This week’s affixes are Fortified
, and Prideful
It’s push week! This combination of affixes is one of the most favorable on the calendar
, so we’re running a special event
where you can register your team and compete for prizes!
Don’t be fooled into thinking that the week is easy just because the affixes are well-suited for timing high keys - Sanguine and Quaking are affixes that we consider “good” because they are entirely possible to mitigate with good play, unlike other affixes that cost time even if well handled. You can still lose a tremendous amount of time to Sanguine and/or Quaking if you mess up the affixes, especially in the narrow corridors of many Shadowlands dungeons.This week, we’re offering two routes per dungeon - one simpler route without skips, and one with skips that sets up better Prideful timings or more efficient pulls.
The Weekly Routes
The trickiest Sanguine/Quaking section of this dungeon is the Mechagon area - try to fight in places where you can both spread for Quaking and drop Sanguine without causing too much damage. A Night Fae player makes several of the tricky pulls much more manageable - the urns they can use even stun normally CC-immune targets like the Enraged Spirits
Read more on De Other Side Dungeon Abilities.
The first part of this dungeon can be very easy if you’re careful with your Sanguine placement and management. Watch out for Quaking overlaps during the boss fights - there are several times where you can get in trouble if you’re not careful and thinking ahead.
Read more on Halls of Atonement Dungeon Abilities.
These affixes are very easy in here - you have a tremendous amount of space in which to fight each pack, and the bosses don’t have any stack mechanics that Quaking might punish - though you should be careful of stacking up while avoiding the ground mechanics on those fights.
Read more on Mists of Tirna Scithe Dungeon Abilities.
Sanguine management is very difficult and potentially punishing in here, as several packs contain stuff that should die first - especially ones that include Plagueborers
that die early to explode the rest of the group.
Read more on Plaguefall Dungeon Abilities.
This is a nasty dungeon for these affixes because the narrow hallways of the entire dungeon force you into close quarters, both with your group for Quaking and with the enemies for Sanguine. Try to keep Sanguine puddles in well-planned places, especially when they’re in areas the boss might soon be pulled into.
Read more on Sanguine Depths Dungeon Abilities.
Though this dungeon is a challenging one, the affixes are manageable this week - just make sure that you’re careful of Sanguine when you’re fighting the packs where some enemies need to die before others, like the Squad Leaders
- you really don’t want to heal the rest of the pack with Sanguine. Also watch out for dropping Sanguine beneath the enemies that stand still and cast for a long time, like the Goliaths
Read more on Spires of Ascension Dungeon Abilities.
Aside from the necropolis at the end, this dungeon is fairly wide-open and shouldn’t prove too challenging with either affix, though of course you need to be aware of Sanguine to avoid healing up enemies in the middle of a pull. Try to avoid dropping Sanguine where you’ll want to fight the first
bosses as well!
Read more on The Necrotic Wake Dungeon Abilities.
Though this dungeon has narrow corridors, you can often pull enemies into wider-open areas and mitigate the affixes in so doing. You should be especially careful when fighting Sludge-spewers
, as their random leaps can easily get them into Sanguine puddles if the group isn’t all aware of their positioning.
Read more on Theater of Pain Dungeon Abilities.