How do you pick m+ groups for success?

This is a serious question, as I raise my own key Ive been filtering applicant by: m+ score > gear ilvl > affix factors (priest bursting, hunt/drood enrage, etc.) > other factors (like 2 melee 1 ranged). Is there a best way to select? Usually dps fills really fast then wait a bit for tank to apply, I also cant really tell whats the meta covenant for each class is, if the covenant bonuses for dungeons matter.

In your experience what has worked for you?

Covenant bonuses are important for pretty much all dungeons, I can’t think of one where it’s not. I’m not sure if it’s baked into the default UI, but I can see what covenant applicants are.
Score + amount run in range, best for dungeon, etc will be the red/green flag for carries. ilvl is the last thing I look at unless it’s concerningly/suspiciously low. I’m not bringing a 240 into a 20.

  1. Score/rating profile
  2. Comp - covenant, and the utility you mentioned. Lust, soothe, Brez, the like
  3. ilvl

I try not to bring duplicate classes.

I mostly run with friends. That’ll give you the best results in all honesty.

You left out one of the most important metric, Timed Runs. You should definitely pick players who have timed more than a handful of keys, in the key level you are running, and also near the key level for the specific dungeon.

M+ Score/Run History > Utility > Covenant > ilvl

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Number of timed runs in a bracket > score, easily. Number of timed runs in the bracket of the specific dungeon is even better, but more work to find.

Class is largely irrelevant, but damage profiles are a huge factor. Bringing 3 aoe specialists to a tyrannical key is asking for a very long boss fight or dangerous zerg pulls due to priority adds lasting as long as the pull. I usually go for 2 aoe and a prio/ST specialist in ideal comps. If you’re planning to pull trash into bosses, aoe can be very good, but that’s a special case.

As far as covenants go, there are some that are very crucial and others you can pretty much ignore. Don’t do mists without night fae (skips, shrooms, checkpoints), but you can do PF without necro (the slime puddle gives the same benefit, but you’ll take damage) or Top (the vers is great the higher you go, but won’t make or break anything for a long time).

I avoid duplicates of the same class all the way around and am never thrilled with triple melee.

Your group comp will determine your pull sizes and difficulty. If you ignore the dangerous guy and aoe zerg, eventually you’ll lose dps to tank kiting or tank deaths.

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glad i asked. the default UI has the m+ score for the keyholders/applicant highest for that current key and ilvl.
I dont have addons for m+ are you all relying on rio website (or other addon) for info allowing you to see covenant, # timed runs, and class spec? (surv vs mm or elem vs enhance).

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RIO addon will tell you someone’s score and # of timed runs in key brackets. Their website will show their score, timed runs, and you can look at each individual run to see their group. You can see each player, their current M+ score, ilvl on run completion, and how long the run took.

The individual run data is important to weed out people who got carried.

If you have the RIO addon, you can right click someone’s portrait, name in chat, or name in LFG to get their RIO link that you can easily copy and paste. The website will also display their spec, covenant, and talents. Although someone could change them and the website won’t always be up-to-date for things like that.

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I look at a number of things…

  1. M+ score is obviously the first. The higher the score: the better. iLvl doesn’t really matter as much after like the 2nd week of the season.
  2. I look at how many timed keys they’ve done. Somebody with like 150 timed +15s is usually well experienced.
  3. Class composition is the first priority. You always need a heroism and also classes that do big damage. Some dungeons you need soothes as well. Battle res is usually optional because most people should have engineering if they’re doing high keys.
  4. You need certain covenants for certain dungeons so always build with that first in mind.
  5. For healers I look at warcraftlogs to see how much damage they do because there’s a lot of healers that do like 500 dps in keys while I’m on my tank. (I do 5-8k+ on my healer).
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Some red flags while putting a group together that have contributed to simply overall poor interactions and not so nice experiences. (A bit of a different take then just composition / player details as it includes behavior up to the key insertion.)

  • Summon requests before the group is full - Summoning should be done by those who get their first as a convenience/speeder upper, but it’s a red flag when someone joins a group, bleats for a summon before the group is even full, and then doesn’t move or even make any attempts to see if they can help, etc.

  • Unresponsive/Major AFK - Asking relevant details about lust, about routes, about anything or direct questions to a tank and getting no reaction / response. Also going AFK without saying much and setting up a scenario where everyone else is in the dungeon waiting for the other player.

  • Toxic / Condescending - I have also noticed that certain fellers will start talking like folks know nothing even in higher keys and there is a way to be helpful without barking orders or making assumptions that sacrifice personal esteem. This sometimes starts even before the group has started the key.

  • Not prepared for mid/high keys - I guess it’s debatable here based on key level (and what defines that I suppose is perspective based.) but inspecting someone and they don’t have enchants or flasks or wrong main stat gear.

This. Anyone who is super opinionated prior to the key being put in is usually going to hit more keybinds in the Chat box than using spells. It’s fine to ask for a route/Lust plans, but once that’s been stated don’t ask a tank to change much. They plan their stuff out based on the pulls, pushing a tank to do something they haven’t done before is asking them to play blind.

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I thought everyone just picked hunters/rogues/locks and firemages/ windwalkers occasionally

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That’s a 11-14 and 25+ thing.

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