Learning Keys

find groups that are going for just completion of the key

In my experience, it’s all about getting the reps. Think of each dungeon like one long raid boss. Each dungeon is a dance to learn and you just keep practicing it until you know what to expect from one pull to the next. You get to know the various things that go wrong and how to avoid them. No one expects everyone to know this stuff in week one of the season, but the longer you wait, the more you’re expected to have figured it out by now. So starting early is a good idea, that way you can learn along with everyone else.

Some other favorite thoughts shared by friends about M+:

  • “Raid is like being in an orchestra; M+ is more like a jazz ensemble.”
    (learning to improvise and play off each other)
  • “M+ is all about preparing yourself to focus intently for 30 minutes at a time.”

Thanks all. Since the consensus seems to be that I should not focus on one dungeon but spread my love across them and learn them all simultaneously, I think I have a plan for next season. Pick a dungeon, consult journal, watch video, and do a zero for a key. Then just start my own groups and follow my key around, reducing it as needed and researching each dungeon I haven’t done before prior to starting the group. List all groups as completion. That way I can take the pressure off myself since I won’t be bricking anyone else’s key. Are there any restrictions on reducing keys early in the season? What happens to a 2 key when it’s bricked?

In my experience, the hardest part with keys isn’t the lack of knowledge. It’s the lack of skill.

Even before you step into M+, you should master the chaos that is your rotation. You want at least 90% proficiency. Then you need to be able to maintain that 90% while handling mechanics. Tanks and healers have some leeway (Both being easier with their rotations, unless you play Resto Druid…).

The problem with being a good M+ player is, well… It’s hard. If you’re not a good player already, it’s a long uphill of gaming skills you need to develop. That stuff takes time, practice, concentration, tons of effort.

A lot of us are already solid players and we forget how long it took us to get there. If you’re dedicated, you can reach +10 levels surely. If not, +7 might just be your end goal along with some degree of being carried. Up to you how far you want to go.

Really the best way is to just do them.

In a group pug or guild the timer doesn’t really matter.

I run a 8 - 12 keys on 5 toons a week. To be honest I never look at the timer.

My best advise to you is try to work your way up, next season start in 4-6s then time all 7s 8s etc.

Typically once you get into 10 keys you should know most routes tanks will take you on. When to pop cool downs and when to hold them ( cool downs including defensives ).

Past 10 keys is when you start worrying about coordinating with your group.

You’re kind of overcomplicating things. I wouldn’t recommend listing keys as completion. The players that join completion keys are entering with the mindset already that it won’t be timed, so you’re going to get less skilled players and your runs will be more difficult than they need to be. It’s less likely early in the season that people will rage quit keys anyway because everyone needs them for vault and IO. As a dps it’s pretty hard to brick a key by yourself unless you are constantly dying.

Understanding your dps rotation is a small part of it; what’s going to have more impact for your group is properly using interrupts, cc and defensives. Anyone can hit buttons in order, but what will really start to elevate you in skill is using your entire toolkit optimally. The best way to learn that is to analyze your mistakes. If you die, try to figure out why and what you should have done to prevent it.

And if anyone flames you, put them on ignore. Don’t even interact with them.