Hey guys, Librarian Husky here. In this guide, I’m going to talk about some of the early mistakes that I made in mythic plus dungeons and the biggest lessons that I’ve learned. I’ve gone from a complete noob to one of the highest-rated dungeon healers in the span of one expansion. My original goal with this channel was to get more people to try and play Mythic plus seriously, and I hope you all find this sort of thing useful.
However, World of Warcraft has been around a while. Mythic plus is somewhat new in a unique game format. A lot of things that go on are unintuitive and take some getting used to. A big part of wow is the learning curve. Maybe if I share some of the things that I wish I knew, you all can cut through the hard part faster and get to the really fun stuff. Let’s get started.
So the first lesson that I want to share is don’t release. This is a pretty unintuitive system. in any other game you play, you die. You’re not too happy that you die. You may get a little notification or press a or press start or press enter to resurrect your character, and almost always, you want to be doing it as fast as possible.
WoW differs in a way, especially in Mythic plus, where releasing doesn’t always get you back where you want to go. It’ll put you at the nearest graveyard. In Mythic plus, this can be a really bad thing because sometimes you may be very far away from the nearest graveyard. Especially if you have teammates that can resurrect you either in combat or out of combat. It’s generally not good to press release and respawn right away. You maybe have skipped mobs, or you maybe have a teammate that can run faster than you or go invisible, and that way, they can still resurrect you. One Habit that I see from newer players is just immediately releasing every time they die. I think as a newer player. It’s a good idea to just ask. If you don’t know the dungeon, just say, should I release here? That way, you can get an idea of what your teammates are doing, and someone might fill you in on where the nearest graveyard is.
You can’t always play for a score
Lesson number two is you can’t always play for score, so the currency or score or MMR rating or whatever in mythic plus dungeons right now is from the site raider Io. There’s no in-game rating. However, most people have taken to the raider io scoring system to judge their progress and compare with other people. It’s pretty easy to gain a score once you get started in myth or plus dungeons. You just do a dungeon that you’ve never done before. With eight dungeons and Shadowlands, you’ll be able to choose. Well, okay, let me do this one. I haven’t done this one in a while, and then slowly upgrade your score.
Eventually, however, you get to a point where you can’t simply just go into group finder and get accepted immediately into a group for the score. Especially as metaclasses are really popular classes, it could be easy to get into groups, but you do hit a wall at some point, and you have to break that mindset of I will only play a dungeon if it’s an upgrade for me. If you look at the highest push groups, everyone tries to push keys up. That’s not really a thing as you get higher rated in terms of, well, I’ll only accept an invite to a group if it’s the score for me, or I’m only going to join this group if it’s the score for me. Generally, the best thing you can gain is friends, and practice is going to be more valuable than score. You’ll also find that once you break this Habit, there are still lots of other people that have this Habit people that only will play with you if the key that you’re inviting them to is a score or very close to scoring, and generally, the advice I would give is to try and avoid those people.
You make more mistakes than you think you do
Lesson number three you always make way more mistakes than you think you do. This is one that I kind of knew, but I think it really needs to be in a sort of list like this. the advice that I always give people is to record yourself. Talking about self-improvement in World of Warcraft. It’s so important to record yourself so you can see what’s going on. The problem, or the good part, in Mythic plus dungeon is that so many things are going on. You don’t really know what has your attention.
You don’t know what you can see on your screen what you can see on your UI. in hindsight if you’re looking back at death, you might think something is unavoidable, or something was easy to avoid. But then, when you actually look back and see what was going on in your mind. You can realize that maybe I should have changed my UI, or there’s no way I could have seen this coming. On top of that, you find way more mistakes than you think you do. Sometimes I’ll hear stories. I had a guy come into my chat, and he’s like, okay, well:
- I was in the tall desire
- tank died to the Raison Bleed
- he said it was my fault
- I said it was his fault
- whose fault was it
It’s like, well, first of all, fault doesn’t really matter. It’s more about improving as a player, and the thing is that both of you probably made a bunch of mistakes, and the only way you’re going to find those mistakes. It is to record yourself and watch back and see well.
There’s I didn’t have my efflorescence on the ground, or I had an external, or he had a spell that he could have used, or you know whatever he didn’t use. that whole potion there’s plenty of opportunities where.
Usually, if there’s something that went wrong, it’s the fault of multiple parties, and the point of recording yourself is to go back and find out what you could have done differently.
The in-between time is really important
Lesson number four, the in-between time, is really important. All the time that you spend waiting for a patrol or drinking or getting back up to full health or deciding what to do. All that stuff matters. You’re on the clock, after all. one of the biggest differences that I’ll see between lower-level groups and higher-level groups is that of the lower-level groups.
Often aren’t decisive enough. That can be really hard for newer players. You can’t be expected to know everything there is in a dungeon. There’s just. So much information and there are so many dungeons, but. It’s important to realize that that stuff does matter, and you should do your best if you want to move up the ranks to learn as much as you can and be as decisive as you can. This is mostly on tanks, but it does matter for everybody, and you generally should just be always going forward and trying to pull stuff and have a good idea. What you need to get in the dungeon is what packs are avoidable and what packs aren’t. Spend time in the dungeon journal or mythic dungeon tools if you can. It’s really boring, but it’ll help you a lot. There’s a sweet spot with speed in a dungeon. You don’t want to go unnecessarily fast and kind of like drag the healer along.
So they can’t get mana or like pull stuff when you don’t have cooldowns ready or when stuff isn’t grouped together. But generally, you should be going as fast as possible when whenever you can.
Lesson number five damage matters a lot. When I first started off i. would go through dungeons, and there would be maybe one critical error that would cause a wipe, and then inevitably, we wouldn’t time the key, and I would think well. If we didn’t have that error, we’d be fine. But the thing is, errors are going to happen.
When you have a group of five players running in a 30 or 40-minute dungeon, there’s gonna be tons and tons of mistakes. Even the best groups wipe occasionally, and bad things happen. You might have a bad overlap, and anything can happen that can cause mistakes. Damage is your allowance of mistakes. Initially, I thought that damage didn’t matter a whole lot, and as long as you just did things correctly, you could time keys with any players or any class or whatever. But the thing is, damage gives you way more leeway for mistakes.
I don’t want to say you should be only picking the highest damage classes. But in terms of deciding who you’re inviting to your group. Which friends you play with or maybe what build you decide personally. It’s actually really important to have a group that does a lot of damage. Suppose you have a group that does 10 or 15 or even 20 percent more damage than the average group at your level. You can make 20 percent more mistakes. You can actually just full wipe every key and still time it versus other groups that couldn’t. This is something that can be a bit hard to visualize at first, but the important takeaway here is that every point of damage matters, even from tanks or healers or picking one DPS or the other.
Well, why does that stuff even matter, and it’s like, well. If everything is perfect, obviously, it doesn’t matter, but if your group is doing that extra 10 or 15 percent more damage, it will allow you so much more room for mistakes. Then if you have a low damage tank and a healer that does lower no damage versus a very high damage healer and tank, it’s going to be like actually noticeable, and you’re going to be able to play a lot worse and still get through the dungeon and a good speed.
Be willing to experiment and fail
Lesson number six is to be willing to experiment and fail. This is probably one of the last lessons on the list that I learned personally. It’s something that my current tank really broke me off. It’s that you can’t really take every key seriously and just try and time every single key. You have to do stuff to learn. Like if you never experiment and try different builds or try different pulls or overall just put yourself out of your comfort zone. It’s a lot harder to improve as a player.
Most people are good at a situation where everything goes right and there are no challenging parts. To the run, and there’s nothing to think about, and you’re just sort of on autopilot. It’s important to be able to do that, too, but the more you put yourself in these uncomfortable situations where you’re pulling like different mobs that you didn’t even know that you could pull together or just chaining together packs that you didn’t think you could before or. Maybe running a build as a healer. That’s very, very offensive or not bringing a talent that’s normally kind of like the safety cushion that you always use. When you do that sort of thing, you really help yourself grow as a player and learn. I think this is applicable to like basically everything in life, too, not just World of Warcraft. in general, you should look to do things that put you out of your comfort zone, and obviously, there’s a time and a place for this right. If you’re in your group or your friends are a little bit frustrated or if you have a key that you really need or if things aren’t going well, yeah.
Sometimes you just have to buckle down and put the safety belt on and take one step at a time. As a general Habit, the way that you go about things and the way that you play dungeons, you really should play to learn. It kind of goes hand in hand with you can’t always play for score too. When you’re a noob, it’s like. Well, if you have two options to just. Wait and hope that you can get into a better key or go into maybe a slightly lower key and try and make some friends or try a new talent build. Just experiment. I think usually getting in there and battling is going to be the better option.
Enjoy the time on the bench
Lastly, be happy when you’re on the bench. The thing is, nowadays, in games, you’re not used to having a bench. You go in.
- you load up Dota 2 or league or whatever game that you play
- there’s one big shiny button
- you press it
- you get a timer
- then bam, you’re in a game
There’s no social networking. There’s no waiting. All it is just a bam attack. In contrast, there are some benefits to that system too. The problem is you end up with people that you don’t always want to play with, and you end up kind of stuck in a rut where you’re just like at 50 win rate, and you’re not really accomplishing anything. Why was kind of Unique. in that there’s no matchmaking for Mythic plus you just. Go down the groups just like it’s the year 2000 again and just look at everyone’s name and try and apply to groups and see who accepts you. It’s cool, and it’s bad at the same time. It can be frustrating when you don’t get to play. But ultimately, it’s a part of the game. It’s something that you have to accept.
Especially as you move higher, you can’t always just have like this static group of people that you play with all the time, and like every time you log in, you’re playing like. Sometimes you just have to be on the bench. It happened to me a lot. I was moving up. Obviously, you want to get in there and do some lower keys to meet people or whatever, but.
Sometimes you just can’t find groups. Whether it’s mid-level keys or higher-level keys, or stuff that score for you, you just have to wait around. It’s something that’s okay. You have to embrace that feeling because it makes the times that you do high keys even more special. If you can always just press a button and then get a match made into whatever the highest key is that scores for you. I think Mythic plus would lose a lot of its magic in terms of things being exciting or feeling like there’s something on the line.
So even though it. Sometimes you go a whole push week or a weekend or even a day you have a Friday night, and for wow players, a Friday night is sitting around and playing on the computer.
- you’re expecting to get a lot done and have all your friends play
- maybe you log on
- they’re playing with another healer
- that guy doesn’t log off for the whole day, or maybe you have a friend missing
- you don’t have anything to do
Ultimately you just have to accept that sometimes it’s going to happen, and you can’t get down on yourself when you’re on the bench. You just sort of have to accept it, and you’re like, hey, today we’re on the bench and move on. It was a little bit rambly, but I hope I got across some of the lessons that people don’t necessarily tell you when you’re just getting into Mythic plus.
Thank you for checking my short but informative guide. Please don’t hesitate to visit our Mythic 15 Boost Services page – we are ready to help, no matter what.