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WoW Dragonflight 10.2 Season 3 Mythic+ Dungeons Ranking (Mechanisc & Meta Specs Analysis)
9/20/2023 6:01:35 PM

Here we rank the Dragonflight Season 3 M+ Dungeons by going over the mechanics and meta of each 10.2 Mythic dungeon!


WoW Dragonflight 10.2 Season 3 Mythic+ Dungeons

With the upcoming 10.2 patch, let's discuss the dungeons for Season 3 of Dragonflight. We will evaluate which dungeons we believe will be good and which ones may not be as good. Additionally, we will explore the classes and meta that will likely emerge based on the encounters and trash mobs. In Season 2, we witnessed the incredible strength of priests due to their versatility and powerful spells. Now, let's delve into which specs and classes are expected to excel in Season 3.


1. Everbloom

In the Everbloom dungeon, Mind Soothe can be effective against humanoids and caster-type mobs, but there are also beasts especially elites with heavy tank-like damage, making it challenging to skip certain mobs. The second boss is a council encounter that heavily relies on interrupting their bolts. The third boss is a mage with various dodging mechanics, and it's unclear if the boss will be optional. The final boss has a powerful stun mechanic that requires getting unstuck while dealing with flowers and breaking out allies. There are opportunities for skip routes and customization in this dungeon. As for the best specs for Everbloom, an Evoker can make rescues easier, and Rogue might be powerful due to certain factors from Warlords of Draenor. Please note that these observations are based on the provided information, and for more detailed and up-to-date strategies, it would be helpful to consult resources specific to the game and expansion.


2. Throne of The Tides

The dungeon you mentioned seems to be a source of concern. It features annoying mobs, a mind control boss requiring ally assistance, and casters with potentially dangerous abilities like Chain Lightning and hexes. The dungeon resembles Vortex Pinnacle, lacking trash skip options and route variety, while also having mobs with disruptive abilities that require interrupts. The downtime in the elevator can be frustrating, especially if someone misses it, resulting in a wait time for their arrival. There is a portal available, but its functionality is unclear. Mind Soothe may not be effective due to the abundance of Elementals. Some humanoids can potentially be skipped, but they are often guarded by Aberrations or Elementals, limiting routing options. Currently, this dungeon is not eagerly anticipated. For further strategies and insights, it would be helpful to consult resources specific to the game and expansion.


3. Darkheart Thicket

Darkheart Thicket seems to be considered overdone as it was heavily played during Legion and brought back for a Legion Mythic+ week during Shadowlands. The dungeon features a variety of beasts, demons, and Elementals. Rogues were particularly effective in this dungeon due to their ability to navigate through the diverse mob types. There are required trash kills that need to be dealt with, such as the giant bears at the beginning that used to be skipped with Mind Soothe. High-end groups may find ways to skip difficult mobs, while average pickup groups may struggle with them. The encounter with Oakheart, the tree boss, involves rounding up caster mobs and utilizing AoE damage. The mechanic of stacking or spreading based on visual cues can be challenging to perceive. It is hoped that such visual indicators will receive updates for clarity. To stay up to date with specific strategies and changes for Darkheart Thicket, referring to resources dedicated to the game and expansion would be beneficial.


4. Black Rook Hold

This dungeon indeed shares similarities with Legion dungeons, and players who did not experience them back then are likely to enjoy this one. Rogues will once again shine in this dungeon due to the presence of many undead enemies, although the value of Mind Soothe will be reduced. In the early part of the dungeon, you will encounter elite mini-boss mobs that you may want to skip. The second boss is a Demon Hunter who inflicts a nasty bleed effect on players. When you have an Evoker in your group who can use Cauterizing Flame, it can make a significant difference as the bleed would otherwise continue to stack throughout the encounter. In the past, players would sometimes face enemies with three or four stacks of bleed. It is hoped that there will be some cap or mitigation for this bleed damage so that an Evoker is not absolutely required. Damage reduction, in general, is beneficial for this dungeon as the third boss, Smashspite, delivers powerful stomps that deal significant damage. Additionally, fire lines drop from strafing demon birds, and players must look up into the sky to see where the bird is before it drops a line of fire across the room. Proper positioning and baiting are crucial, especially during tyrannical weeks.


5. Waycrest Manor

In WoW Dragonflight Season 3, there's a challenging dungeon with narrow hallways that can be frustrating during Sanguine weeks. The boss fights feature three witches, each with unique abilities, and require frequent interrupts. The Thorns mechanic adds another layer of difficulty, requiring movement and jumping to minimize damage. Additionally, there's a heal reduction mechanic that forces healers to carefully manage their healing. In the Soulbound Goliath encounter, setting the tree on fire spawns additional enemies that target healers. Unfortunately, there's no way to taunt them, so healers need to be cautious and stay away. It would be great if these mechanics were updated to make them more accessible to players unfamiliar with them. Lastly, being able to have tanks quickly gather mobs to skip trash is also an important consideration, especially in dungeons like Waycrest Manor. The Awakening seasonal affix was particularly helpful for trash skips in dungeons.


6. Atal'Dazar

We understand your concerns about snapping and the damage dealt by the Raptors in Atal'Dazar. In the past, Raptors were extremely deadly and could wipe out a party if not dealt with properly. Tanks were able to withstand their hits, but other party members were vulnerable. It's important to know Blizzard's plan for addressing the challenges of Atal'Dazar and Waycrest Manor, especially considering the mechanics of Rapture jumps and infinitely scaling content. Mind Soothe has been useful in dealing with the left side wing, which historically features troll mobs. However, certain mobs, like the Elemental Colossus, cannot be skipped. The right side wing with Undead and disease mobs has been particularly difficult. Balancing the difficulty of dungeons is crucial to avoid large disparities between high-end and mid-level players. Awakening made Atal'Dazar more enjoyable due to the skips it offered. These are important factors to consider when designing dungeons.


7. Dawn of The Infinite

In the Dawn of The Infinite dungeons, there will be a significant amount of kicks required and the use of mind control. Mind controlling a specific mob can help with one-shotting bosses. The presence of dragons allows for potential Mind Soothe skips. However, there seems to be a concern regarding the variety of trash pools available. It's worth noting that the mechanics in Dawn of The Infinite will be scaled down, making them more accessible. The heroic version of the dungeon in patch 10.1.7 will likely have mechanics similar to Mythic Plus. The M+ zero level has a high number of mechanics to provide a challenging experience. The trash before the final boss is particularly difficult, featuring mini-bosses and requiring coordination. The gauntlet section can make Mythic Plus runs slightly easier. Good luck!


It appears that there is a perception of there being an excessive amount of kicks required and an overemphasis on trash skips in the dungeons. While bringing back old dungeons can be nostalgic, it's important to consider the context in which they were originally designed, such as when the Awakened affix allowed for efficient skipping. Without those affixes, the meta may become more restrictive, favoring compositions with a Rogue. This can resemble the days of BFA when almost every composition included a Rogue, and although it was accepted at the time, it may not provide the desired variety. It's a valid concern to assess the overall dungeon design to ensure a balance between challenge and accessibility.

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