I am trying to get to 2k mythic rating. I am at 1930 right now.
In order to get to 2k this week, I am having to time 14s in half of the dungeons and 13s in the other half.
Based upon my last two days of runs, there seems to be a big difference in success rates between 13 and 14. I often hear people talk about 15s as where the content starts to get challenging and small mistakes really matter. But I am really feeling it at 14 with groups not being able to get past a first or second boss.
Is there a mechanical difference between 13s and 14s beyond the normal 10% difficulty? Is it simply tyrannical vs fortified? or maybe it is just bad luck with groups.
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Lots of people in that range are just bad at mechanics, making the keys harder than they need to be. It seems to get better as I get into the 17 range.
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I don’t know if there are any technical factors that would cause that. But I do know that it’s relatively easy to push a key up beyond people’s skill/gear level. If you have some 2.8k dude come in and help you +3 your 11 key because they’re just after valor or helping to boost a friend/alt, suddenly you’ve got a 14 and you may not be ready for that.
But tyrannical keys are probably just harder than fortified in general because bosses are much less forgiving, and you’ll lose a lot of time on them if someone dies early and you have to either 4 man it…or worse you get close to a kill and wipe.
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Your group is very important for beyond 13/14 keys. In most of my failed keys in this range were due to subpar dps. If the dps aren’t cranking out 50k+ they have no business being there and will hold you back.
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Yeah… DPS may be a dime a dozen, but good dps are invaluable.
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I’m 2752 io running 21’s and 22’s, and it does not get better ever. I had an entire 3k io group not use the ballista on granith in nokhud. Sorry had to mention that incase people actually thought higher io players were better, they are marginally better.
Here is a fun tidbit, you can carry keys almost up to a 19-20 yourself. The secret is using stuns and interrupts and not dying to mechanics. In your 13’s and 14’s things are punishing but not game ending, interrupt everything. That means use your stuns to interrupt, use pummel to interrupt, if your stuns and kicks are not on CD that is why your key is failing. Some trash pulls and bosses will kill your weaker team members, but that is where you come in and do not die and make the game saving plays with stuns/kicks/good dps rotation. I cannot stress enough how kicking on CD and stunning on CD carries keys even if you are the only one doing it. Also always assume nobody is going to do mechanics and do them yourself, NEVER trust anyone but yourself to do the mechanics.
Last but not least, I cannot stress this point enough with pushing keys with pugs and that is never fight with your group. If someone starts insulting you, do not respond, and if you feel the need to insult someone, keep it to yourself. The moment you open your mouth the key is dead and bricked. I’ve seen it more times than I care to admit.
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yea i mean stuff doesn’t start killing you until +17s really so there’s no doubt in my mind that some people have no idea what certain spells are prio kicks, or just haven’t had to really perfect boss mechanics yet
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16’s are the new 15’s and traditionally any key just under the “breakpoints” have been relative hell. Specifically, this means 8 and 9 vs 10 and 13 and 14 vs 15 and now 13-15 vs 16+
The problem you’re running into it is that the gatekeeping is really insane at 16+ so people under that bar are stuck with their own kind of also medicore to subpar in a dungeon that is just marginally easier but still punishing enough without the higher caliber players in it. No different than trying to get KSM in past expansion and trying to get past the 13 and 14 hurdle. There just is no reason for people better than the average to ever do a 13-15 when they can just do a 16 instead.
Start setting a higher bar…not for gear/IO because odds are you’re only going to find people in your range anyway, but before the run even starts, communicate and try and gauge if people are team players and hungry to time. Inspect their talents and see if anything obvious is up. At your level, you should have a very good idea on what every trash mob and boss does and where the particularly rough pulls are. Discuss with the group whose planning to do what to get through them.
Above all else…stop trying to be MDI players. CCing a mob to make a pull easier is not going to brick your key. Pulling 1-2 packs at a time and doing pretty well and interrupting or stopping the nastiest of stuff is a more surefire way to success than trying to emulate your betters and getting absolutely wrecked in the process.
It’s the 10% difficulty increase that is non-linear. The 10% from 13-14 is greater than 12-13.
There comes a point where the increase in mob and boss damage reaches a threshold that will one shot you where it would have brought you down to 10% HP before.
In terms of scaling, +13s in DF are where +15s in SL were. So Dragonflight +14s are Shadowlands +16.
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14’s just seem like number inflation cranked up. Beyond that DPS has to be on point for all parties involved. It’s where your Outlaw Rogues, Shadow Priests, Evokers and whatnot all start mattering.
It’s annoying really. Especially with how long these freaking fights are from inflated numbers.
2 below major reward break points have always been terrible people would rather a 15 in hopes they will be brought to the 16 or the 19 for the same reason.
I just recently pushed my druid alt over 2k and healing some of these keys was an experience.
Simply put, most players in that range don’t know mechanics, specially trash mechanics or effective strats/routes.
The best way you can push yourself out of that is learning them yourself and trying to counter as many as your class possibly can then cross your fingers at least someone else will handle what you can’t.
As for keys bricking on first bosses. Welcome to Tyrannical :/. Happens even in high end keys.
Nope its 16 to 17 onwards that steadily widen the scaling gap between key levels.
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I levelled a warrior tank for a purely PuG M+ experience and went back to running with friends after hitting 1890-ish. I knew things were going to be rough with strangers in 13+ keys, but I had no idea HOW infuriating it could be at times.
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windshields and bugs…
I got invited into a run where I was the tank and 4 of them from one guild. clearly all solid players with good mythic ratings and ilevels. I was doing much bigger pulls than I normally do on trash and the dps was tearing it up. my health was fine.
all it took was for the healer to misjudge a fire puddle to wipe us on a boss. we completed their key but missed the timer by no more than 15-20 seconds. gah!
windshields and bugs…
It’s just you just got bad luck on groups. People who dont do mechanics are on every key.
I was 1953 M Rating at the start of the week. My breakthroughs are 
- Time CoS+14 from CoS+12… ANd then time a CoS+15
- Time HoV+14 from HoV +11
- Time TJS+13 from TJS+12
Just with those, I made it to M Rating of 1996
Either I find SBG+14 or +15 as my last one was just +12. Or NO+14 or +15 as my last one was just +11 on Tyrannicals.
I found a lot of NO+14/+15keys. And failure after failure. One group… freaking no interrupts? One Group, not doing the mechanics on first Boss. One group was with an elitist… he died and he went offline and never came back. One group failed on the last boss. The Tank cant hold all those 4-leg’d Casters together. We ended up individually soloing each Casters and many of them cant solo their caster. GG. What do you expect with PuGS?
One group, we were on time, then the Tank failed to land to the safe drop point towards the last boss. He made the healer behind him to land with him on the wrong zone. The two tried to come back just to get aggro and died. Then 1 DPS said he has to go. It’s like he has only 1 try on FInal Boss. BTW, we were still 95% on Trash. Good thing, we 1 shot the Final Boss. The Tank was a Bear Tank but he was able to bring those 4-leg’d casters together… allowing me delay all of them with Wailing Arrow Mass Interrupt while I started my AoE nukes. Nobody died. Then we went to find the last 5% trash. We wiped. ROFL. We flew back and we chose a weaker trash group and soon we completed a +15 Nokhud Assembly key but not on time… but enough for me to get to KSM as my last NO in Tyrannical was just +11. It was a win. ROFL.
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Wait untill you get into 16’s.
If you’re a DPS you will most likely have a hard time b/c many high iLvl’d people farm them for concentrated primal.
This M+ gearing system is a total mess.
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Any key with the appropriate gear level (Meaning for that run) can easily be seen as inflation. Folks are just running around in 410 ilvl on week 3 now. That’s why it doesn’t seem that bad to you.
Dude i’m doing 17s at ilvl 400 on this toon lol.
Knowledge/strat vastly outweigh gear.
Hey I just inspected you, if you need any tips just say so, your stats as a Prot Warrior are not optimal, you will still be able to do content at that level but it will get progressively harder. I may also be able to help you to make better group / comp wise etc.
If you want hit me up.
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There’s no mechanical difference between a +10 and a +30. Nothing changes after +10 but damage and health of mobs.