Ascendant Affix in WoW The War Within Guide
The Ascendant Affix in World of Warcraft (WoW), especially in The War Within (TWW) expansion, has introduced new and challenging mechanics to Mythic+ (M+) dungeons. Part of Xal'atath's Bargain this affix tests your strategic skills and adds a layer of complexity to the dungeons. Dealing with Spheres of Ascendance is key as they buff the mobs if not interrupted. In this guide we’ll go over how to handle the Ascendant affix, strategies, class specific crowd control (CC) recommendations and insights for DPS, tanks and healers in M+ dungeons.
Xal'atath's Bargain: Ascendant Explained
Xal'atath's Bargain: Ascendant is one of the weekly rotating affixes in Season 1 of M+ dungeons in WoW TWW. It adds Nodules of Ascendance to the encounters, 10 of them every minute. These entitys cast Cosmic Ascension, if completed will buff the nearby enemies with extra movement speed and haste, making the encounters harder for DPS, tanks and healers.
But you can disrupt the formations by using AoE CC, interrupts or purges. Dispel or disrupt all 10 objects and the party will get a buff of up to +20% movement speed and +20% haste, so it’s good to clear the fragments as fast as possible.
Element | Details |
---|---|
Orbs Summoned | 10 every minute |
Negative Effect (if not handled) | Increased movement speed and haste to nearby enemies |
Positive Effect (if cleared) | +20% movement speed and haste for the party |
This makes the Ascendant affix a test of precision and coordination, you need to work together to prevent the artifacts from buffing the mobs and to get the party’s speed and haste buffs.
All Classes Guide for Orbs of Ascendance
Managing the Ascendant affix is all about AoE crowd control to interrupt and handle the Spheres of Ascendance. Below is a list of each class’s AoE CC abilities, focusing on the ones best for nodules in M+ dungeons.
Death Knight
Death Knights have many crowd control and utility abilities that makes them good at managing the Ascendant affix in World of Warcraft: The War Within (WoW TWW). The Ascendant affix adds Entitys of Ascendance, if not handled properly will buff the enemies, Death Knights need to use their abilities strategically. Here we’ll go over how each Death Knight spec—Blood, Frost and Unholy—can use their tools to control the formations and optimize the group.
Blood Death Knight
As tanks, Blood Death Knights are good at controlling the battlefield, so they’re super valuable in M+ dungeons with the Ascendant affix. Blood Death Knights have abilities that can group and stun the objects, so the DPS can focus on clearing the enemies.
Ability | Description |
---|---|
Blinding Sleet | Disorients enemies in front, stopping orb casts |
Gorefiend’s Grasp | Groups orbs and mobs for easier AoE control |
Death Grip | Single-target pull, useful for isolated orbs |
Blood Death Knights can start by using Gorefiend’s Grasp to group the fragments and mobs, then follow up with Blinding Sleet to disorient the artifacts before they finish casting. Death Grip can pull stray units into the group, so they don’t get buffed on the enemies.
Blood Death Knights are the main sphere handler with the Ascendant affix, using AoE pulls and disorients to prevent nodule casts and keep the group safe.
Frost Death Knight
Frost Death Knights bring AoE to the party, so they’re good for handling multiple entities at once. While they have limited crowd control, they can still contribute to formation management.
Ability | Description |
---|---|
Blinding Sleet | Disorients orbs within a cone |
Remorseless Winter | Slows enemies, giving teammates time to interrupt |
Chains of Ice | Single-target slow, good for individual orbs |
Frost Death Knights should use Blinding Sleet for the cone disorient, stops several objects in front of them. Remorseless Winter can slow the fragment movement, giving teammates time to handle artifacts individually. Chains of Ice is good for slowing stray units that need individual control.
Frost Death Knights are good at supporting sphere control with slows and disnodules, giving the group time to clear the entities efficiently.
Unholy Death Knight
Unholy Death Knights have AoE damage, good for clearing formations fast. With abilities that can both damage and disrupt, they contribute a lot to object management when the Ascendant affix is up.
Ability | Description |
---|---|
Blinding Sleet | Disorients orbs within a cone |
Mind Freeze | Interrupts orb casts, effective for single targets |
Death and Decay | AoE ground effect to damage clustered orbs |
Unholy Death Knights can use Blinding Sleet to disrupt fragment casts, Mind Freeze as an interrupt for individual artifacts. Death and Decay is good for AoE damage, to clear multiple units in a pack, so they don’t complete their casts.
Unholy Death Knights can disrupt and deal AoE damage, so they can handle sphere clusters and support the group to manage the Ascendant affix.
Demon Hunter
The Ascendant Affix in World of Warcraft: The War Within brings new mechanics by introducing Nodules of Ascendance in M+ dungeons. These entities, if left uncontrolled, will buff nearby enemies, making the encounters much harder. Demon Hunters (DHs) are good at handling the Ascendant affix because of their CC and AoE stuns. This guide will cover how both Havoc and Vengeance Demon Hunter specs can manage the Ascendant affix.
Havoc Demon Hunter
Havoc Demon Hunters are high mobility and high DPS with several CC tools. In M+ dungeons with the Ascendant affix, Havoc DHs can focus on managing formations with stuns and disobjects while maintaining high damage.
Ability | Description |
---|---|
Chaos Nova | AoE stun, perfect for disabling multiple orbs |
Sigil of Misery | AoE disorient that prevents orbs from casting |
Metamorphosis | Provides a stun upon landing, ideal for clustered orbs |
Havoc DHs can use Chaos Nova as primary AoE stun to control several fragments at once. When more CC is needed, Sigil of Misery can disorient the artifacts, giving DPS time to clear them. Metamorphosis can be used to pull large groups of units and enemies, giving a stun on landing to control the battlefield.
Havoc Demon Hunters can handle the Ascendant affix by combining DPS and utility, keeping spheres in control and dealing damage to enemies.
Vengeance Demon Hunter
As a tank, Vengeance Demon Hunters have more control options, so they’re a must-have in M+ groups with the Ascendant affix. With multiple sigils and utility abilities, Vengeance DHs can control nodules and make sure mobs stay grouped and manageable.
Ability | Description |
---|---|
Sigil of Misery | AoE disorient, effective for orb control |
Sigil of Silence | AoE silence, prevents orbs from casting abilities |
Sigil of Chains | Groups orbs and enemies, facilitating AoE stuns |
Metamorphosis | Provides an AoE stun on landing, ideal for dense packs |
Vengeance DHs can start by using Sigil of Chains to group entities together, then use Sigil of Misery or Sigil of Silence to control them. Metamorphosis can be used as an emergency AoE stun when multiple formations and mobs are up. This way, Vengeance DHs can control the flow of the fight and prevent objects from buffing enemies.
Vengeance Demon Hunters can handle the Ascendant affix because of their many tools; they can control fragments and protect their team from bad buffs.
Druid
The Ascendant Affix in World of Warcraft: The War Within (WoW TWW) M+ dungeons brings Artifacts of Ascendance; if not managed, they can buff enemies significantly. Druids are the only class that can manage this affix across all specializations, thanks to their CC abilities like Typhoon, Incapacitating Roar, and Solar Beam. Each Druid spec—Balance, Feral, Guardian, and Restoration—has its own tools and ways to manage the Ascendant affix, so they’re a must-have in M+.
Balance Druid
Balance Druids are great in M+ with their utility and ranged AoE. They bring unique tools like Solar Beam, which is good for silencing multiple units and enemy casters, to have smoother control over tough packs.
Ability | Description |
---|---|
Solar Beam | AoE silence for orbs and mob casts |
Typhoon | Knockback to reposition orbs or disrupt their casts |
Incapacitating Roar | AoE disorient, useful when dealing with multiple orbs |
Solar Beam is good for multiple spheres at the same time, but use it for high-priority mob casts if those are a big threat in the pull. Typhoons can knockback nodules to a safe distance, while Incapacitating Roar can add disorientation to prevent entity activation.
Balance Druids can handle the Ascendant affix well, using silence and knockback to control formations and enemy casters.
Feral Druid
Feral Druids are melee-focused but their utility in M+ is still good with Incapacitating Roar and Typhoon. Feral Druids bring flexible control options to handle objects while being close to enemies, so they’re good in melee-heavy groups.
Ability | Description |
---|---|
Incapacitating Roar | AoE disorient, effective for interrupting multiple orbs |
Typhoon | Knockback to control orb positioning and casts |
Feral Druids can lead with Incapacitating Roar to disorient several fragments, stalling their casts. Typhoon is a good follow-up to knockback artifacts away from enemy mobs, so you can engage safely and prevent unit casts from going off.
With disorients and knockbacks, Feral Druids bring solid CC for the Ascendant affix even in melee-heavy M+ setups.
Guardian Druid
Guardian Druids are tanky and have reliable CC tools, making them a natural fit for handling Spheres of Ascendance. In M+ dungeons, Guardian Druids can use Incapacitating Roar and Typhoon to manage nodule positions while tanking.
Ability | Description |
---|---|
Incapacitating Roar | AoE disorient, useful for managing orb casts |
Typhoon | Knockback to reposition orbs and manage orb groupings |
Guardian Druids can use Incapacitating Roar at the beginning of the encounter to prevent entities from casting. Typhoon can then knock formations away from the main enemy group so the Druid and team can focus on the adds without worrying about object buffs.
Guardian Druids bring reliable CC and positional control with Incapacitating Roar and Typhoon, ensuring team safety and control in M+.
Restoration Druid
Restoration Druids bring healing and utility, making them very useful in M+. Their use of Incapacitating Roar and Typhoon allows them to handle Fragments of Ascendance while healing the team.
Ability | Description |
---|---|
Incapacitating Roar | AoE disorient to stop orb casts |
Typhoon | Knockback to control orb positions and distance |
Restoration Druids can use Incapacitating Roar proactively to stop multiple artifacts from activating. Typhoon is an extra layer of control to position units away from the team while keeping everyone topped up.
Restoration Druids are the support players for the Ascendant affix, balancing healing with CC to manage spheres and team health.
Mages
The Ascendant Affix in World of Warcraft: The War Within (WoW TWW) Mythic+ (M+) dungeons brings the Nodules of Ascendance which if left unchecked will empower enemy mobs and make the encounter much harder. Mages have CC tools to manage these entities and prevent them from buffing enemies by using AoE spells like Blast Wave, Dragon’s Breath, and Supernova. Each Mage spec—Arcane, Fire, and Frost—has abilities to handle formations efficiently so you can have smoother runs in M+. These abilities allow Mages to control object positioning, delay fragment casts, and prevent mobs from getting buffs, so they’re very useful in M+ with the Ascendant affix.
Arcane Mage
Arcane Mages have the powerful Supernova ability which is a knockback and interrupt, so it’s great for handling multiple artifacts at once. Arcane Explosion can also help with AoE damage to clear small adds near the units to maximize the Mage’s control in big pulls.
Ability | Description |
---|---|
Supernova | AoE knockback, ideal for preventing orb casts |
Arcane Explosion | AoE damage for additional orb control in mob clusters |
Blast Wave | Knockback that provides further orb repositioning |
Use Supernova to interrupt and control sphere casts especially when nodules are near other enemies. Blast Wave is a secondary knockback to reposition entities as needed. Arcane Explosion adds damage to small enemies and formations to help the group clear threats fast.
Arcane Mages are good for objects with Supernova and Blast Wave, combining knockbacks with extra AoE.
Fire Mage
Fire Mages have Blast Wave and Dragon’s Breath. Both are useful for the Ascendant affix. Dragon’s Breath is an AoE disorient that stops fragments and enemies in their tracks for a second, giving the team time to focus down threats.
Ability | Description |
---|---|
Dragon's Breath | AoE disorient, effective for interrupting multiple orbs |
Blast Wave | AoE knockback to reposition orbs |
Fire Mages should lead with Dragon’s Breath to disorient multiple artifacts and nearby enemies, stop unit casts, and delay buffs to mobs. Then use Blast Wave to knock spheres away from danger and let the Mage and team focus on enemies without interruptions.
Fire Mages are good for nodules with Dragon’s Breath and Blast Wave, using disorients and knockbacks to control the battlefield in M+.
Frost Mage
Frost Mages have good crowd control with Frost Nova and Supernova, so they can manage entities well. Frost Nova roots formations in place and Supernova adds a knockback so Frost Mages can control objects throughout the pull.
Ability | Description |
---|---|
Frost Nova | AoE root to freeze orbs in place |
Supernova | AoE knockback, preventing orb casts and positioning them |
Frost Mages can use Frost Nova to root multiple fragments, stop them from casting while the team handles mobs. Supernova adds extra control with the knockback to keep artifacts safe and prevent them from empowering enemies.
Frost Mages have good unit control with Frost Nova and Supernova, freezing spheres in place and using knockbacks for safety and control in M+.
Paladins
In World of Warcraft: The War Within (WoW TWW) Mythic+ (M+), the Ascendant Affix spawns Nodules of Ascendance that if left alone will empower enemy mobs. Paladins are good for entities with their various CC abilities across all specializations—Protection, Retribution, and Holy. Each spec has unique tools like AoE stuns, silences, and knockbacks to control the battlefield and prevent formations from buffing enemies.
Protection Paladin
Protection Paladins are good for multiple objects in M+ with the Ascendant affix. Their toolkit includes Avenger’s Shield to silence fragments and Blinding Light to AoE disorient, so artifacts can’t cast. Hammer of Justice is also available for single-target control.
Ability | Description |
---|---|
Avenger's Shield | AoE silence, excellent for interrupting orbs |
Blinding Light | AoE disorient, stalling multiple orb casts |
Hammer of Justice | Single-target stun, ideal for controlling key orbs |
Use Avenger’s Shield first to silence units, then Blinding Light if more control is needed. Hammer of Justice can be saved for any remaining spheres that need direct CC so Protection Paladins can manage nodule threats.
Protection Paladins have a good CC kit with Avenger’s Shield and Blinding Light for M+ in WoW TWW.
Retribution Paladin
Retribution Paladins are good for entities with Blinding Light and Hammer of Justice. They don’t have the silencing abilities of Protection but they have AoE CC to stop formation casts and keep enemy mobs in check.
Ability | Description |
---|---|
Blinding Light | AoE disorient, ideal for interrupting multiple orbs |
Hammer of Justice | Reliable single-target stun for high-priority control |
Use Blinding Light to disorient and delay multiple object casts, then Hammer of Justice on any key fragments or targets that need immediate control. This way Retribution Paladins can handle big groups and single targets.
With Blinding Light and Hammer of Justice, Retribution Paladins can control multiple artifacts, with good support in M+ with the Ascendant affix in The War Within.
Holy Paladin
Holy Paladins can help with unit control in M+ with Blinding Light and Hammer of Justice to help the group manage spheres and prevent buffs on mobs. While their main focus is healing, Holy Paladins have CC when needed.
Ability | Description |
---|---|
Blinding Light | AoE disorient to stop orb casts |
Hammer of Justice | Single-target stun for focused orb control |
Holy Paladins can cast Blinding Light as an AoE interrupt when nodules spawn in big groups, then Hammer of Justice on high priority entities that will otherwise complete their casts. This way Holy Paladins are versatile in CC support while staying in healing role.
Holy Paladins have CC with Blinding Light and Hammer of Justice, to prevent formation casts while staying in healing roles in WoW TWW M+.
Warrior
In World of Warcraft: The War Within (WoW TWW) Mythic+ (M+), the Ascendant Affix brings a new challenge where Objects of Ascendance spawn and must be controlled to prevent them from buffing enemy mobs. Warriors have good CC across their three specs—Protection, Arms and Fury—that can handle fragments and control the battlefield.
Protection Warrior
Protection Warriors can tank and manage the Ascendant Affix, using Shockwave as their main tool for artifact control. Storm Bolt is single target CC, Intimidating Shout is AoE fear for bigger unit waves.
Ability | Description |
---|---|
Shockwave | AoE stun to control multiple orbs |
Storm Bolt | Single-target stun, ideal for focusing priority orbs |
Intimidating Shout | AoE fear that can interrupt orb casting |
Start with Shockwave to interrupt and stun multiple spheres at once, then Storm Bolt on any remaining nodules that need immediate control. Intimidating Shout can be used as a last resort, to handle big groups.
Protection Warriors with Shockwave and Storm Bolt are good at controlling entities, so they are great for the Ascendant Affix in WoW TWW.
Arms Warrior
Arms Warriors have a single target and AoE CC, Storm Bolt is a reliable stun and Intimidating Shout for bigger formation waves. Shockwave, if specced, is an extra AoE stun to help with group control.
Ability | Description |
---|---|
Storm Bolt | Single-target stun, best for high-priority orbs |
Intimidating Shout | AoE fear, useful for delaying orb casts |
Shockwave (if specced) | Additional AoE stun for greater control |
Start with Storm Bolt on key objects, to get immediate control on priority targets, then use Intimidating Shout to keep the remaining fragments at bay. If Shockwave is available, use it to stun and disrupt artifacts in range.
Arms Warriors have a solid toolkit, with Storm Bolt and Intimidating Shout for single target and AoE control for the Ascendant Affix in M+.
Fury Warrior
Fury Warriors are good at controlling units with Storm Bolt and Intimidating Shout, and with high mobility they can quickly reach and stun key targets. Shockwave can be specced for extra AoE stun, to maximize control.
Ability | Description |
---|---|
Storm Bolt | Single-target stun for high-priority orb control |
Intimidating Shout | AoE fear for large groups of orbs |
Shockwave (if specced) | AoE stun for controlling multiple orbs |
Fury Warriors should use Storm Bolt on high priority spheres, then Intimidating Shout to delay the remaining nodules casts. Shockwave if available, for extra control on clustered entities.
Fury Warriors have Storm Bolt and Intimidating Shout for crowd control, so they are good for formations in the Ascendant Affix in WoW TWW M+.
Shaman
In World of Warcraft: The War Within (WoW TWW) Mythic+ (M+), the Ascendant Affix brings a new challenge, Objects of Ascendance that if not controlled will buff enemy mobs. Shamans, across all three specs—Elemental, Enhancement and Restoration—have CC abilities to control the fragments. This guide will go over each Shaman spec’s strengths for the Ascendant Affix, to help you perform better and succeed in your group.
Elemental Shaman
Elemental Shamans are good at controlling the Ascendant Affix with Thunderstorm and Capacitor Totem. Thunderstorm can push back artifacts fast, Capacitor Totem is an AoE stun for multiple units.
Ability | Description |
---|---|
Thunderstorm | Knockback for repositioning orbs |
Capacitor Totem | AoE stun to control multiple orbs |
Hex | Single-target CC for critical orbs if needed |
Elemental Shamans should use Thunderstorm to displace spheres and Capacitor Totem to immobilize bigger groups. Hex if needed for high priority nodules when other CC is on cooldown.
Elemental Shamans have tools for entity control, so they are good for Ascendant Affix in M+ WoW TWW.
Enhancement Shaman
Enhancement Shamans have utility and mobility, they can control formations with Capacitor Totem and Thunderstorm (if specced). Feral Lunge allows them to quickly reach and disrupt objects if needed.
Ability | Description |
---|---|
Capacitor Totem | AoE stun that can immobilize multiple orbs |
Thunderstorm (if talented) | Knockback for repositioning orb clusters |
Feral Lunge | Mobility to reach key orb locations |
Enhancement Shamans should use Capacitor Totem to stun groups of fragments and Thunderstorm to reposition artifacts if enemies are nearby. Feral Lunge to close gaps and reach distant units.
Enhancement Shamans are good for sphere heavy situations, using AoE stuns and mobility to perform well in Mythic+ with the Ascendant Affix.
Restoration Shaman
Restoration Shamans support their team by providing CC with Capacitor Totem and Thunderstorm (if specified). They also have ranged and positioning flexibility to stay at a distance and help with nodule management.
Ability | Description |
---|---|
Capacitor Totem | AoE stun to manage multiple orbs simultaneously |
Thunderstorm (if talented) | Knockback for orb control and spacing |
Hex | Additional CC for specific high-priority orbs |
Restoration Shamans can keep Capacitor Totem up when entities spawn in clusters so they can control multiple formations at once. Thunderstorm gives them extra object displacement options so they can manage fragment threats without sacrificing their healing.
Restoration Shamans are good for crowd control in the Ascendant Affix, balancing healing with CC to support the team.
Evokers
Evokers—Preservation, Devastation, Augmentation—each have their own tools to control artifacts and prevent group wipes. This guide will go over each Evoker spec’s strategies for the Ascendant Affix.
Preservation Evoker
Preservation Evokers have good utility for unit control with Tail Swipe and Wing Buffet, both are good for the Ascendant Affix.
Ability | Description |
---|---|
Tail Swipe | AoE stun, helpful for stopping multiple orbs |
Wing Buffet | Knockback, allowing repositioning of grouped orbs |
Quell | Single-target interrupt, useful for specific orb casts |
Preservation Evokers should use Tail Swipe for stuns when multiple spheres spawn close together. Wing Buffet to move remaining nodules away from allies or mobs. Quell for single target interrupt on key entity casts.
Preservation Evokers have a full toolkit for Ascendant Affix, good for group control and healing support.
Devastation Evoker
Devastation Evokers are good for formations with Deep Breath, and Wing Buffet and Tail Swipe for extra control.
Ability | Description |
---|---|
Deep Breath | 3-second AoE stun, ideal for interrupting clustered orbs |
Wing Buffet | Knockback for spreading orbs away from allies |
Tail Swipe | Stun effect for close-range orb control |
Devastation Evokers should use Deep Breath to stun multiple objects at once, then use Wing Buffet and Tail Swipe to move fragments away from allies or mobs as needed.
With AoE stuns and knockback, Devastation Evokers are good at neutralizing the Ascendant Affix and keeping group damage low.
Augmentation Evoker
Augmentation Evokers support their team with CC abilities like Wing Buffet and Tail Swipe, and empower allies to mitigate artifact damage and control.
Ability | Description |
---|---|
Wing Buffet | Knockback for repositioning and spreading orbs |
Tail Swipe | AoE stun that aids in interrupting multiple orb casts |
Ebon Might | Buff that empowers allies, adding resilience to orb effects |
Augmentation Evokers should use Wing Buffet to create space between units and allies. Tail Swipe for extra CC on clustered spheres. Ebon Might to buff allies so the team can handle nodule management better.
Augmentation Evokers have entity control and support buffs, so they are good in Mythic+ Ascendant Affix.
Priests
Priests have CC abilities across their specializations—Discipline, Holy, Shadow—to control these formations. Each spec has a unique CC to manage the affix, which is key to reducing group pressure and making fights manageable.
Discipline Priest
Discipline Priests have control through Psychic Scream and Mass Dispel, and Atonement healing for themselves while handling objects.
Ability | Description |
---|---|
Psychic Scream | AoE fear for immediate orb control and mob disruption |
Mass Dispel | AoE dispel useful when paired with Psychic Scream |
Power Word: Barrier | Reduces damage taken within the barrier, helpful when multiple orbs are active |
Discipline Priests should use Psychic Scream to stop fragment casts. Then use Mass Dispel when Psychic Scream is on cooldown. Position Power Word: Barrier to reduce incoming damage and give the team time to neutralize remaining artifacts.
Discipline Priests have AoE fear, dispels, and heals, so they are good in Mythic+ Ascendant Affix.
Holy Priest
Holy Priests focus on unit control through Psychic Scream and Holy Word: Chastise for sphere-heavy encounters.
Ability | Description |
---|---|
Psychic Scream | AoE fear to break orb casts |
Holy Word: Chastise | Single-target stun, effective on priority orbs |
Mass Dispel | Capped AoE dispel, helpful for removing orb buffs |
Holy Priests should use Psychic Scream for immediate nodule control when entities are clustered. Holy Word: Chastise for high-priority formations to stop specific casts that are most dangerous. Mass Dispel when objects apply buffs that Psychic Scream didn’t fully mitigate.
Holy Priests have balanced CC and healing, so they can handle Ascendant Affix in M+, reduce damage, and support the team.
Shadow Priest
Shadow Priests have unique options to control the Ascendant Affix, Psychic Scream and Mind Control.
Ability | Description |
---|---|
Psychic Scream | AoE fear to disrupt orb casts |
Mind Control | Allows control of certain enemies, providing situational CC |
Mass Dispel | Removes buffs or debuffs, supporting CC efforts |
Shadow Priests use Psychic Scream for quick fragment control, fear multiple artifacts at once. Mind Control can be used creatively to manage enemy placement or interrupt casts, but is situational. Mass Dispel to remove buffs from enemies affected by the Ascendant Affix.
Shadow Priests have flexibility with fear and control abilities, so they can contribute to Ascendant Affix and group damage control.
Hunters
Each Hunter spec—Beast Mastery, Marksmanship, Survival—has unique tools to control these units in Mythic+ (M+) dungeons to control fights and improve team performance. All Hunter specs have shared utility tools, especially Bursting Shot and Binding Shot which are used to reposition and control the Spheres of Ascendance in WoW TWW Mythic+ dungeons.
Beast Mastery Hunter
Beast Mastery Hunters have pet utility to support crowd control and Ascendant Affix nodule management.
Ability | Description |
---|---|
Intimidation | Pet stun, helpful for interrupting orb casts |
Binding Shot | AoE root, effective for halting orbs in place |
Counter Shot | Standard interrupt, ideal for soloing orb control |
Beast Mastery Hunters should use Intimidation to stun and stop entity progress immediately. Binding Shot to restrict formation movement when multiple objects are up. Counter Shot as an extra interrupt with the other abilities.
Beast Mastery Hunters are quick with pet-based crowd control so they are good at Ascendant Affix fragments in M+.
Marksmanship Hunter
Marksmanship Hunters have high damage and AoE crowd control tools to control the Ascendant Affix.
Ability | Description |
---|---|
Bursting Shot | AoE knockback, useful for disrupting orb casting |
Binding Shot | AoE root, effective for keeping orbs stationary |
Counter Shot | Single-target interrupt for critical orb casts |
Marksmanship Hunters should use Bursting Shot to keep artifacts at bay with its knockback, good for crowd control in tight spaces. Binding Shot to anchor units in place, preventing unwanted movement. Counter Shot to interrupt individual sphere casts in priority order.
Marksmanship Hunters have AoE control and knockbacks so they are good for containing multiple nodules and keeping fights manageable.
Survival Hunter
Survival Hunters have melee crowd control abilities so they can manage entities in close range.
Ability | Description |
---|---|
High Explosive Trap | Knockback, ideal for disrupting orb casts |
Freezing Trap | Single-target CC to delay orb activation |
Counter Shot | Interrupt for single-target orb control |
Survival Hunters can use High Explosive Trap to knock back and disrupt formations when they are clustered together, and manage orb positioning. Freezing Trap for high priority orbs, Counter Shot as extra interrupt.
With melee control and knockback abilities, Survival Hunters are good for Ascendant Affix in M+, flexible orb management tools.
Rogue
Rogues have several tools like Blind and Kidney Shot to disrupt the orbs and prevent enemies from getting buffs. Below are strategies for each Rogue spec—Assassination, Outlaw, Subtlety—to control the Ascendant Affix in Mythic+ (M+) dungeons.
Assassination Rogue
Assassination Rogues are good for single target control so they are good for individual Orbs of Ascendance in WoW TWW.
Ability | Description |
---|---|
Blind | Primary CC for orbs to delay casts |
Kidney Shot | Single-target stun, ideal for orb management |
Garrote | Silence effect that can help with orb control |
Assassination Rogues should use Kidney Shot for single target stuns to prevent orb casts. Garrote to control enemy casters if nearby so the Rogue can keep pressure on orbs without sacrificing DPS.
Assassination Rogues single target CC is good for isolated orbs and clean control in Mythic+ dungeons.
Outlaw Rogue
Outlaw Rogues have versatile crowd control options especially with AoE Blind so they are good for managing multiple orbs at once.
Ability | Description |
---|---|
AoE Blind | AoE disorient with the Outlaw specialization |
Between the Eyes | Long-range stun useful for orb disruption |
Cheap Shot | Additional single-target stun for orb control |
Outlaw Rogues can use AoE Blind to disorient multiple orbs at once, manage grouped orbs. Between the Eyes to have a ranged stun option so the Rogue can manage orbs without repositioning.
Outlaw Rogues AoE crowd control and ranged stuns are good for groups of orbs, good control in Mythic+ dungeons.
Subtlety Rogue
Subtlety Rogues have burst and stealth based crowd control, tools to manage individual and clustered Orbs of Ascendance.
Ability | Description |
---|---|
Shadow Dance | Grants multiple uses of Cheap Shot or Sap |
Blind | AoE disorient available in emergencies |
Kidney Shot | Single-target stun for critical orb control |
Subtlety Rogues can use Shadow Dance to use Cheap Shot or Sap multiple times on multiple orbs in a row. Kidney Shot as single target stun, Blind as AoE control when needed.
Subtlety Rogues' burst and flexible CC can manage both isolated and grouped orbs well, supporting the team with strategic orb control in WoW TWW.
Warlocks
Warlocks have multiple abilities across each spec to control the Ascendant Affix. Below are strategies for each spec—Affliction, Destruction, Demonology.
Affliction Warlock
Affliction Warlocks can use their utility to control the Ascendant Affix, AoE control, and consistent CC to manage multiple orbs.
Ability | Description |
---|---|
Howl of Terror | AoE fear for orb disruption |
Shadowfury | Reliable AoE stun to control orb casts |
Curse of Tongues | Slows orb cast speed, providing more reaction time |
Affliction Warlocks can use Howl of Terror and Shadowfury to manage groups of orbs. Curse of Tongues to slow cast time and reduce the chance of missing casts.
Affliction Warlocks are good at managing multiple orbs with AoE fear and stun, good for controlling the Ascendant Affix in WoW TWW M+ dungeons.
Destruction Warlock
Destruction Warlocks have high burst and AoE damage, multiple tools to manage orbs in grouped or high-pressure situations.
Ability | Description |
---|---|
Shadowfury | AoE stun, valuable for grouped orbs |
Howl of Terror | Adds fear effect, temporarily disrupting orb casts |
Mortal Coil | Single-target CC and self-heal |
Destruction Warlocks should use Shadowfury for the AoE stun, Mortal Coil for individual orbs and the self-heal to sustain in high damage situations.
Destruction Warlocks AoE stun and CC can manage orb clusters well, good for the Ascendant Affix in Mythic+ dungeons.
Demonology Warlock
Demonology Warlocks have unique CC options that work well for orb-heavy situations, especially with their pet’s utility.
Ability | Description |
---|---|
Axe Toss | Felguard’s stun, effective single-target CC |
Shadowfury | Provides AoE control for groups of orbs |
Spell Lock | Single-target interrupt, ideal for isolated orbs |
Demonology Warlocks should use Axe Toss and Spell Lock for targeted orb control, Shadowfury for grouped orbs. The pet’s utility to manage orbs without sacrificing DPS.
Demonology Warlocks are good at targeted and AoE CC through their pet abilities, can manage both individual and grouped orbs well in WoW TWW Mythic+.
Monks
Each Monk spec—Windwalker, Mistweaver, Brewmaster—has abilities to manage the affix well, to perform well in these situations.
Windwalker Monk
Windwalker Monks are good at AoE CC and interrupt management, good for the Ascendant Affix in M+.
Ability | Description |
---|---|
Leg Sweep | AoE stun, ideal for controlling grouped NPCs |
Ring of Peace | Displaces, interrupting casts |
Paralysis | Single-target CC for additional management |
Spear Hand Strike | Interrupts a single cast |
Windwalker Monks can use Leg Sweep to manage grouped orbs, Ring of Peace to displace them if positioned well. Paralysis and Spear Hand Strike for individual orbs out of the group.
Windwalker Monks have multiple CC abilities to manage the Ascendant Affix, to control multiple orbs with stuns and displacement.
Mistweaver Monk
Mistweaver Monks have healing and control, tools to manage orbs while keeping the group up.
Ability | Description |
---|---|
Leg Sweep | AoE stun to interrupt grouped orbs |
Ring of Peace | Displaces orbs to interrupt and control placement |
Paralysis | Effective single-target CC |
Spear Hand Strike | Interrupts individual orb casts |
Mistweaver Monks should use Leg Sweep for grouped orbs, keep the party up while doing so. Ring of Peace to manage orb clusters, Paralysis and Spear Hand Strike for individual or high-priority orbs.
Mistweavers have control over the Ascendant Affix through CC and positioning abilities and group healing to manage the affix’s damage to the party.
Brewmaster Monk
Brewmaster Monks, tanky, have area control tools to manage the Ascendant Affix well in M+.
Ability | Description |
---|---|
Leg Sweep | AoE stun, excellent for orb management |
Ring of Peace | Positional control to interrupt orb casts |
Paralysis | Single-target CC for focused orb control |
Spear Hand Strike | Interrupts a single orb cast |
Brewmaster Monks can use Leg Sweep to manage multiple orbs in melee, it’s easier to contain the affix. Ring of Peace is great for positioning orbs away from mobs or interrupting clusters. Paralysis and Spear Hand Strike for single-target control as needed.
Brewmaster Monks have the CC tools to control the Ascendant Affix and maintain aggro and tanking, keeping the party safe from empowered enemies.
Strategies for Handling Orbs with Ascendant Affix
To handle the Ascendant affix you need to balance coordination and timing:
- Stagger CCs: Don’t use all CC at once, stagger them so orbs are controlled until all are neutralized.
- Prioritize High DPS: High DPS classes should focus on single target mobs or key dungeon mechanics, leaving the AoE classes or CC classes to manage the orbs.
- Team Communication: Mythic+ communication is key. Designate players for specific orbs or positions so you don’t have to scramble during the fight.
Optimal Class Roles for Handling the Ascendant Affix
Role | Primary Focus | Suggested Classes |
---|---|---|
Tank | Positioning and holding mobs | Protection Paladin, Vengeance DH |
DPS | Focus on single-target damage | Hunter, Mage |
Healer | Support with CC and sustain | Priest, Shaman |
With these strategies the Ascendant affix can be a bonus, the speed and haste will make the party more efficient in the dungeon.
Importance of DPS, Tank, and Healer Coordination
In dungeons with the Ascendant affix coordination between DPS, tanks, and healers is key. Tanks should focus on mob positioning, so DPS classes can have clear sightlines on the orbs. Healers should support with CC and keep the party up if orbs are missed.
Role | Priority Focus | Key Abilities |
---|---|---|
DPS | Handle orbs and high-priority mobs | AoE CC, interrupts |
Tank | Control positioning of mobs | Displacement and defensive skills |
Healer | Sustain and support CC efforts | CC, AoE heals |
By following these and using your CC abilities, the Ascendant affix in The War Within becomes more manageable and you can get the benefit of the haste and movement speed bonus.
Mastering Ascendant Affix in WoW TWW
Handling the Ascendant affix in WoW TWW dungeons requires teamplay and class coordination. Each class has its own strengths, from AoE control to tanking and healing support. By using your CC abilities well and understanding the affix rotation, you can improve in Mythic+ and get the Ascendant buff when done right. This affix is tough but adds a new layer of complexity to Mythic+ gameplay, so you can master the dungeon mechanics in The War Within.
With practice and communication, the Ascendant affix can turn into a valuable asset, helping players maximize their speed and haste while enhancing their Mythic+ dungeon-running skills in WoW.
Related Guides
- Striking Steel Questline in WoW TWW - Tackle this storyline while adapting to challenging affixes.
- Blood DK Affix Strategies in WoW - Learn how Blood Death Knights can excel under Mythic+ affixes.
- Leveling with Ascendant Affix in WoW - Overcome affixes while gaining fast experience during the event.
- Meta Achievement & Affixes in WoW - Combine affix mastery with achievement hunting in WoW’s latest expansion.