RETAIL
CLASSIC ERA
WRATH
RETAIL
CLASSIC ERA
WRATH
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The Weekly Route: Fortified, Inspiring, Grievous, and Tormented



This week’s affixes are Fortified, Inspiring, Grievous, and Tormented.

After a few great push weeks, the affixes have become a little more challenging this week, with Fortified and Grievous ramping up the danger of the trash and Inspiring ensuring that several extra casts will get through unless you carefully plan around it. If you’re up to the challenge, this week we’re running a Special “Break the Meta” Event, where you can win prizes by playing a group comprised entirely of off-meta specs.



The Weekly Routes





De Other Side [back to top]


Remember that night fae urns do not respect the Inspiring affix and will stun enemies through it! Also make sure you continue to budget cooldowns for all of the boss encounters in this dungeon - even though Tyrannical isn’t active, Grievous can pose a serious threat on several of them.

Read more on De Other Side Dungeon Abilities.





Halls of Atonement [back to top]


Inspiring doesn’t tend to be too rough in here, though the extra pressure on your tank can be sizable especially near the start of the dungeon, so don’t be afraid to kite aggressively.
Read more on Halls of Atonement Dungeon Abilities.





Mists of Tirna Scithe [back to top]


We’re continuing to offer the route with skips that features a difficult to execute skip at the start of the dungeon - this is by far the highest fail-rate skip in any of our routes, so take care that you understand it and practice it a little on M0 to make sure you aren’t walking near any of the true-sight mobs during it! The payoff is solid but not worth attempting if you aren’t confident you can do it reliably.

Grievous adds sizable difficulty to the first two boss fights - make sure you’re ready for them and have cooldowns available. In particular, the intermissions of the Mistcaller fight are great places to use both offensive and defensive cooldowns to avoid bleeding out.

Read more on Mists of Tirna Scithe Dungeon Abilities.





Plaguefall [back to top]


Remember that you can (and, generally, should) grab Incinerator Arkolath before Doctor Ickus to get another anima power for that fight.

Inspiring adds a lot of difficulty to the middle portion of the dungeon if you are trying to combine pulls - slow and steady likely wins the race here unless the key level is high enough that you’re under pressure even without wiping.



Read more on Plaguefall Dungeon Abilities.





Sanguine Depths [back to top]


There are a lot of mobs in this dungeon that deal damage to random party members (or indeed the whole group), so Grievous and Fortified are a really nasty combination, especially when crowd control is nerfed by Inspiring. You’ll want to make sure you stack up a Venthyr lantern buff if you can before the second boss to kill it before it drains your cooldowns (and your healer’s mana!)

Read more on Sanguine Depths Dungeon Abilities.




Spires of Ascension [back to top]


Many groups hearth out of this dungeon after failing the pull before the first boss on Inspiring weeks - make sure this isn’t you by CCing the Inspiring Mender rather than letting it guarantee the casts of all its friends.

Read more on Spires of Ascension Dungeon Abilities.





The Necrotic Wake [back to top]


A useful tip for Amarth is to have your tank pick up the spear beforehand and spear Amarth on pull, when Incinerator Arkolath is around 30% health, aimed in such a way that it pierces and hits both. The tank is ideal for this job since the spear generates huge threat!

Using weapons for value on big pulls this week is very dangerous with these affixes, so unless the keystone level is high enough that it’s necessary for the timer, plan instead to go slowly and steadily and use the weapons primarily to shorten the dangerous Grievous boss encounters and deal with the hardest minibosses.

Read more on The Necrotic Wake Dungeon Abilities.





Theater of Pain [back to top]


Xav’s wing is very nasty this week - the minibosses alone are hugely dangerous with Fortified and Grievous active (consider using line of sight to minimize their damage on the group), but the really deadly part is the 5-pack with the Inspiring Captain - plan to CC this and kill off the other 4 enemies first or go in there with overwhelming damage to end the danger as quickly as possible.

Read more on Theater of Pain Dungeon Abilities.






Links




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.




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