M+ routes, static or not?

I know that most dungeons have a standard route for M+. but some seem to be a bit more open. I tried the standard route for Dawnbreaker in a 10, after weeks of doing my own, did not go so well.

I then tried my normal route in a 10 and timed it. Am I the odd one out here or is it really a case of finding what works for you and sticking to it?

Just as a note, my route deviates from the standard in 2 parts:

  1. I don’t go into the church save for that miniboss, but I clear the area outside that entrance to the church
  2. I clear the area around the fountain, by the 3rd miniboss/2nd boss

The trade off seems to be more room/easier positioning (ore at least more forgiving for it) on 2nd boss in exchange for some slower pulls due to casters not being grouped up in some areas.

I am not saying the standard route is bad or wrong here, but just trying to point out that some may bave better luck with different routes.

Did I say I don’t clear the mini bosses? Or was it not clear that I just swap mobs around the fountain for mobs IN the church.

Just to clarify for others:
My path, post ships/1st boss is: Head for the light by the church, clear mobs there, head into church for the mini-boss, head for the general’s house for the mobs and mini0boss there then head just pass the inn for that mini-boss and fountain mob clearing before 2nd boss.

1 Like

Your route should work as this route done by some tanks I heal before.

I grab the 4 on the steps of the church + the miniboss, then grab 2 static packs on the right handside of the steps facing out + the pat.

I do this as well and tank the boss in front of the fountain. I can get it so I get knocked back into the fountain and back down in the same spot.

2 Likes

You can time any 10 with any route your heart desires. It is very flexible. Unfortunately players copy the very best players routes that they use to time the very highest keys and try to apply those strategies when it isn’t required. The risk is very high in most of these routes and often end up in failure. This is a tale as old as time. The good news is you are the tank, and as long as the keys in time you will likely get a happy group at the end. Don’t sweat it, play your game.

It does, it is the only path I have completed DB with and I have timed all but 2 runs with it.

Same, as opposed to trying to tank boss down the path to the one gate area, where the room can be a bit tight to dodge/stay out of bad and spawned adds can be a pain to pick up

As well as insult those that are not able to do that path, for whatever reason. I was directed down the standard path by a leader/healer, we did not clear the fountain area, partially due to not needing %, and kept wiping on 2nd boss because I had to try tanking it in a way I was in the way/hit by the ball damage zone but not the ball itself, and had issues picking up adds. I mentioned the fact I normally clear the area, was told that way crazy, like they could not even think of the possibility that my path was different enough that I woudl need to clear for %.

I wound up getting insulted when, if they had just followed me and not tried to guide me as if I was new to the dungeon (I mentioned I was new to 10s/it was my 1st 10) we might not have had that many issues.

Variation always exist but generally speaking the same path is similar for near everybody.

Take Dawnbreaker for example, you clear a lot of packs there or you clear a lot of packs before second boss and last mini boss next to the Inn.