Completing dungeons alone. Fun or profitable?
Many players who have reached level 90 in the game are wondering “What will happen next?” The gameplay offers a large number of directions in character development, one of the conditions is the end of the story line of quests. Solo playthrough of content is loved by many players. It doesn’t matter if you haven’t had the chance to go on a raid or visit dark dungeons earlier in the game, now you have a chance to visit them alone. Completing solo content will bring maximum pleasure. Unexplored places, an exciting story of events, a new reputation, pets, mounts and unique equipment await you.
What about money? Most players will say that the best option for obtaining items is to rummage through dungeons to find things. The downside of items falling out of the dungeon will be the impossibility of selling them at auction. The only thing you can do with them is hand them over to the vendor. In order to get the most profit from selling things, the player, before going through the dungeon, should clear his game inventory of all rubbish, the more space there is in the inventory, accordingly, the more things the player can put there, as well as the increase in the amount of gold from sale.
Money or game? In the game, our main goal is not to make money. The main goal is to enjoy the gameplay. It doesn’t matter how cool your perk is, level 90 or not, in any case, success awaits any player in completing solo content.
Which classes are suitable for solo play?
There is no clear framework on this issue. Each game class has its own class-specific skills and specializations. Some classes are good at one thing, others at another. For example, the death knight class is able to absorb damage and heal. The class of magicians - warlocks, look good in solo mode, as well as the class of hunters. Representatives of these gaming classes receive an excellent buff from their pets, which gives them a certain advantage. The Druid and Rogue castes have the ability to become invisible, which looks good in solo mode. It's worth it to get around the boss and give him a good kick.
If you have never played any of the classes described above, this does not mean that a beginner is not able to go it alone. You just need to put in more effort, especially at higher levels. (Personally, playing as a monk, I passed without errors many times). Each class has its own strengths; some can absorb damage, dodge damage, or heal. All these skills are very useful when completing solo content.
Focus on your strengths and test every tool in your arsenal. To survive the fight and deal the most damage. Each class has abilities that cannot be used often, a period of time must pass. For example, “survivability” is not something you should rely on, especially if your hero’s DPS (damage per second) does not cause significant damage, but this is the skill you want to use more often throughout the entire playthrough. Massive crowd control spells can slow down opponents or temporarily incapacitate them.
Which raids and dungeons are suitable for solo play?
Remember that any of the dungeons is suitable for solo completion, even if you are 10 levels below the stated difficulty level. It has been noticed that this does not always work. My character, a level 90 monk, completed the Cataclysm on medium difficulty without errors. The heroic level took a very long time, as long as I can remember, more precisely, from the time I paid a subscription. If the difference between your level and the level of stated difficulty is above 10 levels, then it will be very easy for you to complete. In a large raid (from 10 to 40 people), you can prove yourself as a defender. If you quickly complete the raid, the time restrictions are removed.
However, some dungeons and raids are very difficult to complete, regardless of your level. A good example is the boss Razorgor, the first boss of Blackwing Lair. If you think it's easy, try going through the boss with a classic raid. The boss's tactics are as follows: after using "mind control" on the boss, destroy the spawn before fighting him himself. Spawnings that appear during the battle can complicate life; they are designed to complicate life for players playing alone.
Still think it's impossible? Nothing is impossible; many players have managed to defeat the boss.
Boss Rakhorgor is a very important lesson for players going through it alone. You can't ignore the game mechanics based on the level. Many players rely on brute force in dungeons and raids, although each boss is unique and requires a different tactical approach when passing.
Advice for the future: before going through dungeons alone, you should turn to Google and study the tactics of your predecessors.
Single player mode - first try.
If you have already decided to go it alone, I advise you to pay attention to the Molten Core raid. Level 90 players will find this funny; lower level players will find this a good test and will show how difficult it is to complete single-player content.
If you have not completed this content before, then after completion the reward will be some types of pets, achievements, as well as one transmodified item.
Upon successful completion of the Molten Core level, other dungeon locations will be available to you. The player's appetite awakens, the hunt for new things and pets. Not sure where to go next? You always have the opportunity to go through the following locations divided by difficulty level:
- Fiery Cores.
- Lair of the Black Wing.
- Karazhan, Gruul's Lair, Magtheridon's Lair
- Serpent Cave, Tempest Keep
- Summit of Hyjal, Black Temple and Solar Plateau.
- Naxxramas, Obsidian Sanctum and Archavon Crypt.
- Ulduar, Crypt of Archavon.
- Trial of the Crusader, Crypt of Archavon.
- Icecrown Citadel, Archavon Crypt.
Level 10 in Cataclysm is followed by even more difficult raids. But this does not mean that they are impossible to complete; from passage to passage, increase the difficulty level to achieve the most difficult ones.
Great feats of players. Get inspired!
Undecided? I suggest watching the passages of other players in single-player content.
- Death Knight Mionee Blackwing, Yog-Saron, Lich King and others.
- Death Knight Raegwyn Dark Animus, Throne of Thunder.
- The Cranky Tank - tips for passing.
- Advice from Megan O'Neill on how to play a warlock. Specialization: old raids, vanilla (classic raids), killing the dragon alone.
Good luck with your passage!
We'll be looking at Dungeons and Raids in the new World of Warcraft: Battle for Azeroth (BfA) addon on this page.
New dungeons (insts) in the Battle for Azeroth
A total of 10 new instances await us in the Battle for Azeroth. Some of them are only available to a certain faction during the leveling phase, and only at level 120 you can visit all dungeons.
Dungeons on Kul Tiras are available during leveling only for Alliance players, on Zandalar only for the Horde. Once you reach the maximum level, you will be able to visit all dungeons at all difficulty levels. Please note that Siege of Bolarus and Rest of Kings are only available on Mythic difficulty, not Normal and Heroic.
This article and its expansion depend entirely on visitors. The more you share it (buttons at the bottom of the article), the more diligently we will update it. If you find inaccuracies, suggestions or errors, do not hesitate to write about it in the comments.
Dungeon loot
The loot on Instagram is, as usual, different. The higher the rank of the dungeon, the better your loot will be. The exception is Azerite items.
- Normal – item level 310+
- Heroic – Item Level 325+
- Mythical – item level 340+
- Mythic + – Item level 345+
Dungeons on Kul Tiras
Free Harbor (from level 110) – The Free Port in Tiragarde Sound is full of thieves, bandits and other rather dubious inhabitants of the underworld.
Waycrest Manor (from level 110) – Drustvar was the ancestral home of one of the most powerful families on Kul Tiras, but it is a dark secret.
Shrine of Storms (Level 110+) – The tides bless the newly built ships in Storm Valley before setting out on their first ocean voyage. But meanwhile, something bad took this place.
Tol Dagor (from level 115) is a large prison island located near Kul Tiras and controlled by the Ashenwind Company.
Siege of Boralus (level 120 and above). The Ashwind Company has attacked the city, and we must make sure that there is no confusion and chaos in them. Dungeons must be unlocked, requiring Respected reputation in the War Campaign faction.
Dungeons on Zandalar
Atal'Dazar (Level 110+) - The Atal'Dazar Dungeon is located on the slopes of Zuldazar and the resting place of the Zandalari kings, as well as the home of the Troll sect that performs dark rituals.
Temple of Sethralissa (from level 110) – Is a sacred place for the Sethrak snake people. Therefore we can count on some rituals here.
The Underrot (level 110) – The Underrot in Nazmir is one of the main sources of corruption in Zandalar.
Gold Mine (from level 115) – Let's return to Kezan! The Goblins heard about Azerite very early on and dug deep into the land of Azeroth to mine more of it.
Tomb of the Kings (from level 120). This dungeon, as the name suggests, is the resting place of long-gone kings and is located in Atal'Dazar. Insts must be unlocked, a respectable reputation in the military campaign faction is required.
New Raids and Queen Azshara
Also not to be missed are the new raids, Uldir will be the first raid in Battle for Azeroth with a total of 8 bosses. Thematically, it's titans and old gods.
Of course, more raids will be released during the new updates. It has already been confirmed that we will meet Queen Azshara. How exactly this happens and what awaits us is still unknown.
However, the Uldir raid is not directly available with release, after which you will find an official schedule that will show you when it will open.
- September 5: Normal and Heroic
- September 12: Mythic and LFR Part 1 (Quarantine Halls: Talok, Mother and Zek'voz)
- September 26: Part 2 LFR (Bloody Descent: Decaying Devourer, Vectis and Xul)
- October 10: Part 3 LFR (Heart of Corruption: Mifrax Dissolver and G'huun)
Mythic+ dungeons are Mythic dungeons that have certain features:
- Various difficulty levels, resulting in increased damage and health of enemies and bosses.
- Additional features that serve to complicate the passage.
- Increased rewards - the higher the level of a Mythic dungeon completed, the higher the level of items at the end of the dungeon.
- To complete the passage you need to meet the allotted time, different for each dungeon.
Now we will talk in more detail about what Mythic+ dungeons are and what they are used for.
- Mythic Keys
- Modifiers
- Awards
- Tips for passing
Mythic Keys
Mythic Keys are items that can be obtained:
- From the last boss of a regular Mythic dungeon (in pre-assembled groups these are called +0).
- From a chest at the end of a Mythic+ dungeon.
- From a chest in a class hall for completing a Mythic+ dungeon last week (we'll tell you what kind of chest this is in the "Rewards" section).
The Mythic Key allows you to complicate the dungeon, thereby increasing the rewards for completing it. In the item description, you will see which specific dungeon you need to go to using your key, what difficulty level it will open, and what affixes (modifiers) will appear in the dungeon.
- The dungeon you will have to complete using your key does not depend in any way on where you received it.
- The key level is calculated based on which dungeons you completed in the previous week, and will be approximately 1 lower. That is, if the week before last you didn’t go to Mythic+, but last week you went to +12, then this week you’ll get the key to the +11 dungeon.
- You can only get one Mythic Key per week!
- By completing a Mythic+ dungeon using your key and within the allotted time, you strengthen it and get the opportunity to use it to go to another, randomly selected, dungeon with a higher level.
- If you fail to complete the dungeon within the timer, you will not receive an additional reward and the key will not be strengthened. But it won’t break and you can go through the dungeon again on it, meeting the deadline, and thereby “fixing the key” and gaining access to the next dungeon, only on the second run you, of course, will not receive any loot.
In order to use the key, you need to go into a dungeon with a Mythic difficulty level; in front of the entrance you will see a sphere on a pedestal. You need to click on it and drag the key into the window that appears. After which you will see how much the opponents will be strengthened, what modifiers will appear and you will be able to activate the strengthening. After this, the dungeon will be updated, a timer will appear and you can begin the passage.
The key can be strengthened by several levels, depending on how quickly you completed the dungeon. So, if more than 40% of the time remains, the key level will increase by 3, if more than 20% of the time - by 2, if less - by 1.
Modifiers
Modifiers, that is, additional enhancements, appear in the dungeon at difficulty levels 4, 7 and 10. That is, it looks like this:
- Dungeons 1-3 difficulties - without modifiers;
- Dungeons 4-6 difficulty - one modifier;
- Dungeons 7-9 difficulty - two modifiers;
- Dungeons 10+ difficulty - three modifiers.
Modifiers largely determine what tactics to follow when passing a dungeon; they are used as a guide when selecting a group and choosing talents.
Level 4 modifiers:
- Enraged - All non-boss enemies deal 100% more damage when they have 30% health remaining. Depending on the complexity of the dungeon and other modifiers, you need to either distribute massive stuns when the pack drops to 30% HP, or vice versa - carefully kill the mobs one by one, placing controls on the rest.
- Infested - there are additional mobs in the dungeon. High AOE damage and mass control are very important here. On high difficulties, it is important to keep an eye on some mobs that can one-shot players, for example, panthers in the Dark Heart Thicket, and control them/knock down castes.
- Buff - When mobs die, they buff nearby allies, increasing their maximum health and damage by 20%. With this modifier, it is better not to collect large packs and try to kill them at the same time.
- Bloody - a void zone remains at the site of the mob’s death, which heals enemies and deals damage to players. In this case, it is also not recommended to collect large packs, and you also need to kite enemies.
- Explosive - when a mob dies, it places a debuff on all group members, regardless of their location, which will deal 10% of the mob's maximum health over 4 seconds. And this debuff is cumulative. That is, if you kill 5 strong opponents at the same time, then most likely it will be a wipe. With this modifier, you need to use your own saves in particularly hot situations or kill opponents gradually.
Level 7 modifiers:
- Volcanic - small volcanoes periodically appear under the RDD and healers, which after a few seconds will cause damage if you do not escape from them. Quite a nasty debuff for casters.
- Explosive - Sometimes enemies will summon orbs that will explode and damage the entire group if they are not broken in time. The modifier requires good reaction and the ability to jump from target to target.
- Painful is a difficult modifier for healers. If the player's health drops below 90%, they will begin to receive damage over time until their health level is above 90%. This modifier is very demanding on the attentiveness and accuracy of the group, and together with Explosive, for example, it is truly deadly.
- Stubborn - all opponents can drop aggro from the tank and attack the DD. For RDD it is almost not dangerous if the tank knows its business. One of the easiest affixes.
- Concussive - from time to time a debuff is applied to all players, which after a few seconds will cause damage and interrupt the casting of spells. Not a very difficult affix, but unpleasant for casters. At the moment the debuff appears, you need to not stand in a crowd and stop casting closer to its end, so as not to be silent.
- Necrotic - all auto-attacks of enemies in melee apply a debuff to the target, which causes damage and reduces the healing received. The debuff is cumulative and lasts for 8 seconds; it is not applied when parrying or dodging. How to deal with it depends on the other affixes and the specific dungeon, but without control or very strong AOE damage it will be difficult.
Level 10 modifiers:
- Tyrannical - Bosses have 40% more health and deal 15% more damage. This affix is objectively weaker than the next one; there is no specific advice other than studying tactics and being attentive.
- Fortified - Non-boss mobs have 20% more health and deal 30% more damage. Heavy affix, you need to deal a lot of AoE damage with it.
Modifier Appearance Schedule
- 10.1.18 - Swarming, Shaking, Fortified
- 17.1.18 - Enraged, Necrotic, Tyrannical
- 24.1.18 - Strengthening, Stubborn, Fortified
- 31.1.18 - Swarming, Necrotic, Tyrannical
- 7.2.18 - Bloody, Tormenting, Fortified
- 14.2.18 - Enhance, Explosive, Tyrannical
- 21.2.18 - Explosive, Concussive, Fortified
- 28.2.18 - Enraged, Volcanic, Tyrannical
- 7.3.18 - Swarming, Explosive, Fortified
- 14.3.18 - Strengthening, Tormenting, Tyrannical
- 21.3.18 - Bloody, Volcanic, Fortified
- 29.3.18 - Explosive, Stubborn, Tyrannical
Awards
Well, how can we not talk about the awards!
In Mythic+ dungeons, the rewards do not drop from each boss, but appear in the chest at the end of the dungeon upon complete completion. Please note that in order for the chest to appear, you need to kill the required number of mobs, so you cannot skip half an instance.
Rewards for Mythic+ dungeons are divided into those we receive at the end of the instalment and those we receive at the beginning of the next week, both types of rewards depend on the difficulty of the dungeon. If everything is clear with the first, then the second needs to be explained. Depending on what maximum difficulty dungeon you completed, next week, on Wednesday after the worlds restart, a reward will appear in the chest in your stronghold. And well-dressed players complete Mythic stages mainly for this reward, and now you will understand why.
Inst rewards by item levels:
- 2-3 - 890
- 4 - 895
- 5 - 900
- 6-7 - 905
- 8-9 - 910
- 10 - 915
- 11 - 920
- 12 - 925
- 13 - 930
- 14 - 935
- 15 - 940
Rewards from the weekly chest in the stronghold:
- 2 - 905
- 3 - 910
- 4 - 915
- 5-6 - 920
- 7-8 - 925
- 9 - 930
- 10 - 935
- 11 - 940
- 12 - 945
- 13 - 950
- 14 - 955
- 15 - 960
Rewards for dungeons above level 15 do not improve.
Tips for passing
This section is aimed at beginners, since the “old people” already know all this very well :)
- Each difficulty level has its own AC. That is, after completing Level 2 Kazenaki Guardians, you can complete the same instance of a different level and also get loot.
- Up to about level 7 of the dungeon, depending on your skill and item level, completing it will not be difficult, so you don’t have to worry too much about the composition of the group.
- If you decide to follow someone else's lead with strangers, through pre-assembled groups, critically evaluate the leader. It often happens that this player just wants to be driven away and will bring very little benefit himself.
- With each specific set of affixes, different classes and specs feel differently. For example, those that work now (Swarming, Concussive, Fortified) are very good for melee AoE players, a little worse for casters and not at all easy for damage dealers who deal damage to one target.
- When gathering a group in a large key, pay attention not only to the level of the players’ items, but also to their class and specialization for the reason stated above. For example, if you go to the Maw of Souls and you need control, and a shaman and a hunter are asked to join the group, you should give preference to the hunter because the mobs in the Maw are undead and the shaman’s hex does not affect them, but the hunter’s trap does.
- LEARN TACTICS! Many newcomers, accustomed to the fact that in random heroics and zero-era epics everything rushes by unnoticed, have no idea what to do on certain bosses, which leads to sad consequences.
- Once the passage has already begun, the group cannot be changed! Therefore, if you are not sure that you will be able to complete the dungeon to the end, do not spoil the game for others and it is better to just wait for a more convenient moment.
- As mentioned above, for each specific instance and each specific set of affixes you should select your own set of talents and legendaries, if any.
- Don't forget about control, knocking down spells and positioning! And not only in battles with bosses, but also with trash! Even mostly with trash, I would say :)
- You don't have to complete all the dungeons. Let's say I can't stand Kazenaki Guardians, both Karazhan and the Quarter of Stars, so I don't go there!
- Prepare in advance - buy food, infusions, potions, runes. Remember that the Mythic+ dungeon format requires even more commitment from each player than raids.
Perhaps this is all the advice that I can give you, dear subscribers, I hope this article will be useful to you :) Good luck and good loot!
This time you will learn what Dungeon Raids are. Why are they going? Tips on how to behave in raids and the like.
What is Raid? This is a very large group of players (more than five). About to go through a certain dungeon. For what? To get good, unique items.
Raids come from:
- 10 people.
- 25 people.
In this case, the raid can choose the difficulty mode for the dungeon. Normal or Heroic mode. In Heroic, the difficulty increases significantly. Therefore, it is better to go into such a dungeon in good, purple equipment.
Tips for beginners
Now a couple of tips for beginners.
- The dungeon should be chosen according to your level. Therefore, when searching for a group, be sure to write your class and level in the chat.
- Before taking you into a raid, the RL (raid leader) will ask what your “GS” is. GS is the rating of your clothes and weapons. GS is calculated using the addon, so be sure to install it.
- Take a second specialization from your class trainer. If this is possible, of course, it costs 1000 gold. A second specialization (second spec) is needed to invest talent points specifically for playing in a group or raid.
- Prepare for the raid, distribute your talent points so that they can be of maximum benefit to the group. Which glasses depend on the class. It is best to use the second spec for this.
You should become familiar with the slang used in dungeons by experienced players.
- RL is the raid leader, this player is the main one in the raid, he assembles the raid and decides who should play in the group and who should leave.
- Wipe is the second concept you will become familiar with. This is when all participants are killed by mobs or the boss.
- Trash are monsters that live inside the dungeon.
- Turnip – reputation with a certain faction.
- Unrol is when the raid leader takes the best thing from the boss.
- Roll - RL shows the item in the chat, thereby asking if anyone needs this item. If you need it, write the /roll command in the chat. When the rl sees the results of the roll, he will give the item to the one who lost the most percentage. But he can also give the item to someone else if he sees that it is not suitable for the player’s class.
- Off-spec is when RL asks tanks and heals to switch to DD specialization.
- RF – checking the raid’s readiness for battle.
- Pug – random ed.
- Chemistry - elixirs, flasks and all sorts of combat bottles. Usually all this is useful on special strong bosses; in a pug it is practically not needed.
- MT is a main tank or main tank, a player who keeps all the mobs on himself.
- OT is a backup tank in case the main tank dies or loses aggro.
- Aggro is the rage of the mob, whoever holds aggro is hit by the mob/boss.
- The ax - the devil knows where the player came from, is stupid and in every possible way sets up the raid.
- The carriage is a player who just goes to get dressed. Almost useless in a raid.
- A steam locomotive is the opposite of a carriage, it is very strong and carries the entire raid on itself.
- Slack is a player who does nothing at all. He's resting stupidly.
- Sumon or Sum - calling a participant, raid participants into a dungeon.
- Fist, Helmet, Inta, Paw, etc. - buffs of various classes.
- Napul – transferring aggro to tanks using special skills of various classes.
Level of things - what is it?
In addition to the GS, which determines the level of things. There are levels of things provided by the developers. Therefore, very often RL looks at the level of individual and the general level of things. This careful selection is explained by the difficulty of completing the dungeon. If anyone in the group is poorly dressed, a wipe will inevitably occur.
They usually look at the level of items when they are going to take you to the Guild and to a team in the Arena.
As a rule, they don’t look at the level when the pogue is going. When you queue for a random dungeon, etc.
It can be useful to look for raids on trash or turnips.
- Raid on trash– here they don’t look at the level of things, because the group is going to kill only monsters, and will leave the bosses to others.
- Raid on turnips– the group is going to kill only monsters, because for killing they give reputation points. Always try to get into such raids. And get dressed and improve your reputation.
Where and how to dress
I advise the green clad player to dress first in 5 man dungeons. In such dungeons you can equip blue items up to level 333. If you play in heroic mode, you can dress up to level 346.
By visiting various dungeons as part of a raid, you will receive various points, including justice points. Justice points can be used to buy items of levels 346 and 359. For valor points - level 378.
Quests, on quests you can also dress well. For example, for reputation in Hyjal and the associated Fiery Front zone, you can get level 365 items. In Firelands raids - level 378.
He strives where he needs to go
Dungeon Fire expanses(OP) To get here, you first need to complete a chain of quests. After you have completed the Hyjal quest chain, you can look for a group.
Dungeon Baradin Fortress(KB) or (TB – Tol Barad) is located in a PvP zone, so before looking for a group there, you need to conquer this zone in a PvP battle. Well, or wait for other players of your faction to do this. The requirements for this dungeon are very high. Try to get dressed in a different place first. Where? More on this below.
Now it’s easier about dungeons. They drop things at a slightly lower level, but the difficulty of such dungeons is lower.
Dungeon Blackwing Descent(TKT) There are as many as six bosses in this dungeon. That's why there is a lot of loot in it. But it is quite difficult to pass.
Throne of the Four Winds(HTV) is a fairly simple dungeon, in it you can find two bosses, a conclave of winds and Al "Akir. Again, Al "Akir requires practice and a certain level of things.
Twilight Bastion(SB) is the most difficult on the list. It is home to 4 bosses in normal mode and 5 in heroic mode. Completing such a dungeon requires knowledge of tactics and a certain level of play with your character.
That's probably all! If you have any questions, please leave a comment. I will be happy to supplement the article with your questions and answers.
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Mythic Advanced Dungeons are a new type of content that gives players endless opportunities to challenge themselves. Dungeons have timers, similar to the dungeon timers in Challenge mode, but the main requirements are not on the speed of completion, but on the skills of the players.
1. Mythic Advanced Dungeons Overview
- Completing the Mythic Advanced dungeon can reward players with excellent quality gear. This is the best gear in the game that can be purchased before the raids release.
- Advanced Mythic dungeons have levels. The higher the level, the higher the difficulty of the battles in this dungeon.
- As the level of the dungeon increases, the health of the monsters living in it increases, and the damage they deal increases.
- Completing high-level Mythic dungeons rewards you with improved loot.
- At certain levels, modifiers are added to dungeons that change the behavior of opponents and further complicate the battle.
- Depending on the number and level of dungeons completed in the previous week, players receive guaranteed loot.
In patch 7.0.3, all dungeons have an expanded Mythic version, with the exception of Violet Keep.
1.1. How to start a Mythic Advanced dungeon
To begin a Mythic Advanced dungeon, you will need a Mythic Keystone.
- Before entering the dungeon, set the difficulty level to Mythic.
- Go into the dungeon and find the key bowl that looks like an orb to start the timer in challenge mode.
- The player holding the key must click on the cup and open the dungeon difficulty setting interface.
- After this, he needs to drag his key from the bag to the cell located in the center of the window.
- After a few seconds, the window will display the key level and additional information about the dungeon.
- After that, click the red button at the bottom of the window.
After this, the interface for all players will be updated, and a ghostly green wall with a timer for 10 seconds will appear in front of them. Once this time is up, the group can begin completing the dungeon.
1.2. How to Complete a Mythic Advanced Dungeon
Similar to Challenge Mode from previous expansions, players must defeat all of the dungeon's bosses and kill enough other monsters before the time limit runs out.
- If the group meets this time, all its members receive higher level keys, as well as a Challenger's Stash with two items matching them.
- If you don't meet the timer, don't worry. You will receive the Challenger's Cache after killing the final boss.
- However, you will not receive a new key and the key you used initially will be used up.
After completing the dungeon, a window will appear telling you whether you managed to meet the timer, as well as information about upgrading the key.
1.3. Dungeon Lock
The Mythic Advanced dungeon system has no locking.
- You can complete any dungeons in any number and order as long as at least one group member has the required key.
- For completing each dungeon, you will receive a Challenger's Cache, provided that the key has not been damaged.
- If you have two keys for one dungeon, you will be able to get boss loot both times.
Blocking regular Mythic dungeons does not affect the progress of Expanded Mythic dungeons. You can complete all Standard Mythic dungeons first and then head into Expanded Mythic, or vice versa.
2. Group composition and preparation
Group composition for completing the dungeon in advanced Mythic mode:
- tank;
- doctor;
- three fighters.
Once you start a dungeon, you cannot change players. If one of them quits the game or leaves the group, refresh the dungeon and find a new member. As a result, the key will be used up,
those. A new attempt to complete the dungeon with this key will not yield any loot.
Expanded Mythic dungeons at level 10 and below are balanced so that the skill of each player is more important than the specific composition of the group.
However, you will need players with the following abilities:
- Bloodlust / Heroism / Time Warp
- resurrection in battle;
- AoE stun;
- control (eg Polymorph);
- interrupting spells;
- dispelling beneficial effects from opponents.
AoE damage and single target damage are equally important. Mythic dungeons are full of trash, but bosses are especially dangerous, especially at high levels, and defeating them quickly can be the difference between success and failure.
Once you start a dungeon, you cannot change talents or specializations. even if you have the Tome of the Tranquil Mind with you. Before entering the dungeon, test your talents. If you need to change talents after using the key, you will have to exit the dungeon and the key will be used up.
2.1. Dungeon Guides
Get to know the boss mechanics from Mythic Expanded in this detailed series of guides!
When going into the dungeon, do not forget to stock up on the necessary stones, enchantments, infusions, potions and food. Unlike Challenge Mode, you won't have to go through packs of monsters often, but you can still use Potion of Invisibility and Draenor Potion of Invisibility to shorten the path and make the fight a little easier.
2.2. The Challenger's Burden
While in the dungeon, players are exposed to the Challenger's Burden. When one of the players dies, 5 seconds are subtracted from the remaining time as a penalty. In some cases, the Challenger's Burden makes so-called "death runs" (i.e. running long distances with the goal of dying and resurrecting in a safe place) strategically disadvantageous, but in some cases (for example, on the bat stairs in Black Rook Keep) " death races" are completely justified.
In addition, the Challenger's Burden is a kind of readiness indicator for a specific dungeon level. If you die too often, time will run out long before you reach the final boss. In this case, you need to look for better equipment to return later, or modify the tactics used.
3. Mythic Dungeon Keys
Mythic Dungeon Key is a special item that allows you to begin completing a dungeon in Expanded Mythic mode. Below are the keys of different levels. The tooltips contain important information:
- the name of the dungeon that can be opened with this key;
- key level;
- active dungeon modifiers (see below);
- remaining key validity period (expires at the end of the game week).
A player can only own one key at a time. In addition, he cannot receive more than one key per week (from any sources, even the previous key has been deleted). Don't delete the keys! If you accidentally did this, you can use the recovery service on Battle.net.
3.1. How to get the key
If you don't have the key, you can get it in the following ways:
- complete the dungeon on standard Mythic difficulty and get a level 2 key;
- go through a dungeon opened by another player and get a second level key;
- open a chest in a class hall (only available if you completed at least one Mythic Advanced dungeon in the previous week);
- this key will be 1-2 levels below the level of the dungeon you completed (minimum level 2).
Many players obtain their first Keys from Mythic Violet Keep, but this is not required. In fact, you can complete any Mythic dungeon. In standard mode there are no speed requirements.
You can enter an Advanced Mythic dungeon if at least one player in your party has the correct key. However, if you're looking for random companions, be prepared to use your key if necessary.
3.2. How to improve a key
If you killed the last boss and completed it within the allotted time, the key you used at the beginning will be upgraded (by at least 1 level). The faster you do this, the greater the improvement will be:
- If at the time of completion you have less than 20% of the allotted time remaining (for example, less than 6 minutes for a dungeon with a timer of 30 minutes), the key will be upgraded by 1 level (for example, from level 3 to 4).
- If at the time of completion you have more than 20%, but less than 40% of the allotted time remaining (for example, more than 6 minutes, but less than 12 minutes for a dungeon with a 30 minute timer), the key will be upgraded by 2 levels (for example, with 3 to 5 levels).
- If at the time of completion you have more than 40% of the allotted time remaining (for example, more than 12 minutes for a dungeon with a timer of 30 minutes), the key will be upgraded by 3 levels (for example, from level 3 to 6).
At the end of the race, the improved key will automatically be in the bag of the owner of the key that opened the dungeon. When upgrading a key, the name of the dungeon changes randomly and is selected from the list of dungeons available to the owner of the key. For example, if the player who opened the dungeon cannot yet get to the Quarter of Stars or the Catacombs of Suramar, the name will be chosen from the 7 dungeons available to him.
If the key has been upgraded by more than 1 level, the quality of loot chests players receive increases.
- When upgrading a key by 1 level, players receive a Challenger's Cache. If they completed a level 3 key dungeon, the Stash will contain loot that can be obtained from a level 3 dungeon.
- When upgrading a key by 2 levels, players receive a Superior Challenger Cache. If they completed the dungeon with a level 3 key, the Stash will contain loot that can be obtained in a level 4 dungeon, because they can now go to a level 5 dungeon without going through level 4.
- When upgrading a key by 3 levels, players receive the Challenger's Peerless Cache. If they completed a dungeon with a level 3 key, the Stash will contain loot that can be obtained in a level 5 dungeon, because they can now go to a level 6 dungeon without going through level 5.
3.3. Spent Keys
If you fail to meet the allotted time, you will still receive loot for completing the dungeon. However, the key you used to open the dungeon is consumed.
A spent key can be used to try again, but you won't get any loot on this run. Warnings about this are clearly displayed in the game interface, so if you use a spent key, all your teammates will know about it.
If one of the subsequent attempts is successful, the key will be upgraded and can be used in a higher level dungeon.
Keys are also consumed when updating dungeons that have not been completed to the end. Even if your teammates make mistakes, you shouldn't leave the group or update the dungeon. Just complete the playthrough and get the loot (in comparison, if you quit, the key will be used up and you are guaranteed to be left without any loot).
Never delete used keys because... with their help you can get good keys of higher levels. Remember that you can only receive one key per week.
4. Mythic Advanced Dungeon Mods
A modifier is an additional property of a dungeon that affects the behavior of the enemies living in it. Low level dungeons have no modifiers, the first of which appears at level 4.
If your key has a modifier, all monsters in the dungeon will have this property. There are 8 main modifiers:
- Reinforcing. When any enemy (except bosses) dies, he emits a deathrattle that buffs his allies, increasing their health and damage output by 20%.
- Necrotic. Melee attacks apply a debuff that stacks and reduces received healing and absorption effects.
- Overwhelming. Any excess healing coming from a player with the Healing Specialization will apply an effect to the target that proportionally absorbs the incoming healing.
- Furious. When enemies (except bosses) are below 30% health, they deal double damage.
- Bloody. Shortly after enemies (excluding bosses) die, pools of blood appear on the ground, healing their allies and damaging players.
- Stubborn . Opponents react less to the threat posed by the tank.
- Teeming. Additional enemies appear in the dungeon, and the count of kills required to complete the task increases.
- Volcanic. During combat, enemies will occasionally explode the ground under the feet of distant players.
Level 4 (first modifier)
The first modifier appears at level 4 dungeons. It is indicated in the key tooltip, in the Cup of Power interface and the Tasks section, next to the timer and kill counter throughout the entire race. The level 4 modifier is selected in random order from the list above, changes weekly and affects all level 4+ dungeons.
Level 7 (second modifier)
The second modifier appears at level 7 dungeons. It is randomly selected from the remaining modifiers, i.e. cannot be repeated. The level 7 modifier also changes every week and affects all level 7+ dungeons.
Some modifier combinations are never encountered because players simply couldn't complete the dungeon with them. Example: Enhancing/Infesting. In this case, the monsters would continuously strengthen each other, and the players would not be able to cope with them.
Level 10 (third modifier)
For level 10 dungeons, there is another modifier, which is randomly selected from two available:
- Fortified. Increases health and damage output for all enemies (except bosses).
- Tyrannical. Increases the health reserve and outgoing damage of bosses.
A new modifier is added to the existing ones, i.e. Level 10+ dungeons have three modifiers. Like previous modifiers, it changes weekly and affects all dungeons.
The level 10 modifier significantly increases the difficulty level of the dungeon, and this content is intended for the most determined players. To complete such a dungeon, you will need to select a special team and develop the ideal battle tactics. Currently, loot does not improve after level 10, so players do not need to deal with the third modifier to get the best items from Expanded Mythic difficulty. Thus, the best loot is available to representatives of all classes and specializations.
4.1. Details about modifiers
Below is collected all the available information about the modifiers existing in the game.
Reinforcing
Dying enemies buff their allies with Support, increasing their health and damage dealt by 20%. This effect stacks and opponents become virtually invincible. The range of the Support is 45m. While under the effect of Support, targets become invulnerable to many types of control (with the exception of stun).
This mod forces players to kill monsters as quickly as possible. To do this you need to follow simple rules:
- Do not chain several packs at the same time so that Support does not accumulate excessively.
- Try to deal damage evenly.
- However, if you have a priority target (like the Black Rook Fortress), it will be more advantageous to kill them first.
- If the opponents have significantly strengthened each other with Support, the healer can help the tank by applying protective cooldowns to it.
- Only heal your allies if they really need it.
- Interrupt spell casting if the target uses an ability to heal itself.
- If your allies don't need healing, deal damage to your opponents.
Bloody
When any enemy (except bosses) dies, they leave behind a Bloody Pus, which has two effects:
- Bloody Pus heals allies standing in it for 5% of their maximum health every second.
- Bloody pus deals damage to enemies standing in it for 15% of their maximum health every second.
Tanks must move the remaining monsters away from Bloody Pus, and fighters must carefully watch their step. Bloody pus forms within a few seconds, so there is more than enough time to react.
This modifier causes particular difficulties in battles with large groups of monsters, because... This requires a lot of free space. In addition, on earth with a red tint (for example, in the Thicket of the Dark Heart), pus is very difficult to see.
Stubborn
Tyrannical
This modifier applies to level 10+ dungeons. In a dungeon with the Tyrannical modifier, bosses' health increases by 40% and the damage they deal increases by 20%.
- As a result, some abilities kill players in one hit if their health level is not high enough at the time of use.
- The Tyrannical modifier serves as an additional check for the level of equipment.
- Tanks have to more often lead monsters behind them, avoiding melee attacks.
- Some dungeons with especially dangerous bosses can be completed with two tanks.
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