All about Mythic Dungeons in WoW Legion. Passage of dungeons alone. Fun or profitable? All wow dungeons

Attic 27.10.2021
Attic

This time you will learn what Raids are in dungeons. What are they going for? Tips on how to behave in raids and the like.

What is Reid? This is a very large group of players (more than five). Gathered 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 exponentially. Therefore, it is better to go to such a dungeon in good, purple equipment.

Tips for beginners

Now a couple of tips for beginners.

  1. 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.
  2. Before taking you to the 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.
  3. Get a second specialization from your class trainer. If possible, of course, it costs 1000 gold. The second specialization (second spec) is needed to invest talent points, specifically for playing in a group or raid.
  4. Get ready for the raid, lay out the talent points in such a way that would be of maximum benefit to the group. What points, depends on the class. It is best to use the second spec for this.

You should become familiar with the slang used in the dungeons by experienced players.

  • RL is the raid leader, this player is the main one in the raid, he collects the raid and decides who will play in the group and who will leave.
  • Wipe is the second concept you will be introduced to. This is when all the participants are killed by mobs or the boss.
  • Thresh - monsters that live inside the dungeon.
  • Turnip - reputation with a certain faction.
  • Anroll is when the raid leader takes the best item from the boss.
  • Roll - rl shows a thing in the chat, thereby asking if anyone needs this thing. If you need it, write the /roll command to the chat. When RL sees the results of the roll, he will give the thing to the one who threw out the most interest. But he can also give the thing to another if he sees that it does not suit the player in terms of class.
  • Off-spec is when RL asks for tanks and healers to switch to DD specialization.
  • RF - check the readiness of the raid for combat.
  • Pug - random ed.
  • Chemistry - elixirs, flasks and all sorts of battle bottles. Usually all this is useful on special strong bosses, in a pug it is practically not needed.
  • MT - main tank or main tank, a player who keeps all the mobs on himself.
  • OT is a spare tank in case the main one dies or loses aggro.
  • Aggro - the rage of the mob, whoever holds the aggro is beaten by the mob / boss.
  • Ax - the devil knows where the player who came from, blunts and substitutes the raid in every possible way.
  • A wagon is a player who goes just to get dressed. Almost useless in a raid.
  • A 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. Dumbly resting.
  • Sumon or Sum - the call of a participant, members of the raid in the dungeon.
  • Fist, Helmet, Inta, Paw, etc. - buffs of various classes.
  • Napul - transfer of aggro to tanks, with the help of special skills from different classes.

The level of things - what is it?

In addition to the HS-and 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. Such careful selection is explained by the complexity of passing the dungeon. If at least someone in the group is poorly dressed, the wipe will not be avoided.

The item level is usually looked at when you are going to be taken to the Guild and to the Arena team.

The level, as a rule, is not looked at when the pug is going. When you queue up for a random dungeon, etc.

It can be useful to look for raids on trash or turnips.

  • Thrash Raid– they don’t look at the level of things here, because the group is going to kill only monsters, and the bosses will be left to others.
  • turnip raid- 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 pump 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 wear 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 are used to buy items of level 346 and 359. For points of valor - 378 levels.

Quests, on quests, you can also dress well. For example, for reputation in Hyjal and its associated zone, Firefront, you can get items of level 365. In the raids of the Firelands - 378 levels.

Where necessary - seeks

Dungeon firelands(OP) To get here, you first need to complete a chain of quests. After you have completed the Hyjal quest chain, you can search for a group.

Dungeon baradin fortress(KB) or (TB - Tol Barad) is located in a PvP zone, therefore, before looking for a group there, you need to win back this zone in a PvP battle. Well, or wait until other players of your faction do it. The requirements for this dungeon are very high. Try to get dressed elsewhere first. Where? More on this below.

Now let's talk about dungeons. They drop things a little lower than the level, but the complexity of such dungeons is lower.

Dungeon Blackwing Descent(TKT) There are a total of six bosses in this dungeon. That's why it has a lot of loot. But it is quite difficult to pass.

Throne of the Four Winds(TCHV) A fairly easy dungeon, it contains two bosses, the Wind Conclave and Al'Akir. Again, Al'Akir requires practice and a certain level of items.

Bastion of Twilight(SB) the most difficult of the list. It has 4 bosses on normal and 5 on heroic. The passage of such a dungeon requires knowledge of tactics and a certain level of play by your character.

That's probably all! If you have any questions, unsubscribe in the comments. I will gladly supplement the article with your questions and answers.

was written in March 2009. Since then, a lot of things have changed. In particular, a new cross-server group building system was introduced in patch 3.3 and, in connection with the Cataclysm, some of the old instances were, let's say, rebuilt. So read the new version of this guide for beginners.

To start, a little history. One of the problems that gamers faced in Ultima Online was the problem of competition in zones where there were monsters with especially valuable loot. For the right to fill up a named mob and get the coveted item, they fought not for life but for death. It was then that the "father" of Ultima Online, unforgettable sir Richard Garriott coined the concept of "instance". In order to reduce competition, each group of adventurers had its own copy of the zone. Since then, an invariable and very popular component of many MMORPGs are instances (also called "dungeons").

Instances World of Warcraft are divided into two categories. The first is designed for a group of 5 people, the second - for 10 or more (25, 40). The second category is better known as "raid instances" or "raids".

The following is about instances for five people(in slang they are often referred to as 5ppl or 5ppl).

Second sign, by which WoW instances can be divided: belonging to the game zone, or more precisely, to the "version" of WoW. Old World instances include those that were available to gamers before the release of The Burning Crusade (TBC) and Wrath of the Lich King (WotLK) add-ons. The five-player final dungeons and raids were designed for the then level cap of 60. TBC instances were designed for levels 60-70, while WotLK was designed for levels 70-80.

Below are the general characteristics of dungeons for a group of five people for.

WoW 1.xx ("vanilla WoW"). When talking about dungeons for five people, the first thing that comes to mind is “epic”. The neighbors did their best. The instances are large, there are a lot of mobs in them, there are more than a dozen bosses. When you get to Maradona or the Black Mountain Depths (GCHG) for the first time, you don’t want to run and exterminate the local population, but rather look around. True, all this massive epicness had a downside - these dungeons were passed for a long time. Therefore, in the latest addition to World of Warcraft: Cataclysm, the developers "optimized" the size and structure of some of the dungeons. So, for example, Maraudon was broken into several separate parts, and the Sunken Temple was cut down to an entire level. But anyway, if you want to go through the same HCG in full, then on average, get ready to spend about two to three hours in the instance, no less.

WoW 2.xx (TBC). Outland instances, released as part of The Burning Crusade add-on. Apparently, the Blizzards took into account the requests of the public and made them more compact, with fewer trash mobs and bosses (3-4). On average, TBC instances are completed in an hour and a half. The second major innovation is that each instance has "normal" and "heroic" versions. In the "heroics" mobs are thicker and they hit harder, but the loot from them, respectively, is also fatter. "Heroics" TBC are designed for players of at least level 70.

The fact that TBC instances were "optimized" for casuals is good, that's right, but the feeling of epicness has disappeared, as for me. There is no that feeling with which the instances of the "Old World" were passed, everything became, as it were, a little more utilitarian (they came in, knocked out the bosses, robbed the carcasses and dumped).

WoW 3.xx (WotLK). Further casualization of the game has resulted in some Northrend instances being outrageously short. Amethyst Fortress was passed by a good group of 80s in 20-25 minutes. On the one hand, it was good, the efficiency of pastime became even higher. But on the other hand, it was more like a sprint for the "blue" than a trip to a large and mysterious place. Of course, there are more "long" places than the Violet Fortress, but in any case, in these instances you will not spend more than an hour of your time (unless, of course, you wipe on each boss two or three times). As with TBC instances, these dungeons come in two versions - "normal" and "heroic".

IN patch 3.3 A system of cross-server instances was introduced. To put it simply, now the system automatically selects a group of players from different realms and “throws” them into the instance. This system has proven itself quite well in many respects. Accordingly, visiting instances of the Old World, Outland, and Northrend is now much easier. In addition, such an option as a "random" heroic "dungeon" was introduced, after passing which you can get the currency "valor points", for which you can purchase the most powerful equipment (we are talking about instances of the "Cataclysm" add-on).

WoW 4.xx (Cataclysm). Like the previous two expansions, the third one brought several instances of characters level 80-85 and their "heric" versions for level 85 to WoW content. They are still relatively short, like in Northrend and Outland, but compared to the previous expansion, they are more difficult for characters who have just reached 85. In order to get into them, you need to dress up. Your equipment level must be at least 329. And it would be nice to know where the entrance to the instance is located so that after the wipe you don’t have to ask your party members how to get to it. If you have difficulties in the second moment, then in the video below, you can find out how to get to one or another instance of the Cataclysm add-on.

IN patch 4.1 the developers are going to introduce two new instances for five people - Zul'Aman and Zul'Gurub, which are redone raids from the "old content". There you can get equipment and weapons of the best quality (level 353). Also in patch 4.1, the dungeon search system will be slightly changed - the developers promise the “Call to Arms” function. The system will display which role is now more in demand and if you choose it, you will receive additional goodies.

Is it worth spending time going through dungeons? My opinion is yes. It's fun, educational, useful for leveling up the game and, finally, profitable (unless you wipe, of course, in which case the cost of repairing things will be significant for you). After 85, Cataclysm Heroes are the next stage to dress up for raids. Passing dungeons you get a special currency "Justice Points" for which you can purchase items of level 346, as well as the already mentioned "Valor Points" for passing a random dungeon.

Mythic+ dungeons are Mythic dungeons that have certain features:

  1. Various levels of difficulty, expressed in increased damage and health of opponents and bosses.
  2. Additional features that serve to complicate the passage.
  3. Increased Rewards - The higher the level of the completed Mythic Dungeon, the higher the level of items at the end of the dungeon will be.
  4. For a complete 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 eaten with.

  • Mythic Keys
  • Modifiers
  • Awards
  • Walkthrough Tips

Mythic Keys

Mythic Keys are items that can be obtained from:

  • From the last boss of a normal mythic dungeon (in pre-assembled groups, these are called +0).
  • From the chest at the end of the Mythic+ dungeon.
  • From a chest in the 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 description of the item, 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 that you will have to go through with your key does not depend in any way on where you received it.
  • The key level is calculated from which dungeons you completed in the previous week, and will be about 1 lower. That is, if the week before last you did not go to epochal+, last week you went to +12, then this week you will receive a key to +11 dungeon.
  • You can only get one Mythic Key per week!
  • By completing a Mythic+ dungeon using your key and meeting the allotted time, you strengthen it, and you get the opportunity to go to another, randomly selected, dungeon with a higher level through it.
  • If you failed to complete the dungeon within the timer, you will not receive an additional reward and the key will not increase. But it will not break and it will be possible to go through the dungeon again, keeping within the time, and thereby "fixing the key" and gaining access to the next dungeon, only you, of course, will not receive loot in the second entry.

In order to use the key, you need to go into the dungeon with the Mythic difficulty level, in front of the entrance you will see an orb on a pedestal. You need to click on it and drag the key into the window that appears. After that, you will see how much the opponents will be strengthened, what modifiers will appear and you will be able to activate the strengthening. After that, the dungeon will be updated, a timer will appear and you can start the passage.

The key can power up several levels, depending on how quickly you completed the dungeon. So, if more than 40% of the time is left, 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 power-ups, appear in the dungeon at difficulty levels 4, 7 and 10. That is, it looks like this:

  • Dungeons 1-3 difficulty - no 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 the dungeon, they are guided by the selection of the group and the choice of talents.

Level 4 Modifiers:

  • Enraged - All non-boss enemies deal 100% more damage when they have 30% health remaining. Depending on the difficulty of the dungeon and other modifiers, you either need to distribute mass stuns when the pack drops to 30% hp, or vice versa - carefully kill the mobs one at a time, placing controls on the rest.
  • Infested - there are additional mobs in the dungeon. Big AOE damage and mass control are very important here. On higher difficulties, it's important to watch out for certain mobs that can one-shot players, such as the panthers in Darkheart Thicket, and control them/disrupt their casts.
  • Buff - When mobs die, they buff nearby allies, increasing their maximum health and damage by 20%. With this modifier, it's better not to collect large packs and try to kill them at the same time.
  • Bloody - at the place of death of the mob, a void zone remains, which heals opponents 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 hangs on all party members, regardless of their location, a debuff that will deal 10% of the mob's maximum health within 4 seconds. And the debuff is cumulative. That is, if you kill 5 strong opponents at the same time, then most likely it will be a wipe. With these modifiers, you need to use your own saves in especially hot situations or kill opponents gradually.

Level 7 modifiers:

  • Volcanic - periodically small volcanoes appear under RDD and healers, which after a few seconds will cause damage if you do not run away from them. Pretty nasty debuff for casters.
  • Explosive - Sometimes enemies will summon orbs that will explode and deal damage to the entire group if they are not broken in time. The modifier requires a good reaction and the ability to jump from target to target.
  • Anguished is a difficult modifier for healers. If the player's health drops below 90%, they will begin to receive periodic damage until the level of health is above 90%. This modifier is very demanding on the attentiveness and accuracy of the group, and coupled with Explosive, for example, 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.
  • Shaking - from time to time, a debuff is hung on 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 time of the appearance of the debuff, you need to not stand in a group and stop casting closer to its completion, so as not to catch the silence.
  • Necrotic - All melee auto attacks of enemies place a debuff on the target that deals damage and reduces healing received. The debuff stacks for 8 seconds and is not applied on parry or dodge. How to deal with him depends on the rest of the affixes and the specific dungeon, but without control or very strong AOE damage, it will be difficult.

Level 10 Mods:

  • Tyrannical - Bosses gain 40% more health and deal 15% more damage. This affix is ​​objectively weaker than the next one, there are no specific tips other than studying tactics and attentiveness.
  • Fortified - Non-boss mobs have 20% more health and deal 30% more damage. Heavy affix, with it you need to deal a lot of AOE damage.

Modifier Spawn Schedule

  • 10.1.18 - Seething, Shaking, Fortified
  • 17.1.18 - Enraged, Necrotic, Tyrannical
  • 24.1.18 - Strengthening, Stubborn, Fortified
  • 31.1.18 - Infested, Necrotic, Tyrannical
  • 7.2.18 - Bloody, Anguished, Fortified
  • 14.2.18 - Boosting, Explosive, Tyrannical
  • 21.2.18 - Explosive, Shaking, Fortified
  • 28.2.18 - Enraged, Volcanic, Tyrannical
  • 7.3.18 - Infested, Explosive, Fortified
  • 14.3.18 - Reinforcing, Anguishing, Tyrannical
  • 21.3.18 - Bloody, Volcanic, Fortified
  • 29.3.18 - Explosive, Stubborn, Tyrannical

Awards

Well, how not to say about the awards!

In Mythic+ dungeons, rewards do not drop from each boss, but appear in a chest at the end of the dungeon when it is completed. Please note that in order for the chest to appear, you need to kill the required number of mobs, so you cannot skip half the insta.

The rewards for Mythic+ dungeons are divided into those we get at the end of the insta and those we get 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 the maximum difficulty dungeon you completed, next week, on Wednesday after the worlds restart, a reward will appear in your stronghold in the chest. And well-dressed players go through Mythics mainly for this reward, and now you will understand why.

Inst Rewards by Item Tier:

  • 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 Hall:

  • 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

For dungeons above level 15, rewards do not improve.

Walkthrough Tips

This section is aimed at beginners, because the "oldies" already know all this very well :)

  1. Each difficulty level has its own CD. That is, having passed the Kazenaki of the Guardians of level 2, you can go through the same instance of another level and also get loot.
  2. Up to about level 7 of the dungeon, depending on your skill and item level, the passage will not be difficult, so you don’t have to worry too much about the composition of the group.
  3. If you decide to go on someone else's key 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.
  4. With each specific set of affixes, different classes and specs feel differently. For example, the ones that are active now (Swarming, Concussive, Fortified) are very good for melee AA units, slightly worse for casters, and not easy for single-target damage dealers.
  5. When gathering a group in a big 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 asking for a group, you should give preference to a hunter because the mobs in the Maw are undead and the shaman's hex does not work on them, but the hunter's trap does.
  6. LEARN THE TACTICS! Many beginners, who are used to the fact that in random heroics and zero epochs everything rushes around without looking, have no idea what to do on certain bosses, which leads to sad consequences.
  7. When the passage has already begun, the group cannot be changed! Therefore, if you are not sure that you can go through the dungeon to the end - do not spoil the game for others and just wait for a more convenient moment.
  8. 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.
  9. Do not forget about control, about knocking spells and positioning! And not only in battles with bosses, but also with trash! Even mostly with trash, I would say :)
  10. You don't have to go through all the dungeons. Let's say I hate the Kazenaki Guardians, both Karazhan and the Quarter of Stars, so I don't go there!
  11. Prepare in advance - buy food, infusions, prepots, runes. Remember that the Mythic+ dungeon format requires every player to give even more 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!

We'll take a look at the dungeons and raids of the new World of Warcraft: Battle for Azeroth (BfA) expansion on this page.

New Dungeons (instances) in Battle for Azeroth

In the Battle for Azeroth, we are waiting for a total of 10 new instances. Some of them are only available to a certain faction during the leveling phase, and only at level 120 can you visit all the dungeons.

Dungeons on Kul Tiras are only available to Alliance players during leveling, and on Zandalar only to Horde players. After reaching the maximum level, you will be able to visit all the dungeons at all difficulty levels. Please note that Siege of Bolarus and Kings' Rest are only available on Mythic difficulty, not Normal or Heroic.

This article and its expansion depends entirely on the visitors. The more you share it (buttons at the bottom of the article), the harder we will update it. If you find inaccuracies, wishes or errors, feel free to write about it in the comments.

Loot in the dungeons

Insta mining, as usual, is different. The higher the rank of the dungeon, the better your loot will be. The exception is Azerite items.

  • Common - Item Level 310+
  • Heroic - Item Level 325+
  • Mythic - Item Level 340+
  • Mythic + – Item Level 345+

Dungeons in Kul Tiras

Freehold (from level 110) - The Freeport in Tiragarde Sound is full of thieves, bandits, and other rather unsavory inhabitants of the underworld.
Waycrest Manor (from level 110) - Drustvar was the ancestral home of one of the most powerful families of Kul Tiras, but this is a dark secret.
Shrine of the Storm (level 110+) - The tides bless the newly built ships in Tempest Valley before setting out on their first ocean voyage. But meanwhile, something bad has taken 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. The dungeons must be unlocked and Respected with the War Campaign faction is required.


Dungeons on Zandalar

Atal'Dazar (Level 110+) - 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 performing dark rituals.
Temple of Setralissa (from level 110) - It is a sacred place for the snake people of the Sethrak. Therefore, we can look forward to some rituals here.
The Underrot (level 110) - The Underrot in Nazmir is one of the main sources of corruption in Zandalar.
Goldmine (from level 115) - Back to Kezan! The goblins heard of Azerite very early on and dug deep into the soil of Azeroth to get 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. Instas must be unlocked, Respectful reputation with the War Campaign faction is required.

New raids and Queen Azshara

Also not to be missed are new raids, Uldir will be the first raid in Battle for Azeroth with a total of 8 bosses. Thematically, they are titans and old gods.

Of course, more raids will be released during the new updates. It has already been confirmed that we will meet with Queen Azshara. How exactly this happens and what awaits us is still unknown.

However, the Uldir raid is not directly available with the release, after which you will find the official schedule that will show you when it opens.

  • September 5th: Normal and Heroic
  • September 12: Mythic and LFR Part 1 (Quarantine Halls: Talok, Mother and Zek'voz)
  • September 26: LFR Part 2 (Bloody Descent: Decaying Devourer, Vectis and Zul)
  • October 10: LFR Part 3 (Heart of Corruption: Mifrax Dissolver and G'huun)

Liked our site? Your reposts and ratings are the best praise for us!

Mythic Extended Dungeons is a new type of content that provides players with limitless opportunities to challenge themselves. Dungeons have timers similar to Challenge mode dungeon timers, however the main requirement is not speed, but player skill.

1. Introduction to dungeons in Advanced Mythic mode

  • Completing a dungeon on Advanced Mythic difficulty will reward players with superior quality gear. This is the best gear in the game that can be purchased before the release of the raids.
  • Advanced Mythic dungeons have levels. The higher the level, the higher the difficulty of the fights in this dungeon.
  • As the level of the dungeon increases, the health of the monsters living in it increases, and the damage they deal is increased.
  • Improved loot is issued for completing high-level Mythic dungeons.
  • At certain levels, modifiers are added to the dungeons that change the behavior of opponents and further complicate the fight.
  • Depending on the number and level of dungeons completed in the previous week, players will receive guaranteed loot.

In patch 7.0.3, all dungeons have an expanded Mythic version, with the exception of the Violet Hold.

1.1. How to Start an Advanced Mythic Dungeon

In order to start the Advanced Mythic Dungeon, you will need a Mythic Keystone.

  • Before entering the dungeon, set the difficulty to Mythic.
  • Go into the dungeon and find the key bowl, which looks like a sphere to start the timer in challenge mode.
  • The player who owns the key must press the bowl and open the dungeon difficulty setting interface.
  • After that, 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.
  • Then click the red button at the bottom of the window.

After that, the interface for all players will be updated, and a ghostly green wall will appear in front of them with a timer for 10 seconds. When this time expires, the group will be able to start the dungeon.

1.2. How to Complete an Advanced Mythic Dungeon

As with the challenge mode from previous expansions, players must defeat all of the dungeon bosses and kill enough other monsters before the time limit runs out.

  • If the group is within this time, all its members receive the keys of a higher level, as well as the Challenger's Cache with two items matching them.
  • If you missed the timer, don't be discouraged. You will receive the Aspirant's Cache after killing the last boss.
  • However, you will not receive a new key, and the key used at the beginning 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 improving the key.

1.3. Dungeon Lockdown

There is no blocking in the dungeon system in Advanced Mythic.

  • You can complete any dungeons in any number and order as long as at least one member of the group has the required key.
  • For completing each dungeon, you will receive the Aspirant's Cache, provided that the key has not been corrupted.
  • If you have two keys for the same dungeon, you will be able to loot the bosses both times.

Blocking normal Mythic dungeons does not affect dungeons in Advanced Mythic mode. You can play through all the standard Mythic dungeons first and then head into the Advanced Mythic mode, or vice versa.

2. Group composition and preparation

The composition of the group for completing the dungeon in extended mythic mode:

  • tank;
  • doctor;
  • three fighters.

Once you start a dungeon, you cannot change players. If one of them has left the game or left the group, update the dungeon and find a new member. As a result, the key will be used up,
those. a new attempt to go through the dungeon with this key will not bring loot.

Expanded Mythic Dungeons level 10 and below are balanced in such a way that the skills of each player are 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 (for example, Turn);
  • interrupt spells;
  • dispel 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 higher levels, and defeating them quickly can separate success from defeat.

Once you start a dungeon, you cannot change talents and 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 need to exit the dungeon and the key will be used up.

2.1. Dungeon Guides

Get to know the mechanics of the bosses from the expanded Mythic mode by reading the detailed series of guides!

Going into the dungeon, do not forget to stock up on the necessary stones, charms, infusions, potions and food. Unlike Challenge Mode, you won't have to go around the monster packs often, but you can still use Invisibility Potion and Draenic Invisibility Potion to shorten the path and make the fight a bit easier.

2.2. The challenger's burden

While in a dungeon, players are exposed to Challenger's Burden . When one of the players dies, 5 seconds are subtracted from the remaining time as a penalty. In some cases, the Aspirant's Burden makes so-called "death runs" (i.e., long-distance runs 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 Hold)" death runs" are fully justified.

In addition, Challenger's Burden is a kind of readiness indicator for a particular dungeon level. If you die too often, time will run out long before you get to the final boss. In this case, it is necessary to look for better equipment in order to return later, or to refine the tactics used.

3. Mythic Dungeon Keys

The Mythic Dungeon Key is a special item that allows you to start the dungeon in Advanced Mythic mode. The keys of different levels are shown below. Tips contain important information:

  • the name of the dungeon that can be opened with this key;
  • key level;
  • active dungeon modifiers (see below);
  • the remaining time of the key (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 source, even the previous key has been deleted). Don't delete 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 a dungeon on Standard Mythic difficulty and earn a Tier 2 key.
  • go through a dungeon opened by another player and get a second level key;
  • Open a chest in the Class Hall (only available if you cleared at least one dungeon on Advanced Mythic difficulty the previous week)
  • this key will be 1-2 levels below the level of the dungeon you completed (minimum level 2).

Many players earn their first Keys from Mythic Violet Hold, but this is not required. In fact, you can complete any Mythic dungeon. In standard mode, there are no requirements for the speed of passage.

You can enter the Advanced Mythic Dungeon if at least one player in your group has the right key. However, if you're looking for random companions, be prepared to use your key if needed.

3.2. How to improve the key


If you have killed the last boss within the allotted time, the key you used at the beginning will be upgraded (at least 1 level). The faster you do this, the stronger the improvement will be:

  • If you have less than 20% of the time remaining by the time you complete it (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 you have more than 20% but less than 40% of the time left by the time you complete it (e.g. 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 (e.g. with 3 to 5 levels).
  • If you have more than 40% of the time remaining by the time you complete it (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 level 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 a key is upgraded, 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 access 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 the loot chests received by the players increases.

  • When a key is upgraded by 1 level, players receive the Aspirant'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 a key is upgraded by 2 levels, players receive a Superior Aspirant's Cache . If they cleared a level 3 key dungeon, the Stash will contain loot that can be obtained in a level 4 dungeon, as now they can go to the level 5 dungeon, bypassing the level 4.
  • When a key is upgraded 3 levels, players receive a Peerless Aspirant's Cache. If they cleared a level 3 key dungeon, the Stash will contain loot that can be obtained from a level 5 dungeon, as now they can go to the level 6 dungeon, bypassing the level 5.

3.3. Used Keys

If you fail to meet the allotted time, you will still receive loot for completing the dungeon. However, the key you use to open the dungeon is consumed.

A spent key can be used to try again, however, you will not receive any loot with such a 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 upgrading dungeons that have not been completed to the end. Even if your teammates make mistakes, don't leave the group or upgrade the dungeon. Just complete the walkthrough and get the loot (in comparison, if you exit, the key will be used up, and you will be left with no loot for sure).

Never delete used keys, because with their help, you can get good keys of higher levels. Remember that you can only get one key per week.

4. Dungeon Mods in Advanced Mythic Mode

A modifier is an additional property of a dungeon that affects the behavior of opponents living in it. Low level dungeons have no modifiers, the first one 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 (excluding bosses) dies, he lets out a death rattle that buffs his allies, increasing their health and damage dealt by 20%.
  • Necrotic. Melee attacks inflict a debuff that stacks and reduces healing and absorption effects received.
  • Overflowing. Any overhealing coming from a player with a healer specializes on the target for a proportionate amount of incoming healing.
  • Furious. When enemies (excluding bosses) fall below 30% health, they deal double damage.
  • Bloody. Shortly after the death of enemies (excluding bosses), pools of blood appear on the ground, which heal their allies and damage players.
  • Stubborn . Enemies react less to the threat posed by the tank.
  • teeming. Additional enemies appear in the dungeon, and the counter of kills required to complete increases.
  • Volcanic. In combat, opponents occasionally blow up 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 tooltip to the key, in the chalice of power interface and in the Tasks section, next to the timer and kill counter during the entire run. The level 4 modifier is randomly selected from the list above, changes weekly, and applies to 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 applies to all level 7+ dungeons.

Some combinations of modifiers are never seen, because with them players simply could not go through the dungeons. Example: Amplifying / Swarming. In this case, the monsters would buff each other without interruption, and the players would not be able to deal with them.

Level 10 (third modifier)

For level 10 dungeons, there is another modifier that is randomly selected from the two available:

  • Fortified. Increases health and outgoing damage for all enemies (excluding bosses).
  • Tyrannical. Increases health and outgoing damage of bosses.

The new modifier is added to the existing ones, i.e. level 10+ dungeons have three modifiers. Like the previous modifiers, it changes weekly and applies to all dungeons.

The level 10 mod significantly increases the difficulty level of the dungeon, and this content is designed for the most persistent players. To pass such a dungeon, you will need to pick up a special team and develop the perfect battle tactics. Currently, loot does not improve beyond level 10, so players do not need to deal with the third modifier to get the best items from the expanded Mythic mode. Thus, the best loot is available to representatives of all classes and specializations.

4.1. Modifier Details

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 up, and opponents become almost invincible. Support has a range of 45m. While under the effect of Support, targets become immune to many types of crowd control (with the exception of stuns).

This modifier forces players to kill monsters as quickly as possible. To do this, you must follow simple rules:

  • Don't chain multiple packs at the same time so that Support doesn't build up excessively.
  • Try to deal damage evenly.
  • However, if you have a high priority target (like Black Rook Holds for example), it's more beneficial to kill them first.
  • If the opponents have significantly buffed each other with Support, the healer can help the tank by applying defensive cooldowns to it.
  • Heal allies only if they really need it.
  • Interrupt spellcasting if the target used a self-healing ability.
  • If allies don't need healing, damage enemies.

Bloody

When any enemy (excluding bosses) dies, it leaves behind Bloody Puss, which has two effects:

  • Blood Fester heals allies standing within it for 5% of their maximum health every second.
  • Blood Pust deals damage to enemies standing in it for 15% of their maximum health every sec.

Tanks should move the remaining monsters away from Bloody Pust, and dps should carefully look at their feet. Bloody pus forms within a few seconds, so there is more than enough time to react.

This modifier is especially difficult in fights with large groups of monsters, because. this requires a lot of free space. In addition, on the earth of a red hue (for example, in the Thicket of the Dark Heart), pus is very poorly visible.

Stubborn

Tyrannical

This modifier applies to level 10+ dungeons. In a dungeon with a modifier, the Tyrannical health of bosses is increased by 40%, and their damage is increased by 20%.

  • As a result, some abilities will kill players in one hit if their health is not high enough at the time of cast.
  • The Tyrannical modifier serves as an additional check for equipment level.
  • Tanks have to lead monsters behind them more often, avoiding melee attacks.
  • Some dungeons with especially dangerous bosses can be completed with two tanks.

Death Knight




Demon Hunter


Druid





Hunter




Mage




Monk




Paladin




Priest


We recommend reading

Top