This week’s affixes are Fortified
, and Awakened
The new Quaking is much less problematic for pushing keys than the old one, though it will still be punishing in tight spaces and it remains more difficult for some healers to deal with than others. For the most part, this weeks difficulty will come from Teeming and Fortified multiplying with each other to add an obscene amount of extra health that you’ll need to get through in each dungeon - to time keys you’re going to need to pull big and use bloodlust on many trash pulls, and to save some time you should look to pull an Awakened enemy with an end boss whenever possible, especially since the bosses aren’t empowered by any affixes this week.
The Weekly Routes
Teeming Atal’Dazar brings an exciting RNG component, where there are a few different sets of additional enemies that might spawn. Luckily, this season you can skip all of these potential RNG spawns with Awakened portals, so the Route does that.
Read more on Atal’Dazar Dungeon Abilities.
Freehold is fairly good this week, as it’s nice and wide open so you can avoid the worst pulls and get your count from whichever packs you want. You will need to pull a significant amount more than usual, but you may be able to find some big pulls. One boss that gets notably harder on Quaking is Harlan Sweete
, due to the small corner where you generally fight him.
Read more on Freehold Dungeon Abilities.
Teeming Kings’ Rest adds a number of difficult pulls to the dungeon, and adds some brutal enemies to existing pulls that are enough to split them into two. This means the timer is extremely tight this week, and most of the bosses are pretty tough with Quaking active too. A big thing to be aware of is the first room - there is an extra Witch Doctor
, so you’ll want to do the room in 4 pulls rather than 3.
Read more on Kings’ Rest Dungeon Abilities.
Shrine of the Storm is a dungeon where most groups have selected a few pulls that they don’t like doing, and have created routes that avoid those pulls. This week, you’re going to have to do many of those pulls, as the enemy forces requirement has gone up dramatically due to Teeming. Our route chooses to do the entire first part of the dungeon, including all of the minibosses, but you could instead choose to do more after the second boss instead of skipping all that.
Read more on Shrine of the Storm Dungeon Abilities.
Our Siege of Boralus route is based off the Horde
pathing and will require some modification if you’re Alliance
This is a pretty good week for Siege, though you do need to watch out for potential bad overlaps of Quaking if you’re forced close together by boss mechanics (it can happen on all but the first boss).
Read more on Siege of Boralus Dungeon Abilities.
There’s a very rough 5-pack of Dervishes
in Temple this week, but besides that it’s smooth sailing. Make sure to kill the Hatchlings
before their masters, or they’ll despawn without giving you count.
Read more on Temple of Sethraliss Dungeon Abilities.
Fortified and Teeming are a very rough combo for this dungeon - you’re going to pull the packs you normally do and find yourself short more than 10% this week, and those packs are already going to have been noticeably tougher than usual. The best plan is to come up with creative ways to crew virtually all of the Mechanized Peacekeepers
near the start of the dungeon, as displacement effects at the start of combat can cause Jockeys
to pilot ones far away from their spawn. Which specific Jockeys can pilot which Peacekeepers will depend on the classes in your group and the displacements that are available to them - one little-known way to do this is with a Rogue Engineer - they can tinker
a knockback onto their belt and use it from stealth (but only once every 10 minutes).
Read more on The MOTHERLODE!! Dungeon Abilities.
You’ll have to add an extra pull or two thanks to Teeming, but beyond that nothing should impact you too much in here. You will have to be careful if Quaking overlaps with the Cleansing Light
during the last boss fight
Read more on The Underrot Dungeon Abilities.
Quaking remains tough in here, as it’s easy to cleave each other in the narrow spaces of the dungeon. Take it slow, and avoid skipping anything that will restrict the space you have to spread for Quaking while fighting the next pull.
Read more on Tol Dagor Dungeon Abilities.
We continue to suggest the strategy of pretending the Top Left door is open by using the first Obelisk to get all the way over to that room, though it’s worth noting that if the Bottom Right door is active, you can instead choose to lust and pull trash from that room. This is another narrow hallways dungeon where Quaking is potentially dangerous, so pull things back to the nearest cleared wide-open space whenever possible.
Read more on Waycrest Manor Dungeon Abilities.
Depending on which region you’re in, the Hard Mode enemy flies above different bosses, so you may need to adapt to avoid fighting under it. If you’re in the EU region, or any other where it’s not flying over Gunker
, you can use last week’s Route (modify it to make count for Teeming) if you prefer.
Read more on Operation: Mechagon Dungeon Abilities.
Teeming forces us to pull one patrolling robot on the final bridge, but otherwise not much has changed for Workshop. Be careful - if you wipe while Living Wastes
are dying, you’ll lose the tag on them and therefore the Enemy Forces count they would have given.
Read more on Operation: Mechagon Dungeon Abilities.