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The Weekly Route: Tyrannical, Inspiring, Quaking, and Encrypted

This week's affixes are Tyrannical, Inspiring, Quaking, and Encrypted!

Inspiring is nasty in a few dungeons - generally the safest and easiest plan is to CC Inspiring enemies and kill them once all of the most important mobs in the pull are dead, though there are often fancier options that can be faster! Quaking is best managed with a WeakAura to tell you when it might happen so it doesn’t catch you by surprise! If you’re a caster, you can also grab this WeakAura to calculate if you need to stop your current cast or not.

The Weekly Routes

De Other Side [back to top]

De Other Side is a fantastic dungeon to use the Wo Cypher in to zoom around the dungeon. The Route with Encrypted Skips offered below will require you to target the Wo several times throughout the dungeon, but it’s a very fun strategy that can also save a lot of time so try it out if you’re able to!

Inspiring is dangerous in this dungeon, especially in the Hakkar wing - generally it’s best to CC the Inspiring mobs and kill them after all the important enemies are dead or dying. The very first pull in the hakkar wing will require you to either line of sight or use a knock effect to remove Inspiring from the Devoted.

Read more on De Other Side Dungeon Abilities.

Halls of Atonement [back to top]

The traditional skip from the first to second boss in this dungeon can be done with a Wo Cypher now, which our route uses! If you want to modify the plan, you can of course still use other methods to do this skip such as Shroud or Invis pot or indeed kill mobs along the way instead.

Inspiring adds a lot of lethality to this dungeon - most of the Inspired mobs near the start of the dungeon are Houndmasters, which means you can kite away from them a little ways if you need to be able to stun, slow, or kick the other enemies.

Read more on Halls of Atonement Dungeon Abilities.

Mists of Tirna Scithe [back to top]

Mists begins with a new pull that hasn’t been done in previous seasons to get access to a Wo Cypher and zoom to the first boss. You’ll need to be extra cautious and hug the wall while executing this in order to avoid the true sight mobs! After that first skip, the remaining Encrypted mobs are all up to your preference, though it’s very valuable to line up a damage cypher with the burn phase on the first boss.

Inspiring in the Maze can sometimes be a problem - you want to either CC Inspiring mobs so that you can kick Tenders or have a Mass Dispel or Arcane Torrent ready for right when their cast goes off. Inspiring in the last part of the dungeon poses a similar problem - for most groups, CC will be the best answer.

Read more on Mists of Tirna Scithe Dungeon Abilities.

Plaguefall [back to top]

Tyrannical Plaguefall bosses are brutal! One very powerful play to preserve your defensives in this dungeon is to try and line up the death of the Urh Dismantler with AoE damage from the bosses, like the Infectious Rain on the last boss.

Read more on Plaguefall Dungeon Abilities.

Sanguine Depths [back to top]

We’re offering two Sanguine Depths routes - one with no skips and the other with a few skips to make the dungeon faster and/or less lethal - importantly, these are not Wo Cypher skips but old-fashioned Shroud, death, or invis pot skips, so do not use that route if you aren’t equipped to execute those!

Read more on Sanguine Depths Dungeon Abilities.

Spires of Ascension [back to top]

The traditional skip past the nasty enemies before Oryphrion is now possible with a Wo Cypher, so you don’t need to hop around the walls and use two-seater mounts or anything any more!

There are many important kicks in this dungeon - you’ll need to make sure to CC Inspiring mobs included in any such pulls!

Read more on Spires of Ascension Dungeon Abilities.

The Necrotic Wake [back to top]

A Wo cypher in this dungeon also facilitates the traditional skip to the second boss, so we’re including that plan in our route. It’s also worth noting that the Spear weapon available in this dungeon does increase the boss’ damage taken from your abilities while it’s active, so it’s great to combine with either the Vy or Urh Cyphers for even more damage on bosses that you’re spearing.

Take care on the Inspiring Necromancer pulls - you’ll want to kick them quickly, then once they’re away from the Mage, hit it with a CC effect to avoid it freecasting on your group!

Read more on The Necrotic Wake Dungeon Abilities.

Theater of Pain [back to top]

There are no required uses of any Cyphers in our route for this dungeon, though if you’re looking to experiment you could try using the first Wo cypher in Gorechop’s wing to skip down to the bridge!

The Ancient Captain is a great candidate for Control Undead if you’re playing with a Death Knight - if you don’t have one, you can also consider skipping that pack and making up the count elsewhere!

Read more on Theater of Pain Dungeon Abilities.

Tazavesh: Streets of Wonder [back to top]

We’ve updated our Streets of Wonder route - it now uses one Wo cypher skip near the start of the dungeon to get past two overseers after the first boss. If you’d prefer, you can just kill these mobs though they are annoying and then cut something from later in the dungeon.

Read more on Tazavesh Dungeon Abilities.

Tazavesh: So’leah’s Gambit [back to top]

Check out our quick-start guide to Tazavesh to learn the most important abilities to look out for in this dungeon! The important numbers to know for this dungeon are that you need 35% of your count from the Murloc area or 48% of your count before you pull the first boss (the four mobs before the first boss give that 13% difference between the two numbers, so never skip them!)

Tazavesh Dungeon Abilities.


About the Author

Dratnos hosts the The Titanforge WoW Podcast. He’s also an Officer in the World 29th guild poptart corndoG, whose raids he streams on Twitch, and is a commentator for events such as the MDI and the Race to World First!