Legion Mythic Plus Dungeons Guide

This guide presents my thoughts and tips on Legion’s Mythic Plus dungeons. I cover general strategy, affixes, and dungeons. This is intended to be a living document, updated with suggestions or as Blizzard adds or changes content.

I have gotten at least a M+10 most every week since they were released, and have tanked, healed, and DPS’d high levels of Mythic+ on my Druid. My highest completed as of November 14, 2016 is M+13 Court of Stars as a Restoration Druid (twitch video of final boss kill after hours of wipes).

For now, this guide assumes a reasonable familiarity with Mythic+ and is targeted at players looking to improve their performance. For a basic overview of what Mythic+ dungeons are and how they work, this guide on wowhead does well. The linked guides of each dungeon are a good way to get a very detailed understanding of most bosses, mobs, and mechanics of each dungeon.

General Strategy

Mindset

Mythic+s are at their core a time trial. Complete the dungeon as quickly as possible with as few deaths as possible (as deaths add to the timer). As the last mob is dying from a pull, if everyone is healthy and the healer is at full mana you want to already be starting the next pull or using mounts/speed boosts to get towards it.

Mythic+ is not a place for 30 seconds of AFK or debating what to do inside the dungeon. Talk about strategy beforehand; during the dungeon execute upon the strategy. It is often faster to just kill a mob/pull than spend 15 seconds discussing whether it is necessary.

A very helpful addon for Mythic+ is aptly named “Gotta Go Fast.” It will let you know precisely how close you are to the time requirements for 2 or 3 chests and exactly what percentage of mob completion you are at.

Consumables

Part of the going fast mindset is using consumables as appropriate. If beating the 3-chest timer for you on a dungeon is not trivial, you want to be using flasks, food, and potions. If a Potion of Prolonged Power costs less than 100 gold on your server, why aren’t you drinking them on cooldown during tough Mythic+ dungeons?

Healers absolutely must bring food (I recommend a mage’s Conjured Mana Fritters or cooking Dried Mackerel Strips) to replenish mana between pulls.

Non-healers should bring food as well to eat up and restore health while healers are eating (Sightly Burnt Food works well for this – Nomi was trying to help you in Mythic+ all along!).

Also bring Auto-Hammer or Jeeves in case someone in the group needs to repair. Don’t let them hold you back – have a repair ready!

Don’t hoard gold for the sake of hoarding gold – using consumables enhances your performance and experience. Use them!

Heroism

If you are not a mage, shaman, or Beast Mastery hunter, bring along Drums of the Mountain so your groups have access to Heroism no matter who else is in the group. You generally want to use heroism on the first boss of each dungeon. Use it again on the next boss where it’s off cooldown if you will get a third use, or save the second and final use for the most difficult encounter of a dungeon.

On tyrannical, you may find certain bosses impossible to kill without heroism. Use a DBM break timer (/dbm break 5) and come back when herosim is ready if you wiped. Tyrannical bosses can feel like progression raiding. I think this is fun and good; whatever your opinion of it, you need time and patience if you want to kill every Mythic+ boss on tyrannical.

As an aside, I wish that Blizzard would make the heroism debuff dissappear after a wipe once the timer has expired on a Mythic+ dungeon. Waiting 5 minutes between pulls for heroism on difficult encounters is a tad annoying.

Team-Building

Make friends with people you run Mythic+ dungeons with and try and do more dungeons with them. Whether from your guild, friends list, or PUG, every party member is a potential long-term Mythic+ group mate. Just like raids, Mythic+s go more smoothly the more familiar the group is with each other and the strategy the group is using on a particular encounter. Also like raids, voice communication helps.

If you have to start by PUGing, then by all means go for it. But hopefully over the course of playing you can find some folks to play with repeatedly. Ideally you and your buddies can get a high Mythic+ done each week to maximize your weekly reward cache.

Team-Picking

Not all classes are created equal. AOE stuns, interrupts, and creature control are useful. AOE damage is good, as is survivability and mobility. Of course, player skill comes before class, but for near-or-equal skill levels, the following classes have an edge.

Balance changes by Blizzard will change who does better or worse numbers. Also, the best class for one dungeon may be worse on another. But in terms of class design, the following strike me as generally strong for Mythic+:

Tanks: Paladins – Paladins have interrupts for days, excellent damage, great survivability, and many tricks up their sleeves.

Druids – Druids are extremely survivable and can do reasonable AOE DPS.

Blood Death Knights – 20 yard AOE grip is extremely powerful and DKs do excellent damage. For any affix except Necrotic, DKs are great if they can survive the encounters.

Warriors are close, but the above tanks – again in terms of class design – seem strongest.

Melee DPS: Rogues: They can pick the spec best suited to the dungeon, as at least two are currently viable, and they bring strong survivability and mob control.

Enhancement Shamans: They have an AOE stun, bring heroism, and are designed to do great AOE damage.

Windwalker Monks bring a lot of the same things Enhancement Shamans do. DPS DKs are also quite strong, with grip being useful in many situations.

Really, almost every melee class is strong and viable in Mythic+. Pure melee groups can be viable depending on the dungeon.

Ranged DPS: Mages: Mages are the best ranged class to bring, and it is not close. Like Rogues, they can pick the spec best suited to the dungeon or group. Fire has great AOE DPS, and mages bring heroism, crowd control, and good survivability.

Hunters: Hunters have near unlimited mobility and excellent AOE damage. BM Hunter is easier, but Marksmanship is stronger if played well.

Shadow Priests bring great boss damage with Surrender to Madness, which can be useful for high keystones or Tyrannical weeks.

Healers: Restoration Druids: They have nearly unlimited mobility, strong survivability, and can add significant DPS in low-healing periods. The best by a large margin on weeks with the Overflowing affix.

Restoration Shamans: They bring very strong boss healing with several good cooldowns. The AOE stun, hex, and interrupt all add value.

Most healing specs are close and can get through any level of Mythic+, but the above two are the strongest.

Getting “Carried”

If you do not have friends to run with and are not sure whether you will complete your key this week, you might as well use it in a PUG. You can create your own PUG and hope for the best, possibly hoping to find people to play with in the future.

Alternatively, you can join a “carry group.” Many groups of experienced 880+ ilvl players will create groups in the group finder indicating what dungeons and M+ range they are looking to play. If you have a key that fits what they are looking to run, apply to the group and whisper them linking your key.

Some of these groups will let you down, but often they will make the 3-chest timer for you key and provide an efficient dungeon experience. If your alternative is letting your M+ key expire, you may as well give it a shot.

For all you know, you may hit it off with the group and run with them in the future. I have a friend who found a new guild through a Mythic+ guild carry group.

Tips and Tricks

Sap can incapacitate a target, turning a group that you couldn’t all sneak past into a group you can all sneak past.

Invisibility potions can be useful for skipping packs, either as part of a main strategy or in case you kill too many mobs earlier in the dungeon.

Similarly, you can “corpse-run” through mobs you do not want to fight. To “corpse-run,” run through mobs and have the healer try to die first. Have someone battle-resurrect the healer, waiting to take the resurrection until everyone has died. The healer then group resurrects everyone, and the mobs are now behind you instead of ahead of you. This is generally worse than using an invisibility potion.

Night Elf healers can Shadowmeld and start eating to replenish mana during a pull.

Know where you will respawn if you release. If you are fighting the first pack below decks in Maw of Souls, you should release and spawn right there, not wait for a resurrection. Conversely, you had better not release if you die while the last mob of the last pack dies in Darkheart Thicket – you will respawn all the way back at the dragon boss.

Affixes

Bolstering, Raging, Sanguine, and Teeming appear at M+ 4 and higher.

Necrotic, OverflowingSkittish, and Volcanic appear at M+ 7 and higher.

Fortified and Tyrannical appear at M+ 10 and higher.

Several of these are easier or harder based on group composition; it pays to have many friends of different classes and/or who can play multiple specs.

More affixes are coming; Blizzcon 2016 revealed “Bursting,” an affix that causes mobs to explode and place a stacking damage over time effect on players (MMO-Champion thread discussing it).

The affixes appear in a semirandom combination; this chart shows predictions of what combination of affixes will come based on observations from beta and other regions:

Chart of Affixes by Week

Bolstering

Bolstering -“When any non-boss enemy dies, its death cry empowers nearby allies, increasing their maximum health and damage by 20%.”

Strategy: AOE down all mobs so they all die at the same time. Make sure not to kill weaker mobs while leaving stronger mobs at high health.

Raging

Raging – “Non-boss enemies enrage at 30% health remaining, dealing 100% increased damage until defeated.”

Strategy: Ideally bring AOE stuns and stun the mobs as they reach 20%. At higher levels of M+, if you cannot kill all mobs while stunned below 20%, single target down mobs so only one or two mobs bolster at a time. Single target stun bolstered mobs as necessary.

Sanguine

Sanguine – “When slain, non-boss enemies leave behind a lingering pool of ichor that heals their allies and damages players.”

Strategy: Tanks should steadily kite mobs so that remaining mobs do not stand on sanguine pools. Classes that can knock back or pull ads should bring those abilities to get stubborn stationary mobs out of sanguine. Death Knight Grip, Druid Typhoon, etc.

Teeming

Teeming – “Additional non-boss enemies are present throughout the dungeon.”

Strategy: This affix will force players to change pull routes they are accustomed to, as more mobs will be necessary to achieve 100% completion rate.

Some dungeons will now spawn a group of 3-4 hard-hitting mobs instead of 1-2, turning a manageable pull into one that is very difficult without creature control. Spells like Hex and Polymorph are your friends here.

Necrotic

Necrotic – “All enemies’ melee attacks apply a stacking blight that inflicts damage over time and reduces healing received.”

Strategy: The stack keeps growing indefinitely until the player is not hit for several seconds and the stack falls off.

As with Raging, AOE stuns are a big help. A tank ideally wants to kite away from mobs to let Necrotic fall off during big pulls. Some tanks have a much easier time of this than others. Blood Death Knights in particular complain about Necrotic.

If kiting is not proving effective, pull smaller groups than normal or use creature control to minimize stacks on the tank.

Overflowing

Overflowing – “Healing in excess of a target’s maximum health is instead converted to a heal absorption effect.”

Strategy: This varies based on the healer. For Restoration Druids, this is a very easy affix. Heal over time spells like Rejuvenation will tick once on a full party member, creating an absorption shield, then tick again and remove the shield. The affix can practically be ignored.

Classes with mostly big, direct heals struggle with overflowing. Lay on Hands is particularly problematic if used without care.

Skittish

Skittish – “Enemies pay far less attention to threat generated by tanks.”

Strategy: This depends on how well the tank can keep aggro. Tanks with high damage like Paladins and Demon Hunters have a bit of a better time. Warrios in particular struggle. Hunters using Misdirection or Rogues using Tricks of the Trade helps. AOE stuns also help – noticing a pattern?

Volcanic

Volcanic – “While in combat, enemies periodically cause gouts of flame to erupt beneath the feet of distant players.”

Strategy: If you see a volcano spawning under you, stop what you are doing and move. It’s simple to say, but it can be difficult to execute, and it can be very hard for certain casters and healers to be effective with lots of additional movement.

Every mob will periodically cause a volcano to spawn on players at range from it (or a random player if no player is at range). This means that if a single mob is attacking a “ranged” player, the melee and tanks are eligible to have volcanoes spawned under them.

Ranged classes with many instant casts deal with this much more easily. Beast Mastery Hunters in particular have an easy time dealing with Volcanic. Certain dungeons have mobs that are more resistant to being grouped up, making Volcanic on melee more frequent and worrisome.

Fortified

Fortified – “Non-boss enemies have 20% more health and inflict up to 40% increased damage.”

Strategy: I will cover this more on a per dungeon basis. Generally you need to pull smaller packs and use stuns and creature control better.

Tyrannical

Tyrannical – “Boss enemies have 40% more health and inflict up to 20% increased damage.”

Strategy: I will cover this on a per-boss basis. This makes some dungeons much harder. As of November 14, 2016, the final bosses of Court of Stars, Eye of Azshara, and Blackrock Hold are among the most difficult.

Dungeons

This guide assumes that you have done the dungeons and are looking to improve. It points out a few ways to improve on each dungeon rather than explain every single mechanic. On each dungeon you need to interrupt important casts (like fears or heals), stun mobs when they enrage, etc.

Black Rock Hold

This dungeon is pretty straightforward, albeit challenging. There are not many pulls to avoid, and you generally do not want to pull additional mobs off the main path. Using an invisibility potion on the stairs before the last boss can save time if you have met the mob count.

On the gauntlet area with bats, the bats do not aggro unless DPSed. Focus on killing the demons.

Some groups like using invisibility potions to get all the way to the first boss. I dislike this, as no DPS potions for 10 minutes is a big downside and you may have to pull side mobs later to make up the mob count anyways.

Fortified: The packs leading up to Illysanna can be line-of-sight pulled behind pillars to group them up more easily. You may want to use some cooldowns or creature control on these packs.

Tyrannical: I try to avoid BRH on tyrannical. Lord Ravencrest casts Shadow Bolt Volley, which on tyrannical can one-shot players without damage reduction cooldowns available.

Court of Stars

Study this wowhead map. Know at least the buffs you can trigger and ideally all buffs available so you can ask your party members if they have X profession to trigger Y buff. Seriously, go study the map right now.

Throughout, kill all sentries before they activate a beacon. Interrupt Construct casts of Suppress.

Jump through the water to avoid the construct on the first bridge. Pull the mobs close to the water, and hug the right building. Don’t worry about disabling all the towers before Gerdo; even on Tyrannical, you should be able to kill the boss before the ads arrive. If you cannot, you are in for a rude awakening on the last boss.

In the buffs area before the second boss, pull the patrolling imps before you pull other mobs and have the imps run into you. Avoid pulling extra Felbound Enforcers if you were able to distract one of Talixae‘s guardians with the buff items. The damaging ability from Enforcers can be line-of-sighted around pillars as it casts to avoid all damage.

This dungeon is won or lost in two places, generally. First, getting the buff items and guardians quickly. Second, in playing the “identify-the-demon” game before the third boss. Protection paladins should have a glowing shield near the right mob after all the gossip clues are gathered, and demon hunters should be able to see the right mob as well.

After the miniboss, someone should start running to quickly click the final boss door.

Once you learn how the dungeon works, it is pretty quick and easy at low Mythic+ levels.

Fortified: The enforcers and guardians are all strong as mini-bosses. Constructs hit rather hard as well.

Tyrannical: Having killed Melandrus on M+13 (twitch video of the kill), I suspect most other dungeons are an easier path on Tyrannical weeks. The boss’s soft-enrage gets much more punishing with Tyrannical, and your group will need 400-500k dps, depending on the M+ level, to kill the boss before the unhealable 7/8th round of AOE damage.

Darkheart Thicket

Early, you can go to the left and go through a keyhole to skip some mobs. Don’t do that. Instead, climb a rock to the left of the keyhole and skip even more mobs.

If you have Sap or a similar effect, sap the dancing centaur to avoid the 5-mob pack after Glaidalis. Skip the second big red dude before Dresaron.

If you get 100% mob completion before the last pack in the dungeon, you can corpse-run or invisibility potion through it. If you have not pulled any extra packs, though, you should need that pack for completion %.

Fortified: You need some creature control for the last packs in the dungeon. Double bear packs may need some cooldowns.

Tyrannical: Not too bad on tyrannical if your group is geared enough for it.

Eye of Azshara

Many groups go to the left at the start to avoid mobs, then need additional mobs near the end of the dungeon. I prefer going straight along the path to the first poss to minimize mobs later, as these mobs are packed tightly together and, if your group can interrupt, are not very challenging.

After the first boss, kill the first Hatecoil Arcanist on the path. Then turn off the path and go to the right, skip all the trash here, and pull the Arcanist to the left of Lady Hatecoil. Some groups like to kill the next boss before Hatecoil, but I prefer killing her first as the extra running wastes time.

Kill at least 3 packs of crabs, 3 Stormwake Hydras, and 4 Mak’ranas before pulling Serpentrix. If your group has rotational AOE or can’t help themselves from pulling seagulls, you may wish to clear them as well.

Skip the giant at the start of the cave, but get both the murloc and giblin pack. Skip all the way to the murlocs to the left of the two final giants. They should get you to 100%. If not, the giant behind you should do it.

Fortified: You may want to use heroism on the final two giants rather than on the last boss.

Tyrannical: The last boss is tough on Tyrannical. If the first boss feels difficult, consider whether your group has what it takes to do the last boss. There are easier dungeons on Tyrannical for sure.

Halls of Valor

After the first boss, you can line-of-sight the patrols and mobs near the door outside of the building. This is recommended as it makes accidentally pulling a patrol much less likely.

Go left to Hyrja and heroism on her, then go right to Fenryr. Depending on your gear and the Mythic+ level, you can do two or three rounds on the left side of Hyrja and possibly skip the right side all together.

You only need to kill one mob before taking Fenryr from 100% to 60%. If he spawns right, it is a Bull and if left a Bear. With sap you could skip it if you do not need it for completion percentage.

You should only need to kill one pack of Wolves before pulling Fenryr; just be careful to not pull an additional pack while fighting Fenryr. If you pull all the patrols as mentioned above, you do not need more mobs here for completion %.

After Fenryr, you can use beer to sap the four mobs in the middle of the building and pull the two by the door into the area before the bridge. Once they are near dead, if you have DOTs on them, you can run up the bridge and they will follow. If you need to, finish them off in the final room before engaging the four kings there.

I prefer using heroism on Skovald rather than Odyn.

Fortified: An even better reason not to pull extra animals near Fenryr.

Tyrannical: The bosses are hard but doable on Tyrannical. If you are confident your group can dodge orbs of light, consider using heroism on Fenryr instead of Hyrja, and possibly going to Fenryr first if you are going for a 3-chest clear

Maw of Souls

Everyone’s favorite quick 3-boss dungeon. It’s one of the easiest, even at high levels. It is easy, short, and equally rewarding as the other dungeons? No wonder carry groups prefer Maw of Souls keys.

The start of this dungeon is where you can really get ahead. With a low enough M+ and/or high enough gear, you can pull every single mob outside into the first boss and AOE them down while cleaving off the boss with heroism up. Make sure the tank is comfortable with having aggro before starting heroism and DPS.

Go slower as needed, but get every single mob outside.

Below decks, I like pulling the pack in the dead end to the right rather than more packs above decks. I also like getting the patrolling mariner rather than more packs above decks.

If you use the above pulls in addition to the mobs in the normal path, you only need one complete side of the ship above decks. Consider grouping these packs together to go faster if possible, but don’t miss interrupting fears or heals.

Fortified: Forget pulling everything into the first boss. You likely don’t want a second mariner below decks either since your healer will need to use cooldowns on the first one. Some patrolling dogs or additional mobs above decks can make up the %. Heroism on Skjal, not Helya!

Tyrannical: Brave groups will still pull everything outside into the first boss. Consider using heroism on phase one of Helya to keep ahead of the tentacles; phase two is an endurance check with no enrage mechanic.

Neltharion’s Lair

Pull everything at the start except Vileshard Hulks in a big a pack as possible. Go left into the river then pull the three mobs right before the waterfall, killing them before jumping down. The healer should jump down early to star the dialog and restore their mana.

At the base of the next waterfall, pull the two mobs to the right and have ranged DOT up and kill the drum. Once the drum dies, pull the drummer; without his drum he is a vanilla mob.

Pull mobs on the right and the patrol before the drummer. Do not pull this drummer.

Pull the 2-pelter group, then the Hulk +1 group. Go up the ramp towards Ularogg, and pull every mob up there (not the one down in the cave to the right). After Ularogg, if you have 64%, walk by the snail race group (hug the wall closely; have a rogue sap for some breathing room) and the basilisks in the water. If you don’t, pull some of these mobs to get you to 64% before engaging the first mobs in the worm area.

Downstairs, you should need everything but the three mob group to the right. Unless you are feeling confident, Polymorph the mobs next to the Scorpions.

As far as I am concerned, Neltharion’s Lair is the second easiest dungeon after Maw of Souls.

Fortified: Stun and use creature control on pelters; try not to fight more than one at a time. Use Grips or Ursol’s Vortex to make sure you can bring them back to the group. Chain stun the scorpions at the end and use defensive cooldowns.

Tyrannical: Nothing too hard here. Some groups like using heroism on Naraxas rather than the last boss.

The Arcway

For the first three globules, you can currently kill them then have everyone run outside and run back in. You get full % for the globules and the mini-globs disappear.

It’s hard to write a pull suggestion for The Arcway, since which direction you go is based on what doors are open. If you go left first, make sure to jump down after Xakal to skip mobs.

You generally want to also skip most of the mobs in the hallways closest to the central chamber, killing the mobs along the outside arc. Bring invisibility potions in case you are at full completion and need to get to the last boss. Skip the rats if at all possible.

You can line-of-sight pull the wyrms before Ivanyr to the hallway and behind the bridge.

Fortified: The demon area to the left is hard without fortified and very hard with it. Use Sap to sneak by liberally.

Tyrannical: This dungeon isn’t that bad on Tyrannical; the spider boss is probably the scariest (heroism helps) but it mostly just requires quick reaction speed to avoid deaths from Tangled Web and Blink Strikes.

Vault of the Wardens

Like Black Rock Hold, you want to take a normal-looking path in Vault, at least now that Goblin Glider no longer is usable in Mythic+ dungeons.

Pull all the mobs on one side in the start, up to and possibly including the miniboss. Pull all the mobs on one side, then all the mobs on the other side of the second staircase. Kill the mobs on your way to the first boss. Kill all the mobs in both hallways leading to Foul Mother.

Kill the mobs in front of Ash’Golm, kill him, run to Gazer, then run back out through Ash’Golm.

Kill the mob towards the elevator. Run off the rock to the left to skip to some spiders. Run off again to more spiders. Kill mobs to get to 100% and beat up Cordana.

Fortified: You may want to use heroism on the first miniboss, depending on the other affixes and M+ level.

Tyrannical: You want heroism on the second boss and you want to get lucky and not get the Mogu. Pull the boss up to the ramp behind where he spawns and line-of-sight all the ads. Mogu you have to go down and kill, unfortunately.

You might want to heroism right as the dungeon starts if it will take your group 10 minutes to get to the second boss.

Other Mythic+ Guides

The following guides are other strong resources for Mythic+.

https://www.reddit.com/r/wow/comments/56nedh/mythic_plus_tipsguide/

https://www.reddit.com/r/wow/comments/59328t/learning_pull_routes_in_mythic/d95d85r/

Wowhead guide

Conclusion

I hope this guide was useful to you.

If you have any suggestions or feedback, please let me know by commenting below or getting in touch with me. If you liked the guide, I would appreciate it if you shared it with your friends and guilds. Thank you!

Use Wowprogress to Pick your Battles

My guild opted to spend tonight progressing on Mythic Heart rather than entering Heroic Trial of Valor. I think this was a great decision. It was motivated in part by worth of mouth recounts, and in part by wowprogress results. Scroll to the bottom of the front page of wowprogress to see how many guilds have downed each boss in the current tier.

On Tuesday, the first day Trials opened, less than 200 guilds had killed Heroic Odyn, the first boss of the instance. That’s less than half a percent of tracked guilds. Our average ilvl is around 875; spending a night wiping to a boss most guilds couldn’t kill in a night of raiding for gear with a base ilvl 10 below ours seemed like a poor investment.

Yes, the new raid is exciting, and some of us will likely tackle normal on off nights. But with current tuning, getting in more attempts on Heart was a better idea than starting fresh on Odyn.

Wowprogress helped guilds early in the tier too, and it can still help yours. For example, if deciding between Dragons and Heart, all else being equal you should choose Dragons first. Many more guilds have killed it. Check what more-progressed guilds have done and follow the path of least resistance. More often than not, it will be the best choice for your raid group.

Remember to Update Simulationcraft

Remember to keep Simcraft updated! I got better gear and my simulated damage went down.

I made sure to use the Simulationcraft addon to import (apparently it can avoid glitches with importing from armory) and updated Simcraft. My simmed damage went up, which was as expected.

Thanks to my Shammy buddy who suggested I try updating – it worked. Make sure to keep Simcraft up to date for accurate results.

So Many Changes in Legion Patches 7.1, 7.1.5, and 7.2

There were a great deal of changes announced for 7.1.5 and 7.2 at Blizzcon this weekend. This Reddit post has a good summary.

Blizzcon was great, but I am busy enjoying all the 7.1  changes! I haven’t been posting much because I haven’t wanted to take my free time away from playing to write guides in the detail that I have come to expect of myself.

Druid Changes

7.1 seemed in part to be a love letter to druids. Many of the changes I am really digging are druid specific:

  • Travel form travels almost as fast as mounts – it doesn’t benefit from Broken Isles Pathfinder but for short to medium distances it is nice to be able to use the class-fantasy-friendly method of traveling. Even for long travels, you can’t be dazed out of travel form, which is nice.
  • Regrowth is baseline instead of Healing Touch – This makes Guardian Affinity a bit more appealing for raiding – you don’t need Restoration Affinity for access to a strong, fast heal.
  • Owlkin Frenzy now empowers only Lunar Strike – it used to also work for Solar Wrath (or Stellar Flare). I made a weakaura to track the buff to make sure I only used it for Lunar Strike. While I was happy to optimize my play to get a minor edge over other Balance Druids, overall I enjoy not having to worry about that detail anymore.
  • Treant Form is always 5th stance after Moonkin Form – it used to be 4th whenever you logged in or refreshed, and not having to switch specs and switch back to make it 4th form is a huge quality of life improvement – thanks Blizzard!
  • Manasaber and Manakitty form in Suramar – and you can be “disguised” as a bear too – you used to break stealth out of no stance or Balance form.

Other Changes

A few of these were leading up to 7.1, most came in 7.1. And this isn’t even a full list. I have some gripes with the Legion design philosophy in general, but the changes for 7.1 were almost universally positive:

  • PvP is more rewarding now – See a full list here, the first skirmish win gives 100 base honor, for example. I’ve gotten back into arena for the first time since early Draenor. I’m much worse and more casual at it than raiding, but have enjoyed climbing past 1600 in 2s with a few different friends.
  • Karazhan is fun. I offspec heals (and do it pretty well; many of my M+10 clears are as a healer) and some guildies needed a healer, so I got luckily carried through a Nightbane run – and got the mount – and got a warforged 880 trinket. Good times. Kara was/seemed quite fun, I hope to go through it at a slightly slower pace soon.
  • I like the Falcosaurs. They look cool, the world quests are great for me as a skinner, and the new Falcosaur dish is good for leveling cooking to 780. Now all I need is Nomi to give me a single rank-3 Delicacy recipe and I’m on my way to 800 (and unlocking the Nightshare Refreshments in the Court of Stars).
  • The new Potions of Prolonged Power are great. They are almost-but-not-quite as good as the more expensive potions for most specs. I bought several stacks of 100 to use freely in Mythic+ dungeons. I would buy them en masse while you can before Alchemists run out of Blood of Sargeras.
  • Similarly, I am a fan of the Blood of Sargeras vendor in Dalaran – cheaper mats are great overall.
  • World quest edits – the spawn rate or goals were slightly changed on a few world quests. Some were moved from a progress bar to objectives or vice versa. Every time I encountered this, it seemed like a good, well-reasoned decision. On a few, I had thought “the respawn timer on these mobs is a bit too slow” or “this should have/not have objectives” and Blizzard made that change – it was like they read my mind.
  • Bumping the maximum baseline gear reward to 845 was appreciated as well – at 880 iLvL, it makes the chance that something will titanforge into something useful a tiny bit more realistic.
  • Slight dungeon edits, such as making the ground effect much more visible on the last boss of Halls of Valor or removing a few non-intuitive shortcuts. Bravo.

Coming Next

So, what’s next for this site? The Withered Training Guide and Legion Class Guides Hub are getting tons of hits, and many of you check here every day or every few days hoping to see something new.

I want to focus on three things:

  1. A few more detailed guides;
  2. when I have an idea that isn’t a big, detailed guide, post it as a quick, short post while it’s relevant, and
  3. see if I can find a theme that organizes the content here a bit better than chronologically. In my head I imagine using something with a front page of resources and “top posts” as well as a list of recent posts. I like blogs that give the first few hundred words than you have to click for more detail – I think that right now the site is a bit hard to digest with long, full posts on the front page. I also think I can utilize categories better to make finding relevant old posts more manageable.

I have a ton of ideas for possible posts; it’s just setting the time aside to write them. Here are a few of my ideas:

  • I have the bones of a detailed guide to log analysis post done, but I want to brush that up before releasing it.
  • After that’s posted, maybe doing friend/reader log analysis (in some ways it’s much easier to analyze someone else’s play and be more objective).
  • Sharing my weakauras,
  • Discussing the design philosophy of Myhic+
  • Discussing the design philosophy of Legendary items in Legion and options going forward.
  • Shoulder enchant options in Legion
  • Why parsing doesn’t matter, except when it does
  • Mythic+ thoughts and guide compilation
  • Emerald Nightmare and Halls of Valor Guides compilation
  • How to Track Hidden Appearance Progression
  • Making a UI Revisited
  • Where to focus: what is the best way to gear up outside of raiding.

What are you enjoying in 7.1 or looking forward to in 7.2? Do any of the above ideas spark your interest, or is there something you want a guide for? Best of luck in Halls of Valor this week!

How to Find a New Guild – A Guide and Case Study

Regular readers may have noticed the dearth of posts the past few weeks. In that time, I searched for and found a new guild: Seppuku, a 3/7 M 2-night guild on US-Stormrage. As of this posting, the guild is looking for a few more ranged DPS, hoping to round out the roster to 24-25 raiders.

Why find a new guild?

If you are happy in your current guild, you should strongly consider staying there. Changing guilds, especially if it involves paying real life money for a server transfer, brings with it some risk and uncertainty. Have a specific reason why you need to look for a new guild.

I was very happy with my past guild (Dinosaur Cowboys, a 4/7 M 2-night guild on US-Sargeras), except for one thing. It was located on “my” alliance server where I had over one million gold and 12 90+ alliance toons. It raided 2 weeknights, which is ideal for me right now. It had a great atmosphere, a long history, and a positive raiding environment. It was well organized, and I liked the people.

The only problem was that the guild didn’t think it needed me. It had 36+ players step into the raid in the first three weeks of mythic, and outside of the dozen or so “core” members who were getting nearly 100% time, playing time was pretty sparse. I was only seeing about 25% of the mythic pulls. I am fine with sitting some, but 3/4 of the time was far too much.

On the week before I left, I saw 0 of the guild’s 3 mythic farm kills and did not get in at all on the second raid night. I had raised the issue with the officers after the first week and hadn’t seen much improvement in play time. I was on the fence about leaving because the guild was otherwise a perfect fit, but sitting for the entire night as multiple players were rotated in made it clear to me that I had to leave.

The guild is progressing well through The Emerald Nightmare with their current roster management system, so even though I was the only balance druid and performing well, there’s a sense in which they really don’t need me. I think that my dedication and my performance (e.g., my most recent mythic Ursoc kill, on Raphkin, vs theirs) indicated I could have helped push progression there, but ultimately I wasn’t getting the chance to prove it.

I enjoyed leveling up and doing mythic+s with them, I made a few friends, and I got some good raid time and logs in on heroic (where I was never sat). I enjoyed my time there and left at the right time. I wish them well, and might consider playing with them again under the right circumstances.

I wish I hadn’t had to leave, as I had seen the guild as a potentially permanent home.

How to Select a New Guild – Your Requirements and Application

Alright, so I had a clear reason for leaving and decided to leave. What was I looking for in a guild and what did I bring to the table?

Put effort into figuring this out and creating the outline of your application!

I’m going to copy/paste my guild “Looking for Guild” post below to show you what I went with. Ultimately, this part is up to you – what exactly are you looking for, and what can the guild expect from you? Even if you don’t post it publicly, spending some time thinking about what you want in a guild is important.

A trap players sometimes fall into is always wanting a more progressed guild. Faster progression is great, but only if you have the skill and commitment to be a consistent player there. Also, if you are happy in a guild doing heroic, think hard about whether mythic is right for you. Mythic likely involves some bench time, and while I am fine with a bit of bench time, some players aren’t.

My post, which I used as an application template:

General:

  • Btag: Raphael#1142.
  • Current WoW Character: (Character name and url of armory).
  • Raiding Spec: Balance Druid (27 AP, 871 ilvl).
  • Offspecs: Restoration Druid (16 AP), Guardian Druid (13 AP).
  • Emerald Nightmare Raiding Progress: 7/7H First week, 1 Mythic Nythendra kill, Multiple pulls on 4 mythic bosses.
  • UI: (http://imgur.com/kpCBygw).
  • Heroic Kill Logs: Best are all 90+% (url of logs).
  • On my one mythic Nythendra kill I died to slow ticking damage from Rot while receiving little healing, with Barkskin on cooldown from a previous Rot.
  • I welcome you to examine my mythic progression logs (link to logs), I’ve done great on mechanics and DPS when in.
  • Mythic+ Progression: Three weeks of M+10 completed, hope to continue that streak.

About me:

  • I play WoW because I enjoy playing Mythic Progression. I simcraft my class, read and participate in Balance Druid theorycrafting (checkmywow.com Balance profile is based partly on my suggestions), make and use weakauras.
  • I optimize my gear and consumables (best enchants, gems, crafted gear, pots, flasks, vantus runes and runes as applicable).
  • I am dedicated: I do most AP and gear world quests, I have 100% attendance in Legion and historically 95+% attendance, I research and contribute to strategies on guild forums, I speak up and contribute to a positive atmosphere.
  • I maintain a class guides compilation and blog about Warcraft/raiding with 20,000+ monthly views.
  • T18 on Holy Paladin (Anphar-Sargeras), US 167 M Archimonde, as healing officer and later GM of the no-longer-raiding 2-day guild <Cake Plantation> (http://www.wowprogress.com/guild/us/sargeras/Cake+Plantation/rating.tier18).
  • T17 on Balance Druid (Eenheid-Aerie Peak), in <Alone>’s 2-day raid team in Tier 17 (I finished tier 8/10 M; weekend team would have been around US 375 if apart from the US 90 weekday raid) (http://www.wowprogress.com/guild/us/aerie-peak/Alone/rating.tier17).

Hard requirements of what I am looking for in a guild:

  • Reasonable playing time. I am fine with sitting occasionally as needed, but I am not interested in a bench/backup position. My ideal guild specifically needs ranged DPS.
  • No racism/no slurs/no excessive vulgarity.
  • A guild that raids 10.5 hours per week or less, 2 or 3 nights per week, between 6-12 pm EST and does not raid on Friday or Saturday. No “optional” heroic clear on a 4th day.
  • 9 hours per week or less is better, 2 nights per week is better, 7-11 pm EST is better.
  • Well-defined new member/”trial” period; feedback if you want players to make adjustments, especially when asked.
  • Actively progressing in mythic, not “we need just a few more to do mythic.”

Very-nice-to-haves:

  • Guild is (my Current Faction); on (my Current Server).
  • Active, friendly guild outside of raid times, people doing M+s and PvP.
  • Strong guild history prior to Legion.
  • In the US 100-300 progression range currently and/or in past raids.

Thanks for reading. Respond here and/or add me on BTAG if interested.

How to Find a New Guild – The Search

Alright, so you know what you want and are ready to apply? How do you find the guild that’s right for you?

I asked a few friends, and got great advice from one in particular. Here’s what I recommend, in rough order.

  1. If you know friends in a guild that would be a good fit for you, reach out to them.
  2. Make a post on the official LFG forums; if a guild posts something specific there and contacts you, you know that you might be a good fit for them.
  3. Scan wowprogress for guilds meeting your criteria.
  4. Scan the LFG forums for guilds meeting your criteria.
  5. Make posts on other sites and forums, or scan posts on other sites and forums.

Make a text file or spreadhseet with your top choices and guilds that contact you. Record the URL of your application, BTAG of anyone that contacted you, and your application status. Especially early in an expansion, you may get a lot of interest, and it can be hard to keep track of unless you have a system for doing so.

I ended up applying to about 10 guilds, some of which contacted me, some I found on wowprogress, and some I saw on the LFG forums. I was BTAG added by another 10-20 guilds that I did not end up applying to.

Most of my wow friends were in guilds that would not be a good fit for me, unfortunately, failing to meet one or more of my hard requirements.

The Results

I was only declined from one guild that told me that they did not like my performance. I was declined from a few more that said I had a strong app but were hesitant to add a third or fourth Balance Druid. I was also BTAG added by a few US top 100 guilds that wondered whether I might stretch my 10.5 hour maximum raid hours per week requirement, which was a nice ego boost. I was tempted, since raiding with stronger players is generally more fun for me, but ultimately I set my time requirements for a reason.

In the end, I had several great choices to pick from. I first eliminated the 3-day guilds, since I would prefer not to commit three nights a week to raiding right now and I had some strong 2-day choices. I also eliminated a few horde guilds, since they were not obviously better choices than the remaining alliance guilds and, all things being equal, I would rather not pay for a faction change.

The last few were very hard, all alliance guilds that raid during the times I want to and seeming to have great atmospheres. I ultimately decided to trial with Seppuku.

I am only one week in, but I am optimistic about my future here. The core of the guild is very strong, and I enjoy raiding with the incredibly proficient other balance druid (who is also GM/raid leader!). Look out for a logs comparison post in the very near future. I have enjoyed doing M+s and chatting with the guild members outside of raid times as well.

Changing guilds directly addressed the issue I had with my former guild: I went from being in on 25% of mythic pulls, 1 mythic kill, and 0 first kills over three weeks to being in on 100% of the pulls, 3 mythic kills, and 1 first kill in my first week there. And, I was promoted to Raider after one week.

If you want to check out a few other resources on finding guilds, I list a few on the General Raiding Guides page.

I hope that I do not find myself looking for another guild any time soon.