Wow, better road for blood depths, mm+
Discover our examples for the best road for the dungeon blood depths in mm+. The idea is to offer you several options depending on the level of difficulty in which you evolve, in order to be able to more easily time your keys. Note that you can import our roads on the Addon Mythic Dungeon Tool (MDT) to integrate them into your game.
- Our best road for blood depths in mm +15
- Our best road for blood depths in mm+ 20
- Tips for blood depths on wow
- Tips on the road and heroism
Update : At the day of Wednesday, April 27.
Our best road for blood depths in mm +15
This route is proposed with a view to making keys in difficulty between +10 and +15. At this level of key, the important thing is to minimize the risks on dangerous sweaters. We therefore offer a fairly simple road, without difficult skip or sweater requiring significant coordination.
Note that here each comment bubble represents a lantern to be used by a player representing the windhyrs. The idea is therefore to make the sweater around the lantern in order to enjoy power.
Difficulties on the road : The most dangerous sweaters are often located around buffs, via the affix of the season or lantern Venthyr. Here, it will therefore be important to manage the AGGRO and the level of the buff on the group. In addition, the sweaters after the two bridges are relatively difficult with a lot of spells to avoid.
The last pack before the ultimate boss of the instance takes into account that normally, you should arrive in this area with at least one buff for active damage if not two (the lantern and the affix), you allowing to quickly have mobs.
Our best road for blood depths in mm+ 20
Here, this route is offered from a push perspective for the 3K Score Rio, in order to obtain your conduits to the maximum rank. Therefore, we start from the principle that you have the experience of the keys 18+, a sufficiently optimized group and that the capacities of mobs are known.
Difficulties on the road : Concretely, the large sweaters must all be oriented around at least one or two large CD DPS. Thus, you must be able to coordinate within your group to have, on each double or triple sweater, CDs available without which the tank will eventually die.
Please note, two skips are required here, after sweater 10 and after sweater 19. Note that after sweater 10, it is possible to use the invisibility of the affix of the season. The lanterns are not indicated because normally at this level of play, you know that you must use them around large packs.
In addition, some packs are not possible or are difficult depending on the affixes. For example galvanizing could make certain packs very dangerous while Sanguin will probably extend the duration of sweaters around the lanterns.
Tips for blood depths on wow
First, the design of the instance promotes groups with few body-to-body due to the lack of space. Certain fights like the second boss for example, will be more difficult with a group mainly located around the tank since the majority of dangerous capacities (such as the volatile trap) performs damage in AOE around the targeted person or the tank.
On trashs, kick management is a priority. Thus, the important spells in Kick are:
- Congestion by gluttony ticks A spell used very regularly by mobs at the start of the instance.
- Fuel influx on Kryxis (the first boss), each week of pipe increases its damage.
- Stone skin on the big sentries, a buff which can also be stolen by an offensively mage or dispel.
- Deletion curse on evil oppressors, a curse that can also be removed by a mage, a druid or a shaman. Mainly targets the healer who will then be silenced for 5 seconds.
- Explosive anger on fury vestige, a curse to be removed immediately or in immune if your group does not have a mage, a druid or a shaman.
- Barbed wire obstacles used by the depths, this spell will immobilize the player, preventing him from avoiding the different AOE of other mobs.
Classes with immunity will be very interesting on the various fights. Indeed, the four bosses have capacities which can be canceled via immunity, allowing to drastically reduce the damage to the group. Thus, the load of Kryxis (the rush) can be Soak solo by a player using a physical or total immune. This therefore implies that a spell like the blessing of a paladin will also work, just like Evasion with a thief.
For the Tarvold executor, the Sweeteer spell is also canceled by an immunity spell or even a feign death or the racial elf camouflage in the shadows.
In the same vein, a player can completely avoid the damage of the AOE of Beryllia Rite of supremacy using an immunity spell. This allows other group players to absorb more orbs reducing damage. If you have several immunity spells in your group, define a rotation in advance, allowing each AOE to leave more orbs to the other four players.
In addition, a class like mage, druid or shaman allowing to remove curses is interesting. If a good group will not let any of the curses listed above, it is always preferable to have a rescue option.
Finally on General Kaal, the rush can even be completely canceled on the two players if the first target uses an immunity spell at the time of the charge.
In addition, the presence of a member of the Venthyr Congregation is quite important since the latter saves a lot of time (via a Boost of DPS and Care) on many packs of the body (about a third of the % must Do yourself under buff).
Tips on the road and heroism
First, know that if you plan to avoid packs like on our second route, you will need more than 75% of mobs before jumping in the Berryllia room the third boss. Although it is possible to sweaters of the additional % via the sentries during the long corridor leading to the last boss, the latter add difficulty during the sweaters and their presence is quite random.
In addition, if you avoid the big pack before this famous long corridor, know that a dead player will not be able to go back (unless you have an invisibility spell) immediately because his position of invisibility will be under CD. The Kaal event now the players in combat until the end, a Fight Fight spell is more than desirable within the group.
Regarding the use of heroism, we recommend using it on the first, second and last boss in tyrannical mode. For fortified weeks, it is possible to use it to choose from, on the very first sweater (and therefore triple sweater if the affixes are correct), on the first boss (with a pack, again if the affixes are not complicated ), second boss and last boss. Note that it is possible to use it during the phase of the long Kaal corridor, if you want double sweater at the end. Gain in time will be relatively similar to use on the boss itself, but you will avoid difficult situations in the event of a double sweater.
Here is for our guide for the best route in the dungeon blood depths in mm+ on wow. You can find all of our information and guides on our World of Warcraft portal.
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