1. #1

    Any good thread or source for Mythic+ tips / tricks / guides specifically?

    Looking to get into higher end Mythic+ (highest I have pushed is 16 so far).

    I am looking for a good resource that specifically covers tips / tricks for each dungeon. Things like "You can drop down the elevator in VotW by repeatedly running against the wall as it raises up."

    The above example is something a lot of people might miss while doing speed runs and can cut a lot of time.

    Another common trick is going in reverse order for EoA using DH + swapblaster.

    Mainly looking for an archive of these tricks instead of trying to tie in all the tricks people use in videos together.

  2. #2
    https://mythicpl.us/ this website has the weekly affix rotations, info on all the affixes, loot guides, dungeon guides, basically anything you could need for mythic+ info.

  3. #3
    Quote Originally Posted by spiritsurge View Post
    https://mythicpl.us/ this website has the weekly affix rotations, info on all the affixes, loot guides, dungeon guides, basically anything you could need for mythic+ info.
    that site provides nearly zero useful (updated) info apart from weekly afix rotation
    zug zug

    what is it paladin, one zug is not enough for ya?

    Quote Originally Posted by MasterOfNone View Post
    lore should be voluntary to the game. not obligatory.

  4. #4
    Quote Originally Posted by Evilmoo View Post
    that site provides nearly zero useful (updated) info apart from weekly afix rotation
    And this is the exact problem I have found with a majority of sites.

    Finding weekly rotation, what an affix does, and what a bosses mechanics are is all super easy info anyone can google in 5 seconds.

    Finding exact routes that shave 30+ seconds off a run are "well known" in the YouTube community but going through a large amount of videos for every dungeon to see every time saving trick is a bit overwhelming.

  5. #5
    Dreadlord ItsTiddles's Avatar
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    If you're into using stealth pots, you can skip all the trash to the first boss in Black Rook Hold. You wont get to pot for 10m, but it's always saved us a lot of time.

    In Arcway, you can pull trash after Corstilax during the fight and nuke them down quicker using the haste buff you get (would recommend caution on bolstering week). Most effective if you're going to Ivanyr next.

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  6. #6
    All tricks can only help you so far.

    One of the biggest misconceptions if you are aiming for in time or even more chests, is that the huger the key the slower you have to go.


    In the end you have to lear to pull big and effectively and live through those pulls.
    The more hp mobs get the less time there is to pull pack by pack.

    If you look even at +24/25 vids. They are always pulling big.



    But a few Tipps :

    Eoa:

    - Especially in fortified it is worth it to skip the 2 giants.
    Can be done by Rogue Mage with vanish/invis or n811 Druid. The last one does not work always.
    Or simply by 1 person dying and getting massrezz.

    - There is also the thing with swap blaster and Mammut to the giant boss. Kind of exploity if you ask me.

    - might be worth it to do Serpentrix first, you have HT for the Lady. She can be quiet challenging. Although no seagulls on serpentrix

    BRH:

    - Instead of invis pull everything befor 1st boss die and combat rez healer and massrezz after

    - you can cc 1 ghost (you have to kill the others regardless) and tunnel the boss. It´s worth it on tyrannical, because he is not doing anything till 15% and you can just burn him down.

    - Never stand to close the door on the 3rd both, otherwise the charge on a player standing there can reset the boss

    - if you skip at the beginng and a DK MCs an add, don´t forget to kill that add in the end or you will have to less progress

    - if you have a priest, chain shackel the hunters might be worth it with certain affixes

    NL:

    - For fortified on really high keys you can skip 1 skorpion or even both by pulling them right before the boss with a Mage or rogue than boss and vanish/ invis.
    They're will reset and not join the fight.
    But you have to be careful not to add them.

    - There was a WA and DBM did it too, that marked the right idol on the 2nd boss.
    At the moment it doesn´t work though

    Arcway:

    - At the beginning you can reset the little blobbs. Just kill the 2 big ones 1 time and run out of the instance. They will despawn.

    I´m not sure if this got fixed completely but you can also kill the 2 big ones 1 time, pulle the other pack of 3 and run put.
    The 2 zombies they where fighting will be despawnt and the pack is not aggroing as easily. You can skip them then.

    - If you get the right way.
    Instead of doing the long tunnel with demons etc.
    Let a Druid stealth to zarkuun. Then die right below the edge and get massrezz.


    - If you have a Dh. You can skip both double caster packs with the big demon using incap

    - you can LOS and reset the dot of the ghost

    COS:

    - 2 persons can mount there waterstrider and already kill the 1st mob before everybody else arrives.
    Those 2 are not going to call the boat, instead 1 of the others that are calling the boat mounts after the call on a mammut or yak and the other 2 mount on the seats. As soon as the boat arrives and the person gets ported in those 2 will fall in the water and can mount.
    --> kind of an exploit imo

    - Do not deactivate all pillars 1st its a waste of time 2nd supposely you get a longer cinematic at the end

    -If trap is up you can kill 2 minibosses with it

    -Get DBM or Gottagofast. Both have a option to autoaccept dialogues and post the hints in the chat

    -If you have a DK he can see the spy with sprectral sight if you talked to all hints

    Vault:

    - flare reveals the mobs even without light. Also it let´s you see creeping doom.
    So flare at the endboss in the middle of the room. It also reveals the avatars.
    If the avatar in the corners spawns and get stunned the shield on the boss is removed and you can dps the boss.
    Just let the 1st avatar live and tunnel boss.

    - on 2nd boss you can fight on top of the stairs and LOS when he ports. He will come back with all the adds.
    Exception are the stone throwers. You might want to go down and kill them

    - on eye if the melee and tank are standing insight the hitbox they won´t get hit by the blue and purple stuff. Positioning has to be exact

    HOV:

    - on high keys with bad affixes (bolstering,raging,fort) it might be worth it, to kill the 1st 2mobs and skip the next 2 packs, especially the dragon with invis.
    The dragon tends to 1 shot even tanks, and the casters, too

    - you can skip the last pack in the middle by throwing a brew in

    DHT:

    - you can CC the dryad that is jumping around on the 2nd pack after the 1st boss. Just CC/Root her when she is inside the grp and skip that pack

    - you can skip the 4 blobbs that spawn from the big elemental by los. Just stand further on your way to the dragon when the add dies and you won´t be infight. Stunning the ele helps. But often the mobs get pulled by some ae or trinket procc

    - casters can LOS the down draft on the dragon completely.


    - keep an invis pot at hand. it might be worth it to skip the last pack in the trunk if it makes a differenc for 1 chest

    General:

    - There are a few smaller tricks, like shadowmeld/vanish/feign death certain abilities but that should be common knowledge.

    - If you are running a depleted key, there is a "Reset Mythic dungeon" option that works like in CM and resets instance and all cooldowns and ports you to the entrance.

    - some classes, especially DH can use certain CDs directly before starting the dungeon timer. The CD resets but the effect is up.
    So use a pulltimer. Meta can be used effectively for example in Arcway, EoA, MOS, Vault
    --> If you reset the dungeon you have to do a hard reset. Get out reset and back in or that doesn´t work sometimes
    Last edited by Sámsa; 2017-02-10 at 11:45 AM.

  7. #7
    Deleted
    Quote Originally Posted by Skul View Post
    Finding exact routes that shave 30+ seconds off a run are "well known" in the YouTube community but going through a large amount of videos for every dungeon to see every time saving trick is a bit overwhelming.
    There aren't really that many actual tricks.

    Skip the 2nd grp in DHT after the 1st boss by CC'ing the jumping Dryad and on teeming the cenarius-mob there as well (forgot the name).

    Invis last grp in DHT if needed.

    Boat skip with Swapblaster in EOA.

    Invis first grp of BRH up until the boss.

    Root 1 spirit at 1st BRH boss to disallow his auto attacks until after the cast below 15%.

    Skip 3 man grp in front of 2nd boss in Hov by walking on the side.

    Skip most of Fenryr trash by jumping up on the right side just after the entrance.

    Skip some grps in Arcway but be careful about % there.

    If you have a designed runner class for CoS, you can let him run through the building after the 1st boss and the rest of the grp rides on mount back to the entrance, doors will open when runner reached the imp+caster pack. Let him die, he respawns on the other side = easy early fel orb etc.

    Invis miniboss at the start of Vault.

  8. #8
    Quote Originally Posted by xepheris View Post

    Invis miniboss at the start of Vault.
    You can invis the last mini boss before the elevator down.
    The Skip on the 1st one is no longer possible. If you do not kill it the door stays closed

  9. #9
    Good posts guys, thanks. Learned a lot just from Samsa and Xepheris.

    However Xepheris, you say there aren't many tricks then list 8 substantial ones, lol.

  10. #10
    A while ago I started making a list of all the useful tips/tricks I learned from m+ spam, I haven't updated it much lately though: https://docs.google.com/document/d/1...1Ml8vWsPVossLI

  11. #11
    Quote Originally Posted by Sámsa View Post
    All tricks can only help you so far.

    One of the biggest misconceptions if you are aiming for in time or even more chests, is that the huger the key the slower you have to go.


    In the end you have to lear to pull big and effectively and live through those pulls.
    The more hp mobs get the less time there is to pull pack by pack.

    If you look even at +24/25 vids. They are always pulling big.



    But a few Tipps :
    Could you give more details on how to los Down Draft of the dragon boss in DHT? This would help a lot on high lvl mythic+ runs! Thanks in advance.

    I'll share my 2 cents on dungeon tips here as well:
    - On the eye boss in Vault, you can have at most 4 ppl stood at the safe spot under the boss. There must be at least 1 person staying outside, or abilities will start targeting the safe spot.

    - EoA skip to giant: DH, warriors and shamans can jump from the top of the boat to the cliff where the giant boss resides. For DH, use double jump. Shamans use gust of wind (have to choose the right direction where the propelling force can push you up the cliff), and warriors heroic leap (jump then use heroic leap mid-air)

    - Arcway skip to the demon boss: if the door on the right side opens, after killing the spider, you may want to skip the demon-filled corridor and get right to the last boss. On the staircase right after the spider boss where a inquisitor patrols, jump to the "hand rail" on the right side of the stair, then double jump/gust of wind at the correct altitude, you will land on a invisible block on top of the light post, then jump forward -> turn mid-air -> rush or gust of wind to the platform where the boss resides.

  12. #12
    Dreadlord ItsTiddles's Avatar
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    Quote Originally Posted by Eleyne View Post
    Could you give more details on how to los Down Draft of the dragon boss in DHT? This would help a lot on high lvl mythic+ runs! Thanks in advance.
    If your tank holds him in the spot where you drop down after killing it, your range can be by the entrance and will not get pushed back (meaning no damage). Just be aware of falling rocks so you do not place them where you need to stand. Have your tank and any melee stand on the side of the boss towards your healer so they will be in range to stay topped off.

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  13. #13
    More good tips, thanks guys

  14. #14
    Quote Originally Posted by Sámsa View Post
    If you look even at +24/25 vids. They are always pulling big.
    It's worth noting that the only 24-26s ever done are Sanguine/Volcanic. It's rare to have a tank/healer that can deal with big packs in 24+ fortified, and it's going to depend a lot on stuns and AoE burst available for you to be able to do bigger pulls. AoE stuns will DR, so you can't just stun indefinitely.

    MoS

    Then there are the "oh shit" mobs at 23+, including the Mariner in Maw of Souls. Our healer was doing millions of HPS, but he couldn't possibly keep up the group during Lantern on fortified 23 (even prehots with tranq was useless). If you have 3 high burst dpsers such as DH with Darkness (I don't get to run with DHs but the top time in 23 MoS had 3 DHs, probably just for this mob), then it may be possible. Maybe. But we had to do something far more graveyard rush. Essentially, dps as much as possible before the Lantern. Use any self heals/Prydaz/whatever available to survive as far into Lantern as possible. As the party dies, your tank should still be alive. Have him pull to res area. Res and do as much dps as you can before lantern. Die. Repeat until dead.

    It's fucking ridiculous, and if we would have thought of this beforehand and planned it, we could have been much, much better timewise, but we have no intentions of going back to 23 MoS right now. Another possible option with this kind of add on fortified high keys would be to have any melee go tank specs so they can survive, but the zerg strat should kill the mob faster, as long as your MT can stay alive through the lantern.

    EoA

    We've been doing 20-22 EoA without skipping the giants. Not sure if I'd advise that because they are nice for percentage, but might save some frustration there. We might have one melee die there every once in a while, but overall, not a bad experience in the 3 20+ EoAs we've done (going to be doing another 21 tonight, I believe).

    The 2nd boss's water spike damage can be really strong. Prydaz is recommended for that on 20+. Otherwise, Prydaz shouldn't be necessary for 20-22.

    HoV

    One of the easiest instances to push higher keys on, imo, because the timer is generous.

    The secret to this instance is interrupts/stuns. You need to lock down the rune and thundercallers, especially. The dragon is a jerk, but a druid tank seems to handle things ok with kiting and the dragon casts a bunch to allow you to get away a bit. I've never skipped the dragon pack. Seems like a waste of potion for 10m. We do pull the first 2 packs together to save time as there is just one thundercaller to worry about and the champions can be stunned.

    Everyone complains about 2nd boss. I'm not entirely sure why on fortified weeks. The damage is pretty predictable, and Prydaz can help if your gear ilvl is low. We always skip the pack before the 2 minibosses here (with the jumper) by hugging the wall to the left to grab the mini, working our way along the back and engaging the next mini. We fight the boss along the back wall. Stay out of the line the boss makes with the tank to avoid the light beam attack. You save some time skipping those 3 mobs (and possibly nukes on fortified with that jump).

    We go through a buffalo on Fenrir side and tank him down by water to make sure no one gets knocked back into another add. We then just proceed along the ramp to the boss location (never across the water as some do).

    Save CDs for the 2-pack before God-King. Kill one and then the other to simplify interrupts of the Yell. This goes for necrotic or whatever bad affix combo you get too. We lust on God-King. Tank can pop the shield late to prevent any damage from the Felblaze/charge thing (which is deadly).

    Saving CDs for the valhalla buffs will significantly shorten the boss encounter. Know where the colors are (if you've done Mythic Odyn in Tov, you'll undoubtedly know these colors already) and be at the center so you get there quickly and make the most use of time and buffs. These can shave off tens of seconds if all dpsers are doing this (and if you have the healer also taking advantage of the damage during this boosted phase).

    Arcway

    The die and mass res method works really well on the corridor here leading up to the Fel Lord. Druid prowl, rogue vanish/stealth, whatever. Everyone dies below and you mass res up top, skipping some of the dangerous trash. You pick up percentage with withered, which also appear after you down the last boss.

    A monk or other person can cc the time guys on last boss runback phase so you don't have to dps and can run straight to him. If you are near the cc'd add, you will aggro it and it will join during boss fight. Just expect it, turn and burn to save time.

    Pull all of the small spiders if possible before spider boss and kite them around room while ranged dpsers aoe burst them down. You may lose the tank if he's slow but you can res him. Keep them stunned and localized and you can save minutes here (pulling each of the three groups separately takes longer). Be close for the jump/devour spiders so aoe gets you out of the devour or use abilities like disengage/posthaste to remove yourself from the damage.

    Vault

    Hallway strat for inquisitor boss, of course. Only jump down to kill the petrify (front left as you are facing boss from hallway)--though you can leave them up if you have mass dispel. LoS adds up and kill the dynamite tossers quickly to avoid silly deaths. Adds > boss if they are up with you in the hallway.

    Meteor miniboss tends to be more dangerous than the other one with the felhounds that drain. AoE silence helps here if you have bloodelfs or balance druids. Kill them as quick as possible, pull the miniboss to the eye room. You can be directly underneath the Eye boss to avoid the orbs that get shot out. They detonate on the boss's hitbox, so if you are inside of it, you should be ok. One person needs to be out for Lingering Gaze. Orbs target closest person, so if you can constantly move and dps/heal, you can avoid them pretty easily (and never get hit by gaze).

    Save lust for the Brittle guy and just burn him as fast as you can during that.

    Last boss flare can help. Most people lust during second phase of boss, not first.

    BRH

    Invising through the entire first add section all the way to the first boss is very useful because of the type of adds here (and the fact that potions are not really necessary on first boss).

    Stun/knockback the Scout knife dance and the blade frenzy down the fire breather hallway or people will die. Obviously, keeping blade frenzy turned away from group is helpful. Big pulls are possible here.

    Bats don't aggro unless you hit them or "Sick Bats" is called. Pull first 3 Fel guys down to bottom right corner. Kill them and keep them interrupts. Go up ramp to the left, where lancers appear later, and pull the fel guys there. You can safely aoe here while bats continue down the hall if you pull them to the gate or into the far left corner before you go to the charge boss.

    Charge boss's charge can be avoided similarly to the Blade Dash on last boss in CoS. You can run back and to the left or right as he is casting, but the boss needs to be far away. Move laser lines to the sides to give you as much room as possible. Lust can help you get through this guy safely. You can also save lust for last boss after the disappearing act too.

    Last boss, save an immunity for the first volley, and the rest of the fight is very straightforward. Always target the swarm over the boss and no one will die, even on tyrannical.

    CoS

    Fun instance when done right. Big pulls are possible here, but you need big aoe to do it right (imps especially). The items you get are important and can dictate success. Hunter trap is instant kill. Alchemy is instant kill at 25% on 1st boss. Each of these saves time, so be sure to move on once the instant kill is triggered (there is RP). Damage bonus is very useful, so is increased health so make sure you have those available with cooking/enchanter/whatever. Diversity in group helps.

    Use LoS for the dots from Fel Enforcer or whatever it's called.

    Demon vision after 5 clues identifies immediately, but we rarely run with a DH. After you get 4 clues, finding the person is generally pretty easy. After killing this traitor, during last percent health, have healer or someone else go to the door for final boss so they can start clicking the door and starting last boss RP just as someone picks up the key from miniboss. This saves maybe 15-20s.

    Last boss on fortified is not bad at all. Prydaz can help here on tyrannical. Blade Dash is not a "pick furthest person" mechanic. It's a ranged lottery system. If melee go out of boss hitbox, they can be eligible for blade dash. Same with healers who venture out. Some people have a single person bait every blade dash with an escape ability, just to be sure. Can also be ran away from (back-left or back-right) to dodge it, if boss is far enough away. Healer needs to work out cds/immunities if on tyrannical higher levels.

    DHT

    You can skip the two bears before first boss with invis/stealth and/or mass res, but we rarely do it as we can outrange the shout and they die pretty quickly. The boss RP starts as you are near the barrier, so you can stealth around the right, wait for boss to barrier to lift and just engage him (unless they've fixed this recently).

    The dryad/keeper packs take a lot longer than you might think one at a time, so any possibility of merging these or pulling the last Keeper pack into the next dryad pack is going to help speed up time.

    On Oakheart, you can immunity/disengage the grips on the floor to avoid adds completely up to a point. Once you trigger them, they die really quickly. This allows you to focus dps on boss and not waste it on adds, usually shaving dozens of seconds. LoS on the four add spawns from the big guy is probably a good trick, but someone always aggros them for us, so we just kill them and drag them to other packs. CC the big guy to the left with a root (or distract him) to avoid that last one altogether.

    Dragon boss can be tanked to the far right to allow range to completely outrange the pushback from Down Draft. We don't really use it, but I've done it before. The roof collapse mechanic is really, really dangerous. Move as soon as he starts casting and don't stop until finished to usually avoid it altogether. Assigning sections of the room may help keep people from running into each other and killing each other with roof collapse thing.

    Last boss's Feed can be feigned and all kinds of other things to avoid huge damage during Tyrannical. On Fortified, most people just invis pot the last pack. However, we have also just stealthed past it and mass rezzed so we could have a potion for last boss (tyrannical sucks and every lit bit of help you can get helps here on higher keys).


    Nelth

    If pelters aren't in range of tank, they do not pelt. They just follow. So, your tank can run up, generate big threat, and kite. Ranged or melee can kill them as they run around for a while. Can be helpful on fortified, though it can also slow things down if you are out of position.

    Speccing single target on this instance can be really useful as the more undpsable phases you get on the 2nd boss, the longer this fight can drag out (and it's significant enough that preventing just one of those phases could save you almost a minute).

    For bolstering weeks, moving to Naraxxas (worm boss), you can cc the big adds and pull the worms away to avoid bolster. This allows you to aoe the small worms without making those two guys big. Need to be 45y away to not bolster so up the hill (will be 30y in 7.2.0). Otherwise, you can just aoe your balls off. You should pull as many of these together as you can and keep them stunned to save time.

    The scorpions are the worst on fortified weeks. CC out the pelter guys and move them out. Not sure if that reset thing someone mentioned works from earlier. If it does, you'll have very limited room to move the boss, but that may save you a significant portion of time if you have the percentage before hitting the boss. We usually need the percentage though.

  15. #15
    Quote Originally Posted by xepheris View Post
    There aren't really that many actual tricks.

    Skip most of Fenryr trash by jumping up on the right side just after the entrance.

    .
    What if he spawns in the bear cave instead of the other area though?

  16. #16
    He can't spawn there on M+.

  17. #17
    1 more for COS:

    If the trap is up you can insta kill 2 minibosses:

    Kill 1 enforcer, hopefully on that site but you can kite the miniboss all the way to the trap, too.
    When the miniboss is near the trap activate it and pull the miniboss on top of it

    --> 1st miniboss dies-->2nd miniboss gets called by the trap-->kite 2nd miniboss over the trap-->profit

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