Mythics 12-14 are ROUGH

Idk if it’s something in the air or what, but every time I gear an alt and get up to +12 keys, I run into serious issues until around 15 keys.

Had several bad ones today.

Everbloom
Mage blows CDs while tank is gathering first pull, gets aggro and dies. Immediately drops group.

Waycrest
Monk rages because we don’t immediately pull Soul Goliath and instead do trash around Raal (we were waiting for hero to come back up). Starts cursing in chat and leaves… he also had 2 kicks the entire dungeon and no cc on incorporeal, so there’s that.

Atal’Dazar
We wipe several times on trash to second boss. Tank is over pulling for his gear, healer has limited experience and it’s showing. Standing in pools, leaving people unhealed, no dispels, barely keeping us alive (I’m spamming drain life). No CCs on incorporeals. We finally reach totem boss and no one seems to understand totems die together. We wipe several times. Finally manage totems and then nobody kicks bosses disease cast (I tried but mine was on cd from kicking ghosts) We all die.

Waycrest (Again)
Got 2 ghosts up on triad boss, so I banish one and go to fear the other. I get mind controlled and can’t. While I’m MC’d I watch mage and healer both just stand there spamming rotations and ignoring ghosts. Demon Hunter doesn’t imprison either. 3 casts go off, damage is so low my mind control can’t be broken. Good times

I just… what is it with this level of keys? 10-11s are totally fine. Everyone seems to know what they’re doing, mistakes are limited, it’s pretty decent tbh. But you go up 1 or 2 levels and it’s like nobody knows what’s going on. Mistakes are everywhere, no one knows what cc is, people have the “oh someone else will take care of it” mindset.

I feel like I’ve hit a wall. Today was rough, and that’s for the groups I could even get into. Warlock seems to be unpopular this week. Idk why because we can handle incorporeal solo if needed.

Does anyone else notice issues around this key level? Is it just me? Maybe I’m having bad luck idk

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11’s will be easy because you run into more players who are experienced and only interested in the wyrm crests. 16’s and 17’s are easy for the same reason, they’re mostly only interested in the aspect crests and 17 provides heroic loot.

15’s are going to have people trying to push the key and they may not be as experienced as other players. The second affix just kicked in at 14, so there may be a learning curve. There isn’t really a reason for experienced players to attempt keys higher than 11 for wyrm crests; they unlock a vault item that’s one or maybe two bumps higher, but that’s not really worth the effort.

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Maybe its just bad people but i find 13-16 keys are easier than like 5-9 keys

Indeed thats why i cant get into a single 12 keys with 1700 io at 471 ilvl cuz people with 2.2k io + are farming crests, i mean its good if your running your own key you can get a bunch of 2.2 - 2.5k players

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I hardly ever see issues in keys below 16 because there’s usually an overgeared player in the group farming wyrms. One geared dps or tank can carry the group pretty easily in 12-14’s.

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That’s just the danger zone. It’s filled with people that were carried to 15 keys and don’t actually know what they are doing. But they are “15 key completed” and it goes to their head.

I skip that and go straight to 16/17s

I’ll never understand why people get upset like that. If you’re going to time a key its a win…no need to get upset if someone does a route you don’t like if you are still going to time it.

I’ve been farming +11s for wyrms and only had problems in one Fall

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I’m doing 10 and 11 keys for crests and it’s pretty easy going since I can carry and heal through everything.

Twelve - 14 is scary though because it gets harder to carry all that bad with 2 affixes or low HP if they’re undergeared.
A lot of these people are doing keys with bad builds and low stamina and they are paper thin. I had a tank msg me mid dungeon asking if he was hard to heal. I was like yeah bro, you’re hard to heal, if you have to ask you definitely are lol.

One thing you can look for is how many lower level dungeons they’ve run. IF they have no main thats high io, even if they are say 1700, see if they got that by running less than 10 dungeons. if so they were carried and a good chance they have no idea what they are doing.

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Pugging keys around mid range can be rough because that is when mechanics and strategy start to matter, but the players who run keys at that level are usually not proficient at them.

Also, the party leaders around that key range might not be good at putting a good comp together. Generally speaking, the group should have at least have a brez (I prefer 2 if possible), lust, and 2-3 classes who can deal with the weekly affix (if applicable). Otherwise, your run can become a lot more difficult. Maybe this sounds obvious, but I often see people forgetting a brez or something.

If you want to increase your chances of a smooth pug run, the real answer is to post your own key and pick overqualified people.

That’s the range where people need to start actually paying attention, so A LOT of people are not used to that.

As someone who only does M+ with PuGs: stay strong, it gets better.

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18’s are the new 11’s.

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I haven’t run into many issues.
Usually packs are dead too quick to run into incorp going off too much.

More issues when I tank and usually it’s just 1 incorp going off. I can control undead the other.

But yeah when I DPS it’s basically over cause overgeared.

This one scares me on Incorp/Aff week. I’ve had groups where it’s me Hexing and a rogue using Blind on Incorp, needless to say, it wasn’t good.
I would ask them how often they can get blind up (Outlaw) and none of them would answer, I suspect it’s because they themselves don’t even know.

I was gonna leave when I saw it was just a rogue helping on Incorp, but we still finished.

You just need to do a lot of keys. Some will be bad and some will be fantastic.

+10-16 tends to be the range where people who think they are good at the game find out they are not and can’t handle the reality check.

Yeah exactly this. 11s basically does the same job as 15, just much easier and without the deathrattle affixe. Experienced players looking for gear will be in 17 for EoD hero or 18+ for myth vault.

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That key range is easy to get to, but its when affixes and interrupts start to matter if you are not overgearing it.

In general that range feels pretty rough. People dont interrupt, stun, dispel. They are unsure of routes and pulls. They dont really do boss mechanics.

On my shaman on the 2nd boss. in a +13, no one was killing the totems at the same time. They were going totem to totem. One after the other. I kept trying to explain. No one was doing the mechanic. I healed the group for 7 mins while they did this out of morbid curiosity. Then I eventually just stopped heals and let the group wipe…
What does the group say? WTF Boss is bugged. Why did you stop heals. Learn to Play. Then they dropped group.

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Keys of all ranges can be rough. Be careful about the group you join - don’t jump in that group where the leader is 441 ilvl with 168 M+ score.

That’s oddly specific.

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