dungeon where most groups have selected a few pulls that they don’t like doing, and have created routes that avoid those pulls. This week, you’re going to have to do many of those pulls, as the enemy forces requirement has gone up dramatically due to Teeming. Minibosses are one way to do this, but with Fortified active they’re pretty lethal - you may instead just want to pull a few packs from side areas.
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 week there’s one very hostile Void-touched emissary near the stairs leading to the last Spotter - popular options are pulling the enemies near it back or death skipping past it and returning later. You may be used to using non-teeming numbers to decide if you can go into Hadal’s room or if you need to backtrack - this week you need to be at 82.25% if the spotter’s still alive, 83.29% otherwise.
Read more on Siege of Boralus Dungeon Abilities.
After an influential member of the WoW community tweeted about the existence of a Void-touched emissary in the 5-pack of Dervishes this week, Blizzard quickly removed the emissary. This means that Temple of Sethraliss is only semi-closed this week, as the 5-pack is still very deadly and Quaking means you’re going to have an almost Tyrannical level of difficulty with the bosses.
Read more on Temple of Sethraliss Dungeon Abilities.
Fortified and Teeming are a very rough combo for this dungeon - you’re going to pull the packs you normally do and find yourself short more than 10% this week, and those packs are already going to have been noticeably tougher than usual. The best plan is to come up with creative ways to crew virtually all of the Mechanized Peacekeepers near the start of the dungeon, as displacement effects at the start of combat can cause Jockeys to pilot ones far away from their spawn. Which specific Jockeys can pilot which Peacekeepers will depend on the classes in your group and the displacements that are available to them - one little-known way to do this is with a Rogue Engineer - they can tinker a knockback onto their belt and use it from stealth (but only once every 10 minutes).
Read more on The MOTHERLODE!! Dungeon Abilities.
This is another good dungeon for this week, as it’s among the least sensitive to each affix week and Beguiling pattern rotation. There is a Tides next to a pair of Defilers, as there is during Void week as well, that will require a plan of some sort to deal with, and there are a few nasty Teeming pulls, but they’re generally skippable and there are a lot of fine options to pick up extra count at the end of the dungeon if you find yourself short.
Read more on The Underrot Dungeon Abilities.
Quaking Overseer Korgus is a daunting final boss this week - communicate with your healer to ensure you don’t overlap your cooldowns with theirs, and ideally save your strongest defensives for Quaking overlaps - let your healer use their channeled stuff like Tranquility for high damage at other times since those sorts of spells will be interrupted by Quaking. Vampiric Speed traits are phenomenal for the first boss, which is another one that can be rough with Quaking.
Read more on Tol Dagor Dungeon Abilities.
The most important thing in Waycrest this week is to pull back into the closest open area at pretty much all times - the easiest way to wipe is to engage a normal pull and then have a Quake occur while you’re tightly packed in a hallway. Quaking can also cause rough overlaps during several of the boss fights in here, so a pattern of big pull - small pull - boss can work out nicely to allow you to have defensive cooldowns ready when you need them.
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.
You’re going to be pressed for time this week, as Fortified and Teeming multiply with each other to dramatically increase the total amount of damage you have to do throughout the dungeon. Quaking makes many tough pulls and bosses into lethal ones, especially with Tides emissaries all over the place adding extra damage, often to random party members.
The Weekly Routes
Atal'Dazar [back to top]
Teeming Atal’Dazar brings an exciting RNG component, where there are a few different sets of additional enemies that might spawn. More advanced gamers may be interested in heading to the left side of the dungeon and seeing what the teeming situation is like over there, and if it’s favorable, you can choose to pull some packs there. For our routes, we’ve elected to ignore the left side and its many possible permutations entirely, so there’s only one possible RNG spawn in the way, and there’s a replacement pack available if it’s not there.
Read more on Atal’Dazar Dungeon Abilities.
Freehold [back to top]
Freehold is fairly good this week, as it’s nice and wide open so you can avoid the worst pulls and get your count from whichever packs you want. You will need to pull a significant amount more than usual, but you may be able to find some big pulls. One boss that gets notably harder on Quaking is Harlan Sweete, due to the small corner where you generally fight him.
Read more on Freehold Dungeon Abilities.
Kings' Rest [back to top]
Teeming Kings’ Rest adds a number of difficult pulls to the dungeon, and adds some brutal enemies to existing pulls that are enough to split them into two. This means the timer is extremely tight this week, and most of the bosses are pretty tough with Quaking active too.
Read more on Kings’ Rest Dungeon Abilities.
Shrine of the Storm [back to top]
Shrine of the Storm is a dungeon where most groups have selected a few pulls that they don’t like doing, and have created routes that avoid those pulls. This week, you’re going to have to do many of those pulls, as the enemy forces requirement has gone up dramatically due to Teeming. Minibosses are one way to do this, but with Fortified active they’re pretty lethal - you may instead just want to pull a few packs from side areas.
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 week there’s one very hostile Void-touched emissary near the stairs leading to the last Spotter - popular options are pulling the enemies near it back or death skipping past it and returning later. You may be used to using non-teeming numbers to decide if you can go into Hadal’s room or if you need to backtrack - this week you need to be at 82.25% if the spotter’s still alive, 83.29% otherwise.
Read more on Siege of Boralus Dungeon Abilities.
Temple of Sethraliss [back to top]
After an influential member of the WoW community tweeted about the existence of a Void-touched emissary in the 5-pack of Dervishes this week, Blizzard quickly removed the emissary. This means that Temple of Sethraliss is only semi-closed this week, as the 5-pack is still very deadly and Quaking means you’re going to have an almost Tyrannical level of difficulty with the bosses.
Read more on Temple of Sethraliss Dungeon Abilities.
The MOTHERLODE!! [back to top]
Fortified and Teeming are a very rough combo for this dungeon - you’re going to pull the packs you normally do and find yourself short more than 10% this week, and those packs are already going to have been noticeably tougher than usual. The best plan is to come up with creative ways to crew virtually all of the Mechanized Peacekeepers near the start of the dungeon, as displacement effects at the start of combat can cause Jockeys to pilot ones far away from their spawn. Which specific Jockeys can pilot which Peacekeepers will depend on the classes in your group and the displacements that are available to them - one little-known way to do this is with a Rogue Engineer - they can tinker a knockback onto their belt and use it from stealth (but only once every 10 minutes).
Read more on The MOTHERLODE!! Dungeon Abilities.
The Underrot [back to top]
This is another good dungeon for this week, as it’s among the least sensitive to each affix week and Beguiling pattern rotation. There is a Tides next to a pair of Defilers, as there is during Void week as well, that will require a plan of some sort to deal with, and there are a few nasty Teeming pulls, but they’re generally skippable and there are a lot of fine options to pick up extra count at the end of the dungeon if you find yourself short.
Read more on The Underrot Dungeon Abilities.
Tol Dagor [back to top]
Quaking Overseer Korgus is a daunting final boss this week - communicate with your healer to ensure you don’t overlap your cooldowns with theirs, and ideally save your strongest defensives for Quaking overlaps - let your healer use their channeled stuff like Tranquility for high damage at other times since those sorts of spells will be interrupted by Quaking. Vampiric Speed traits are phenomenal for the first boss, which is another one that can be rough with Quaking.
Read more on Tol Dagor Dungeon Abilities.
Waycrest Manor [back to top]
The most important thing in Waycrest this week is to pull back into the closest open area at pretty much all times - the easiest way to wipe is to engage a normal pull and then have a Quake occur while you’re tightly packed in a hallway. Quaking can also cause rough overlaps during several of the boss fights in here, so a pattern of big pull - small pull - boss can work out nicely to allow you to have defensive cooldowns ready when you need them.
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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