That's the point I'm making, when you get to a M+ level where bosses don't die in a single use of DA, UH single target will feel lacking.
What's the time requirements for Mythic+?
edit: I really hope it's not some stupidly low number. Doing that would ruin would could be an awesome feature. Mythic+ should be about the struggle to overcome the dungeon, and not a speed run zerg fest.
Last edited by Hashcrypt; 2016-08-03 at 02:10 PM.
Depends on a dungeon. From 25 minutes in Maw of Souls to 45 minutes on Halls of Valor.
How so? Generally from what I've seen those times are pretty relaxed. If they didn't have timers on these dungeons the scaling wouldn't matter nearly as much, and it would devolve into some pretty retarded things, like bringing extra healers or extra tanks just because you could. That or you could just be terribly inefficient and kite literally everything, and really take your time.
The timer is there to limit some dumb shit and to keep you honest. If you don't have a timer deaths and being efficient literally mean nothing, and the upper limits of whats possible becomes even greater.
Regardless there are going to be faster compositions based on the instance it points you to and how the classes are balanced. The only way to avoid that is to literally make every class the same. I don't see how you view this as any different, considering certain classes have been stronger than others since the launch of this game lol.
In the upper echelons of the system you might very well need to move as fast as possible in order to save time, but for the most part, a large portion of doing Mythic+ is literally not having deaths and moving at an okay pace.
All dungeon timers now are completely reasonable. Unless you start waiting for 3-5 minute cooldowns on every pack, you will be making the timer with 30-40% still remaining, provided you dont wipe. You are, however, penalized for dying. In my book this is way better than 4 tank/1 healer turtle strats your ideal version of mythic+ encourages.
How's Mage for high levels of Mythic? Currently on live I'm having a bit of a hard time with AoE...
Always mage.
Fire mage is probably the best DPS for overall AOE/ST and utility for mythic +.
Cant go wrong
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I can see BM being extremely strong due to beast cleave and low cooldowns on their big DPS hitters, however I think every class will eventually be able to do it as people gear up. The goal shouldn't be Mythic 10 since the gear will eventually be obsolete. It's all about that skin and achievement.
Anyone know how the weekly chest reward from mythic + will work? It would honestly suck if it was RNG based and you can get the same item on back to back weeks.
Last edited by xpose; 2016-08-08 at 02:06 PM.
Wow thanks for the constructive post and insight into what the OP asked.
- - - Updated - - -
S tier:
In no particular order:
Unholy DK, WW monk, BM hunter, fire Mage, fury war and possibly enhance
Tanks: DKs but all the gap in tanks is less noticeable than the dps gaps.
Healers: resto druids are winners but same with tanks on the rest of the class balance
Can't speak for what will end up in "A" tier but I expect shadow priests to be left out tier for dungeon content again.