Sanguine – Mythic Plus Dungeon Guide for Prot Warrior

Sanguine is a first tier mythic+ affix appearing in dungeons on mythic keystone levels 4 and higher. It can be paired with Volcanic or Grievous and Fortified.

The modifier is similar to one of it’s pairs – volcanic. It limits your movement area, but it is more predictable and manageable than the annoying volcano spawns. Mobs spawn harmful (for you) / healing (for them) puddles when they die. Sounds easy to handle initially but it has some pitfalls which we will cover below.


Tips and Tricks for the Sanguine Affix


Starting out with the basics of tanking which is

Positioning

Keep an eye on dying mobs and kite the surviving ones away from the puddles, so they don’t heal. The damage from the puddles isn’t anything major as you can quickly move out after only a couple of ticks tops.

Pay close attention to casters and shooters.  They don’t move naturally. Best case scenario – in your group you have a pushback or a pull of some sorts to force the mobs away – EZ game, gg.

With casters, make sure to have a backup/designated player in the group that will interrupt casts of mobs standing in puddles. If you don’t have interrupts left or you are dealing with shooters go for line of sight (LoS) to force the adds to chase you. This isn’t always possible, but is your only option sometimes.

Know your environment and surrounding

Always be aware of the closest corner or pillar where you can force LoS. If there is none and you see a puddle forming under a ranged add, have your Leap ready to go. Outrange the adds and force them to chase you. Be quick to react.

Mishaps

Worst case scenario, somebody gets the bright idea to drop a stun on a clumped up group of mobs that are about to die. The lowest HP add drops dead and the others start healing, stunned in the puddle. The good news is that the healing has a lag time and you can move away to pull the pack instantly after stun runs out. Fairly easy to recover from as long as you don’t continue chain stunning or something.

Problematic packs

    • Packs until first boss – They all have casters, have a designated backup interrupt specifically for sanguine duty. These packs are commonly skipped with invis pots.
    • Spiders staircase – Tight space and many adds dying. Be sure to move quickly before the pools grow.
    • Big packs up the stairs after spiders – All of the mobs have an ability where they stand still and cast and you also have the archers. Make sure to be kiting or backpedaling when adds are about to die. Fortunately, the room has ample opportunities for LoS.
    • Demon corridor (Wyrmtongue + Bladelords) – This one is particularly annoying. Once the Wyrmtongues start breathing fire without moving or spinning randomly, there is no controlling them. If you do not have pushes or pulls your best approach is to just move on to the next pack. The one or two mobs that were left behind will catch up, but they will often come back at full HP.
    • Felguard + bat staircase – Similar to spider staircase. Tight space and many adds. Backpedal and kite a lot.
    • The textures in the whole instance are your biggest threat. They make it hard to notice Sanguine pools to begin with. On top of that you have the water section with the blood blobs.
    • Blood elementals – When these die in addition to the puddle, they spawn 4 small elementals for which you have 2s to take aggro and move away. After that they stand still and cast. If you cannot use the force to push/pull make sure to interrupt and make distance fast so they follow you out of the healing puddle.
    • Last corridor – Many casters, no LoS possibilities. Interrupt and/or kite.
    • Packs until first boss – They all have casters. Have a designated backup interrupt specifically for sanguine duty
    • Imps after first boss – Don’t kill them on top of the fat imp spawner
    • Spiders and vengies at the end – If they get stuck on a sanguine pool you will have to outrange them to pull them away
    • Worms – They tunnel underground and can appear on sanguine pools. Be ready to outrange them.
    • Many casters – have a designated backup interrupt specifically for sanguine duty
    • Imp patrols – They have to either die simultaneously or get knocked back. If one or two start healing, interrupt and move them.

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