This week’s affixes are Tyrannical
, and Awakened
For most players, this is going to be a pretty good week. Teeming is far easier with Tyrannical active than Fortified, and Volcanic is as close to a non-affix as we get. This means the difficulty of each pull in the dungeon will be near its lowest this week, and it’s a fantastic week to get around to earning your achievements for timing all keys at level 10 or level 15. However, if you’re pushing beyond that level, both Tyrannical and Teeming become prohibitively slow affixes as the keystone level gets above 20, so don’t expect to see new many best times on the leaderboard from this week.
The Weekly Routes
Teeming Atal’Dazar has some fun RNG wherein there are a few enemies that might or might not spawn. Our route is designed to work regardless of what spawns, though if you get lucky with spawns you can optimize the route slightly by pulling six enemies together at the left as your first pull rather than just three. Awakened is a challenge here, as it’s very hard to efficiently activate all four Obelisks. Our Route chooses to fight one enemy with the last boss, but if you’re worried about doing this you can modify your strategy to be slower and safer.
Read more on Atal’Dazar Dungeon Abilities.
Tyrannical bosses are a challenge in here, especially the first two. Having bloodlust for both is a very good idea, so consider adjusting your pathing based on Bloodlust’s cooldown as you’re in the second boss area. This is another dungeon where fighting one Awakened enemy with the last boss is a very common strategy, primarily because of how easy Harlan Sweete
is while above 60% health.
Read more on Freehold Dungeon Abilities.
Tyrannical, and Teeming are all both hard affixes here, so don’t be alarmed if you struggle in Kings’ Rest at levels that aren’t too difficult in other dungeons. Kula the Butcher
in particular is worth saving Bloodlust for, and you may even get it back before the very end of the dungeon. Watch out after you activate the gong near the start of the dungeon - there’s an extra caster in the room that means you’ll need to do it in four pulls rather than three.
Read more on Kings’ Rest Dungeon Abilities.
Teeming messes with pathing in this dungeon more than any other, so you’ll need to pull way more of the dungeon than you’re used to. Our route accomplishes this with extra minibosses, but you could instead choose more trash at the start of the dungeon; after the second boss; and/or on the bridge.
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
Teeming doesn’t add anything super difficult - you’ll just have to pull a few extra enemies, though there is an annoying double Commander
pull. Luckily, this pull can be skipped at points in its patrol, which our route doesn’t do but we’d recommend doing if you’re confident you won’t accidentally pull them later. Tyrannical is the main problem here, turning each boss fight into a marathon if the keystone level is high enough.
Read more on Siege of Boralus Dungeon Abilities.
Teeming adds a nasty pull of five Dervishes
but is otherwise not too impactful here - Tyrannical will be the main threat, so be sure to have your Bloodlust ready for the harder bosses.
Read more on Temple of Sethraliss Dungeon Abilities.
It’s a good week for The Motherlode - this may be the only dungeon where Tyrannical is easier than Fortified, and Teeming doesn’t add many enemies to the commonly pulled packs (it used to, but was nerfed several times), so you’ll just have to do a few extra pulls to make up the extra Enemy Forces required.
Read more on The MOTHERLODE!! Dungeon Abilities.
Volcanic on the last boss
can get out of hand late in the fight, but it isn’t too bad early, so you can very much pull an Awakened enemy with it. Just be sure to use Bloodlust and focus down the extra miniboss before your cooldowns are exhausted.
Read more on The Underrot Dungeon Abilities.
Tyrannical bosses are never easy here, but among the Tyrannical weeks, this is one of the better ones to go to Tol Dagor, as Teeming doesn’t add too many additional pulls, and most of the packs that it makes deadly can be skipped with Awakened portals.
Read more on Tol Dagor Dungeon Abilities.
The Tyrannical bosses in this dungeon can be very tough, and Volcanic is a sneaky difficulty increase to a few of them, as your healer won’t be able to stand still and heal when they might need to. Make sure to plan out your pulls around Bloodlust to ensure you get the maximum number of uses, ideally on the most challenging bosses for your group.
Read more on Waycrest Manor Dungeon Abilities.
You’re going to need to add a few extra pulls with Teeming active in this dungeon - though nothing prohibitively difficult is added. Getting fully buffed by robots as early as possible remains the best way to time this dungeon.
Read more on Operation: Mechagon Dungeon Abilities.
You’ll need to fight one robot on the bridge at the end, but otherwise Teeming mostly leaves this dungeon unchanged. Fighting the blob
with the last boss
is a good option if you want to make things a little harder and save a bit of time, and you don’t have to decide whether or not you’re doing that until you’re halfway through the run, as it doesn’t change your pathing at all.
Read more on Operation: Mechagon Dungeon Abilities.