The Weekly Route: Fortified, Bolstering, Quaking, and Tormented

This week’s affixes are Fortified, Bolstering, Quaking, and Tormented.

This is the second time we’ve seen this week this season, but remember that Fortified and Bolstering are a nasty combo, so be ready for some especially deadly trash pulls!

It’s always a good idea to use a Quaking WeakAura like Domestos’ on Quaking weeks to keep track of the next time a Quake might happen!

The Weekly Routes

De Other Side [back to top]

Watch out for bolstered and enraged Risen Warlords - they need to be soothed if possible but if not they should be kited until they are killable.

Read more on De Other Side Dungeon Abilities.

Halls of Atonement [back to top]

Depending on how well you can manage it, Toiling Groundskeepers can be pulled into other pulls midway through the pull to manage Bolstering. Our routes don’t presume this is in your gameplan but it’s a good way to cut some pulls out of the route!

Read more on Halls of Atonement Dungeon Abilities.

Mists of Tirna Scithe [back to top]

This is a good dungeon to make sure everyone remembers Bolstering is active BEFORE starting the key if you usually like to pull the Spiteclaws into other enemies, as that is likely to backfire!

Read more on Mists of Tirna Scithe Dungeon Abilities.

Plaguefall [back to top]

As with any on-death affix week, remind yourself that Slimes and Devoted bolster!

Remember that you grab the anima power from after Doctor Ickus before fighting the boss, as it’s one of the damage increasing powers.

Read more on Plaguefall Dungeon Abilities.

Sanguine Depths [back to top]

Tight quarters in this dungeon can make you worried about pulling extra enemies, but remember that Tormented enemies do NOT socially aggro other enemies, so carefully tag them with a ranged ability and then fight them in a clear area and you won’t have to worry about other enemies pulling with them. This is especially important to avoid pulling extra enemies this week since they Bolster - try to plan this out ahead of time because Quaking can sometimes cause people to react instinctively which can mean ninja pulls if you’re not careful.

Our two routes are pretty similar - the route with skips avoids a nasty pull toward the end of the dungeon but they have the same core plan for the dungeon.

Read more on Sanguine Depths Dungeon Abilities.

Spires of Ascension [back to top]

Though we only have one route for this dungeon, it’s hard to describe it as either having or lacking skips - it does a few minor skips towards the end of the dungeon to avoid some very nasty pulls that we do wholeheartedly recommend avoiding, but they can be done with a huge variety of different class abilities.

Read more on Spires of Ascension Dungeon Abilities.

The Necrotic Wake [back to top]

Depending on how you attack this dungeon you can find yourself packed tightly into a corner which can be a problem with Quaking - this generally only happens for a few pulls but try and plan ahead to avoid panicking and pulling extra stuff when the Quake happens.

Read more on The Necrotic Wake Dungeon Abilities.

Theater of Pain [back to top]

We continue to advocate a U-turn path that gets you quick access to three anima powers and a fourth not long after. Even without Tyrannical active you’ll find that almost all of the bosses (and several minibosses) pose a serious threat, so optimize your builds entirely for them with choices such as Dagger of Necrotic Wounding.

Read more on Theater of Pain Dungeon Abilities.


About the Author

Dratnos hosts the The Titanforge WoW Podcast. He’s also an Officer in the World 59th 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.