This week’s affixes are Fortified
, and Void-heavy Beguiling
It’s a rough week to push high keys, with both Quaking and Void active at the same time. Quaking is a huge damage increase over the course of the dungeon, and dramatically increases the lethality of harder pulls, and can be particularly punishing while everyone clumps up into a small safe spot to avoid a hit from a Void-touched Emissary. Any week with this Beguiling pattern is tough for higher keys, as the extra Voids add time to almost every dungeon.
The Weekly Routes
Sanguine in Atal’Dazar means that most “snap” strategies are a lot more difficult to execute. Most groups reduce the amount of pulls that they snap this week, and the few that remain are often snapped and then immediately snapped back out to the main pathway. Void week is particularly punishing in this dungeon, as there’s a void in the chokepoint before Vol’kaal
that will require shadowmelds, vanishes, battle rezzes, or something very fancy to skip.
Read more on Atal’Dazar Dungeon Abilities.
The Cutwater are the crew you’ll be joining this week, through retrieving the keys from the prison dog. This event is normally soloable by a Rogue, but this week there are pesky Void emissaries on both sides that make this event instead something you’ll probably have to throw a few bodies at. You should still have plenty of time on the clock in this dungeon, especially since joining the crew removes the dangerous Cutwater Harpooners
that could otherwise be very challenging with this week’s affixes.
Read more on Freehold Dungeon Abilities.
One fun combo to look forward to in Kings’ Rest is the interaction between Debilitating Backhand
and Quaking, which deals 200% increased damage since it’s physical damage. Be sure to use defensives as needed if this overlaps with a Quake. All of the Void Emissaries active this week have easy line of sight available in this dungeon, so be sure to use it!
Read more on Kings’ Rest Dungeon Abilities.
Most small enemies in this dungeon do not drop sanguine, with the notable exception of Tidesage Initiates
. You can safely engage the Void emissary in the final room while your healer has Promises of Power
since the explosions deal percent-health damage. They’re actually easier to deal with (as is quaking) when you have less max HP!
Read more on Shrine of the Storm Dungeon Abilities.
Sanguine Siege is always an exercise in careful forethought - you’ll often kill small enemies and then 30 seconds later realize that you needed the space where there’s now a pool, so get in the habit of planning the sanguine locations before starting each pull. This is especially true in the first three boss rooms since you fight trash in those spaces before the bosses themselves (unless you choose to pull the trash back, which is often a good idea).
Read more on Siege of Boralus Dungeon Abilities.
Quaking is a problem affix here during the Galvazzt
encounter - it requires more HPS this week than most Tyrannical weeks due to the combination of Quaking and a bug that causes Energy Cores
to scale with Fortified rather than Tyrannical. Bloodlust is mandatory for this fight - also make sure to avoid killing the Dervishes
near the middle of the room - they drop 5 stacks of Sanguine each!
This is a dungeon where the Void emissary spawns turn standard shrouds into death skips - the second occurs before you’ll have access to the second battle rez, so we’ve elected to pull that trash instead in both of our Routes. If you have access to Shadowmeld or Ankh you can instead run a second skip there (just after the first boss).
Read more on Temple of Sethraliss Dungeon Abilities.
Void week is fairly kind here, as you’re already forced to death skip past true sight mobs in the later parts of the dungeon if you want to skip. Sanguine and Fortified are not, however - you’ll need to be extremely careful of your pool placement to avoid full healing Mechanized Peacekeepers
during their cast sequences. Bad quake overlaps can also be tough during the boss fights, but with Fortified active they shouldn’t be too bad.
Read more on The MOTHERLODE!! Dungeon Abilities.
Quaking and Cragmaw
are a tough combination, even without Tyrannical active. Much of the rest of the difficulty in this dungeon comes from the trash in that same room - don’t be afraid to pull slowly and never pull more than one Bloodswarmer
Read more on The Underrot Dungeon Abilities.
Note that if you don’t pull the Irontide Raiders
until you engage Jes Howlis
, as our Routes suggest this week, they won’t drop Sanguine but they also won’t count towards Enemy Forces. You should however make sure to pull the neutral enemies in that room to avoid hitting them with incidental AoE during the boss fight and creating surprise Sanguine! The last boss
can be very tough with Quaking, even during a Fortified week, so make sure you have a good plan for where to stand!
Read more on Tol Dagor Dungeon Abilities.
Try your best to have the Top Left door open at the start of the dungeon - it’s far easier than the other two options and it’ll lead to easier lust timings. If one of the Right doors is open instead, you’ll want to get lust on cooldown quickly and then either beeline to the Heartsbane Triad for your second lust or make it there just in time for your third. You also need to save defensives on multiple boss fights for overlaps of AoE damage and quakes, and you’ll want to avoid polluting safe line-of-sight spots for future Void emissary pulls with Sanguine throughout the run.
Read more on Waycrest Manor Dungeon Abilities.
About the AuthorDratnos
hosts the The Titanforge WoW Podcast
. He’s also an Officer in the guild Poetry Club
. He loves playing Prot Paladin, Elemental Shaman, and all three Rogue specs, and creates guides to them along with other content on his YouTube channel. He streams on Twitch, where he likes to review his friends’ logs.