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Play Like the Pros: Import This Week's High Mythic+ Routes



Do you love Mythic+ but are too busy throughout the week between school, work, family, or raiding to see what routes the top players are running on streams?

We’ve got you covered with our new series: Play Like the PROS!

Today, we share some of the advanced routes that we have seen on Twitch streams this week to help you optimize your weekend key pushing sessions! Want to know what the pros are doing? Read on to import their routes and maybe learn some new tech!

With Quaking and Thundering sometimes overlapping, we highly recommend clearing Thundering with higher priority. Getting stunned by Thundering when not clearing in time is a lot worse and will often lead to wipes. Whereas, overlapping Quaking with one other person does manageable damage and is not a guaranteed death sentence when using a personal defense. You can prepare for such a situation occurring by keeping track of the next incoming Quaking or Thundering with the help of WeakAuras!



Table of Contents






Dragonflight Season 1 Route Transcriptions - Tyrannical




RUBY LIFE POOLS



Dungeon Run: Ruby Life Pools +25 (Skips)
Team: Lepanclap, Realwippy, Flazerg, Kronster, Stone
Affix Combo: Tyrannical, Spiteful, Quaking, Thundering



  • As key level increases, Flamegullet becomes the easier of the two dragons to deal with because Rolling Thunder’s burst damage can get out of hand. Skipping Thunderhead can be slightly more annoying, but it’s the same idea of waiting to run in between packs while he is patrolling, and pulling the mobs into areas he doesn’t fly.
  • Blazebound Destroyer casts Living Bomb. The player will see a red circle around them. This red circle will deal splash damage and knock up all targets inside, including enemies. Standing in melee during Living Bomb may be a good way to help manage your team’s interrupts.
  • If you plan to execute the pull with two Flame Channelers you either need 4 kicks, or a class who has access to a fast kick, like a Shaman’s Wind Shear or a Death Knight with Cold Thirst talented, so every cast of Flashfire is caught before it heals the mob.





HALLS OF VALOR



Dungeon Run: Halls of Valor +24
Team: Noobadin, Vileplumex, Banshers, Hawwkdh, Nataleya
Affix Combo: Tyrannical, Spiteful, Quaking, Thundering



  • This is a very kite-heavy dungeon, so for a number of these pulls, there’s no expectation for your tank to stay in melee range of the enemies. Melee DPS players: Watch all the cleaves and frontals!
  • Using the mead available on the tables in the banquet hall to pull multiple kings at the end of the dungeon is an important time save.
  • To successfully pull all of the Ebonclaw Worgs at the same time, you need all of the ranged members of your party to stand on a specific wooden post to stop the Worgs from using Leap for the Throat as shown in this clip from Bansherz.







THE NOKHUD OFFENSIVE



Dungeon Run: The Nokhud Offensive +25
Team: Adnyclap, Thabadbreath, Canexxsix, Jaxshamthree, Speedpriest
Affix Combo: Tyrannical, Spiteful, Quaking, Thundering



  • Batak and Balara can be skipped by pulling the boss after one party member is already engaged in combat with them and then that player can either use an ability that drops combat or die and get battle rezzed.
  • If you have a Death Knight, using Control Undead is a great way to give your party a consistent 20% haste buff by stealing a Risen Mystic and having it cast Swift Wind on your allies.
  • On Tyrannical the main way to make up time in this dungeon is to pull the cemetery area as aggressively as your tank can handle.





SHADOWMOON BURIAL GROUNDS



Dungeon Run: Shadowmoon Burial Grounds +25 (SKIPS)
Team: Cantbeleaf, Timbermawe, Entrid, Muchasr, Tarisant
Affix Combo: Tyrannical, Spiteful, Quaking, Thundering



  • If you jump down in the first area, the Corpse Skitterlings will snap to you and you can keep going.
  • Be aware that Subjugated Souls attack the targets that have the most threat with the Shadowmoon Dominator that is channeling on them.
  • Chain pulling every pack as much as possible is the best way to save time in this key, especially into the Carrion Worms.
  • It’s important to quickly determine which Ritual of Bones skeleton your team is going to focus during Ner’zhul and the tank might want to have a macro to instantly put a skull on a target. Here is an example:
    /script SetRaidTarget("target", 8)





COURT OF STARS



Dungeon Run: Court of Stars +26 (SKIPS)
Team: Lepanclap, Realwippy, Flazerg, Kronster, Stone
Affix Combo: Tyrannical, Spiteful, Quaking, Thundering



  • Sending the healer to unlock the gate after the first boss while the group gets efficient count in the dock area is the biggest time save in this route.
  • Felbound Enforcers don’t do a whole lot besides force you to break line of sight of them, so every time you can pull extra mobs with them, you should.
  • The minibosses scale with Fortified, so most of them are easy enough to fight alongside other trash, or even the next Felbound Enforcer.
  • Once you enter the second area of Court of Stars (after the first boss), some amount of randomness will affect your route – either through your Enforcer spawn locations or what interactable buffs/items spawn for you on the ground. The most important thing to note is to have no less than 178 count (93.68% enemy forces) before entering the Jeweled Estate.





TEMPLE OF THE JADE SERPENT



Dungeon Run: Temple of the Jade Serpent +25
Team: Noobadin, Vileplumex, Banshers, Hawwkdh, Nataleya
Affix Combo: Tyrannical, Spiteful, Quaking, Thundering



  • Line of sight Corrupt Living Water’s Tainted Ripple whenever it is convenient to relieve your healer.
  • On Tyrannical, the best place you can pull aggressively is the Library. As long as every Haunting Scream is covered, you can combine multiple pulls to save time.
  • Chain pulling in the courtyard saves a lot of time as long as you move to the next pack as soon as the Lesser Sha have taken enough damage to be sufficiently desynced from the next group to give your healer time to top everyone between eruptions.
  • Even on Tyrannical, the final trash pull is absurd and hardly manageable all at once depending on what options your tank has to survive. Consider CCing one or two mobs if you find yourself with any extra time left to spare.





ALGETH’AR ACADEMY



Dungeon Run: Algeth'ar Academy +24
Team: Dreams, Hastydwagon, Dracform, Muchasr, Ympzz
Affix Combo: Tyrannical, Spiteful, Quaking, Thundering



  • The wind bridges around Guardian Sentry to Crawth are not active if you are in combat, even with Spitefuls, and will let you drop to your death if you aren’t careful.
  • It was discovered that you can use long-range abilities or leap off the Crawth platform to pull down the future packs of eagles early. The birds will snap, and mobs that snap evade for a few seconds making it impossible to change their aggro target or CC them in any way. This can be deadly for anyone other than the tank, but if you’re able to get all the Spiteful out of the way at once and kite the surviving Alpha Eagles, it can save much more time than waiting for each wave one at a time.
  • Algeth’ar Echoknights’ greatest weakness is the Z-axis, so pulling them onto the staircase in the last area prevents all damage from Astral Whirlwind to any players standing on a stair lower than them. Because they hit the tank quite hard and since they don’t attack the tank when they are spinning, refrain from using CC and let them spin as long as they are on the staircase.
  • Spectral Invokers will cast Astral Bomb. The player will see a blue circle around them. The bomb will deal damage to all targets inside its radius when it expires, including the enemies, and can contribute considerable DPS.





THE AZURE VAULT



Dungeon Run: The Azure Vault +25
Team: Gregw, Chrisz, Fixhavoc, Goopd, Raizromega
Affix Combo: Tyrannical, Spiteful, Quaking, Thundering



  • Line of sight is important at the beginning of this key to group all of your Conjured Lashers so that AoE stops can save your party from Mystic Vapors.
  • Take note that both Shrieking Whelps at the beginning of the dungeon are killed without allowing them to Shriek to hit 100% count.
  • Jumping off the first ring to reach Azureblade early has become fairly standard to avoid some of the slower pulls with smaller target counts.
  • This route skips the final two Drakonid Breakers by having the tank pull them to the side and die while his party members take the book and fly to the third boss platform. Here’s an example clip from the run.







Additional Resources



To further unpack the magic of high Mythic+ for yourselves, here are a few additional resources:

  • Subcreation – Find S-tier for ranged, melee, tanks, and healers. Also see their gear-equipped manager and top builds.
  • Twitch – Specific player PoVs in real-time and videos on demand. Twitch may also provide an opportunity for you to respectfully ask MDI players reasonable game-related questions directly!
  • Warcraft Logs – Data and replays: Cast queues, spell uptime, interrupt/stuns, etc.
  • Raider.IO - When watching high Mythic+ and the MDI, you can search one specific player’s name into Raider.IO to find character-specific info such as gear/legionaries, gems, enchants, soulbinds, conduits, talents, how many keys they have completed on time (5,10,15 for both Fortified/Tyrannical). Also, you may find links to each players’ socials, which can help you track down their personal addons, UIs, WeakAuras, etc.





Links




About the Authors


Biggerfish is a recovering Boomkin who has played WoW for 14 years and has been an avid Mythic+ player since it released in Legion. He mostly tanks, and can be found on most weeknights in the NA Group Finder bricking your keys.


Bunten is an accountant by day and gamer by night. She has been playing WoW since 2005 and has attended every BlizzCon since 2007. Started streaming on Twitch June 2021. Bunten enjoys Mythic raiding and doing Mythic+. Be safe, be kind, and make good choices 💖
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