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The Weekly Route: Fortified, Sanguine, Grievous, and Prideful
This week’s affixes are Fortified, Sanguine, Grievous, and Prideful.
This week has tremendous variance in difficulty between different dungeons and keystone levels. For higher level groups, the combination of affixes is pretty good, and will serve as solid warm-up for the mega push week in 2 weeks time (though of course several of the top teams are gearing up for The Great Push which happens then!), while in weekly keys the intensity of the Grievous affix will vary wildly based on your healer, the Sanguine affix based on your tank, and both based on the dungeon you’re in.
Sanguine shouldn’t be too much of an issue in this dungeon except in the Mechagon area, where there are a number of trash pulls in narrow confines that also place positional requirements on your group - watch out during those! Grievous Dealer Xy’exa can also be stressful, make sure you’re coming in with a Prideful buff and Bloodlust ideally, or at least a full mana bar.
Read more on De Other Side Dungeon Abilities.
You need to watch out for trapping yourself in a position where you’re boxed in - the most notable place that this happens is at the left near the start of the dungeon - if you hop down you can find yourself with walls on two sides and enemies on the other two, which can make kiting difficult enough already without Sanguine being thrown into the mix. If you use our routes, this pull is not included!
Read more on Halls of Atonement Dungeon Abilities.
Tirnenn Villagers are the biggest potential Sanguine healing threats, so do your best to avoid this problem - they are immune to CC themselves, and can sometimes get stuck in cast sequences, much like Mechanized Peacekeepers back in the Motherlode, so you’ll want to deploy the same toolkit here, pre-emptive movement and knockbacks of the non-CC-immune targets.
Read more on Mists of Tirna Scithe Dungeon Abilities.
Every week rewards finesse in Plaguefall, but Sanguine weeks in particular can be very punishing if you end up healing the mobs you’re supposed to be killing for free with the dungeon mechanics. Use extra caution and don’t be afraid to use multiply powerful utility spells to coordinate the destruction of these mobs, as you’re effectively doing massive DPS if you can prevent any sanguine healing. Grievous bosses should also not be taken lightly - even without Tyrannical active you should respect this dungeon’s bosses and come in with cooldowns.
Read more on Plaguefall Dungeon Abilities.
Grievous boss fights in this dungeon are tough enough, but the Sanguine trash encounters can be truly brutal. Try to have a pre-planned direction to move each pull in such that you can avoid Sanguine healing and also avoid pulling extra enemies - this is easier said than done, but a good general plan is to pull packs from far away, then orient yourselves such that you’ve swapped places with them and are now kiting back towards where they spawned. This minimizes travel time though again you’ll need to make sure you’ve left yourself enough room to avoid pulling extra.
Read more on Sanguine Depths Dungeon Abilities.
Target prioritization in this dungeon often conflicts with what you’d want to do to handle Sanguine - you should let the dungeon abilities win this war and focus down the important mobs rather than the most awkward Sanguine ones (any archer-style enemies that plant themselves, for example) and then just use knockback effects or line of sight to manage those less dangerous but more annoying enemies after.
Read more on Spires of Ascension Dungeon Abilities.
Make sure you avoid any pulls where you’re fighting in such a small area that once you start kiting for Sanguine you’re bound to pull extra stuff - in general this means look out for patrols and either pull them first or have someone ready to CC the patrol leader such that it doesn’t come into your space.
Read more on The Necrotic Wake Dungeon Abilities.
Though the corridors are relatively narrow in this dungeon, good planning and pre-emptive movement can minimize the worst of Sanguine’s impact. In Gorechop’s wing, it’s not just the tank who needs to handle mob positioning, as several enemies leap around based on where your party is positioned, so make sure you never have Sanguine between yourself and any such enemies or else they’ll jump to you and then run back through the Sanguine.
Read more on Theater of Pain Dungeon Abilities.
This week has tremendous variance in difficulty between different dungeons and keystone levels. For higher level groups, the combination of affixes is pretty good, and will serve as solid warm-up for the mega push week in 2 weeks time (though of course several of the top teams are gearing up for The Great Push which happens then!), while in weekly keys the intensity of the Grievous affix will vary wildly based on your healer, the Sanguine affix based on your tank, and both based on the dungeon you’re in.
The Weekly Routes
De Other Side [back to top]
Sanguine shouldn’t be too much of an issue in this dungeon except in the Mechagon area, where there are a number of trash pulls in narrow confines that also place positional requirements on your group - watch out during those! Grievous Dealer Xy’exa can also be stressful, make sure you’re coming in with a Prideful buff and Bloodlust ideally, or at least a full mana bar.
Read more on De Other Side Dungeon Abilities.
Halls of Atonement [back to top]
You need to watch out for trapping yourself in a position where you’re boxed in - the most notable place that this happens is at the left near the start of the dungeon - if you hop down you can find yourself with walls on two sides and enemies on the other two, which can make kiting difficult enough already without Sanguine being thrown into the mix. If you use our routes, this pull is not included!
Read more on Halls of Atonement Dungeon Abilities.
Mists of Tirna Scithe [back to top]
Tirnenn Villagers are the biggest potential Sanguine healing threats, so do your best to avoid this problem - they are immune to CC themselves, and can sometimes get stuck in cast sequences, much like Mechanized Peacekeepers back in the Motherlode, so you’ll want to deploy the same toolkit here, pre-emptive movement and knockbacks of the non-CC-immune targets.
Read more on Mists of Tirna Scithe Dungeon Abilities.
Plaguefall [back to top]
Every week rewards finesse in Plaguefall, but Sanguine weeks in particular can be very punishing if you end up healing the mobs you’re supposed to be killing for free with the dungeon mechanics. Use extra caution and don’t be afraid to use multiply powerful utility spells to coordinate the destruction of these mobs, as you’re effectively doing massive DPS if you can prevent any sanguine healing. Grievous bosses should also not be taken lightly - even without Tyrannical active you should respect this dungeon’s bosses and come in with cooldowns.
Read more on Plaguefall Dungeon Abilities.
Sanguine Depths [back to top]
Grievous boss fights in this dungeon are tough enough, but the Sanguine trash encounters can be truly brutal. Try to have a pre-planned direction to move each pull in such that you can avoid Sanguine healing and also avoid pulling extra enemies - this is easier said than done, but a good general plan is to pull packs from far away, then orient yourselves such that you’ve swapped places with them and are now kiting back towards where they spawned. This minimizes travel time though again you’ll need to make sure you’ve left yourself enough room to avoid pulling extra.
Read more on Sanguine Depths Dungeon Abilities.
Spires of Ascension [back to top]
Target prioritization in this dungeon often conflicts with what you’d want to do to handle Sanguine - you should let the dungeon abilities win this war and focus down the important mobs rather than the most awkward Sanguine ones (any archer-style enemies that plant themselves, for example) and then just use knockback effects or line of sight to manage those less dangerous but more annoying enemies after.
Read more on Spires of Ascension Dungeon Abilities.
The Necrotic Wake [back to top]
Make sure you avoid any pulls where you’re fighting in such a small area that once you start kiting for Sanguine you’re bound to pull extra stuff - in general this means look out for patrols and either pull them first or have someone ready to CC the patrol leader such that it doesn’t come into your space.
Read more on The Necrotic Wake Dungeon Abilities.
Theater of Pain [back to top]
Though the corridors are relatively narrow in this dungeon, good planning and pre-emptive movement can minimize the worst of Sanguine’s impact. In Gorechop’s wing, it’s not just the tank who needs to handle mob positioning, as several enemies leap around based on where your party is positioned, so make sure you never have Sanguine between yourself and any such enemies or else they’ll jump to you and then run back through the Sanguine.
Read more on Theater of Pain Dungeon Abilities.
Links
- Find Dratnos on RaiderIO, Twitch, Twitter, or Youtube
- Download the WeakAuras Addon
- Download the Prideful/Spiteful WeakAura
- Download the Mythic Dungeon Tools Addon
About the Author
Dratnos hosts the The Titanforge WoW Podcast. He’s also an Officer in the World 36th guild poptart corndoG, and a commentator for events such as the MDI and the Race to World First! He streams on Twitch, where he likes to review his friends’ logs.
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