What are the Week 1 M+ affixes in WoW 10.2?

Tell me it’s not Sanguine…ugh it’s Sanguine

WoW 10.2 Week 1 M+ Affixes

The first Mythic+ week of Season 3 in World of Warcraft 10.2 is here, and it’s a fun start. If you’ve participated in M+ seasons in the past, you already know the affixes can make all the difference. So what are the Week 1 M+ affixes in WoW 10.2? Let’s find out!

WoW Season 3 Week 1 M+ Affixes
Screenshot by Destructoid

WoW Season 3 Week 1 M+ Affixes

The first week of Season 3 starts out with Fortified of Tyrannical, which is surely a win for us all. Here are all the affixes for Week 1:

  • Fortified (Level 2+ Keys) — Non-boss enemies have 20% more health and inflict up to 30% increased damage.
  • Incorporeal (Level 7+ Keys) — While in combat, incorporeal beings periodically appear and attempt to weaken players.
  • Sanguine (Level 14+ Keys) — When slain, non-boss enemies leave behind a lingering pool of ichor that heals their allies and damages players.

Ew, Sanguine. This brutal affix causes non-boss enemies to drop a pool of red Sanguine Ichor at the location in which they die. Players who stand in it are dealt damage each second, while enemies who stand in it are healed each second.

Tips for dealing with the Week 1 Affixes

Knowing how to properly deal with the affixes is probably the biggest key to having a successful week of M+ runs. For starters, Fortified just means trash pulls are tankier and hit harder, but thankfully bosses will die quicker since they don’t have Tyrannical. Once you start pushing higher-level keys, you will more than likely want to save Bloodlust/Heroism for bigger trash pulls.

As for Incorporeal, sometimes just one spawns but other times there are two. First and foremost you want to make sure you have a person or two in your party that can easily take care of these. Incaps and long crowd control abilities are key, here. Something like Imprison from Demon Hunter, Polymorph from Mage, or Frost Trap from Hunter. As you get into higher keys where damage output is more important, it may be worthwhile to make sure you have a healer who can often take care of both of the Incorporeal mobs.

Finally, we have Sanguine, everyone’s favorite (not) affix. This is typically on the Tank of the group to handle, but there are some other ways to mitigate the difficulty of the Affix. Thankfully the damage output of Sanguine has been reduced, so you don’t really have to worry about dying to it. Even if you accidentally stand in it for a few seconds, you will only lose a little bit of health.

The more important factor is keeping enemies out of it. The tank should constantly be moving, especially when they see one of the mobs close to dying. If you have applicable crowd control, it can sometimes be worthwhile to cast it on the low HP enemy soon before it dies so it stays in place while the rest of the enemies move away, so hopefully when it dies the Sanguine is in a remote location. It can also help to have someone with a knockback ability like Ring of Peace from Monks. That way, if the enemy is standing in Sanguine, you can just bounce them out of it. Also make sure to interrupt casters that are standing in Sanguine casting, that way they will run towards their target instead, thus leaving the Sanguine pool.

Now that you know What are the Week 1 M+ affixes in WoW 10.2 you should be more equipped to handle the first week. Sanguine can be a pain, but with the right group you can make the challenge much more trivial.

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Steven Mills
Staff Writer - Steven has been writing in some capacity for over a decade now. He has a passion for story focused RPG's like the Final Fantasy franchise and ARPG's like Diablo and Path of Exile. But really, he's willing to try anything.
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