What level M+ difficulty ramps up?

I would like to start progressing and tanking in PUG for M+. I don’t have any particular objectives but I would like to know when the difficulty will start to ramp up? What are the typical breakpoints when difficulty significantly increases in M+?

Thank you

I’d say +9 is a noticable difference than +8, then +10+ begins to get hard

1-8 is first threshold imo

There’s no real change in difficulty until 4, but it isn’t huge.

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There’s a jump +4/7/10 because you get a new affix, but mostly it feels pretty smooth. Differences between dungeons or weeks have more impact than just going up one or two key levels IMO.

the 9>10 change is harder for the tank since it needs to know before hand the route to spawn the prides , on 10+ dont agro anything outside what the tanks pulls or u are going to having a rough run.

10 is easier than 9 , the pride gives u a boost on dmg / healing

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The difficulty goes up noticeably at these levels.
-4 Gain the first affix
-7 Gain the second affix
-10 Gain the final seasonal affix and need to follow and learn specific routes dependent on the week
-12
-14
-15

Now here’s the otherside. Health and damage from a 2 to a 10 goes up by ~65% across 10 key levels. It’s pretty gradual and the 200ilvl items from a 7 are more than enough to get you to consistently clear 10s. 184-190 is enough to push into 7s.

Keys 10-15 experience ~63% increased health and damage in half the number of levels. The ilvl rewards do not go up adequately enough from the end of dungeon rewards to allow you to complete the next levels by grinding either. This means if M+ is your only source of gear, you’re stuck praying every week that you get a good item from the vault. Otherwise you will not progress to a 15. The difference in survivability and damage between a 200 and 210 ilvl character is very big. +15 requires you to be around a 214 ilvl as a tank to not get completely obliterated every single pull, even with cooldowns up. Everything you do at this level needs to be very deliberate as a tank, as a misused cd or 1 poorly timed pull results in your death and the key will not be timed.

My suggestion is get IO, and push every key to each of the difficulty break points. Once you complete every dungeon in time at a 7, so trying to push to each being a 10 and so forth. Be extremely cautious inviting people with bad IO scores to keys they’re not even close to having done before, because they will almost always ruin the run, and you will develop bad habits because of them. Don’t be afraid to leave a group that’s clearly not going to make it. Unless you’re doing a key solely for the vault unlock, finishing a run that isn’t in time is a waste of time.

If you want to gear quickly just pvp. It’s by far the best source of gear and requires far less time investment than any other option right now. Plus you get to control which items you get and which get upgraded.

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This is terrible advice to give to someone learning to tank.

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Enemy Health/Damage Modifiers
Level Modifier %
Mythic n/a
2 +8%
3 +8%
4 +17%
5 +26%
6 +36%
7 +47%
8 +59%
9 +71%
10 +85%
11 +100%
12 +116%
13 +133%
14 +152%
15 +172%

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Like I said the biggest jumps are from 8-9 and +10 onwards. Why are you replying to me

207 ilvl atm, I am not getting obilerated every single pull but they do hit pretty hard. Just gotta kite and have your teammates help you with that.

I wouldn’t suggest playing bdk for m+, but if you want to you can play your comp around it with dps that can help you kite. But right now, i’d suggest spending your time learning all the dungeon mechanics, setting up weakauras and littlewigs for many of the mechanics, and getting mdt once you get into 10+ keys. All in all, it takes practice and coordination. Every affix in wow can be planned and played around of, so do as much research as you can.

You’re playing a meta tank. Stagger is very strong and monks have a lot more tools to kite than a DK.

Ah yes, he should totally stay in the groups which the dps do nothing but die every pull because they’re not doing anything other than smashing damage buttons, and then blaming the tank for their lack of utility usage. It’s totally beneficial for him to waste hours in runs like that for 35 anima!

Dude should always just leave the second a key is scuffed. He’ll get a new group in 5 minutes to try again with.

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Quit while you are behind.

this type of person is making others demand punishment for leaving.

you did not say hours at first comment. you just said not timed.
so if you project you will miss the time by 1-2 minutes, you leave. at least this is what you suggest to Op

I am a 210 prot pally (the most paper class aparently) and have timed 3 +15 and the rest +14 with full pugs. Your ilvl requirement is not true and is more based on skill than anything.

The Ilvl recommendation is based on having inconsistent DPS in your party. Sure it’s possible to clear everything with less, but in a PUG you’re like Forest Gump eating confectionary treats. One run can be 3 mouth breathers who never use utility or kick, the next could be amazing and assist you in preventing damage taken by use of their utility.

Says the guy who’s barely completed a single 12 on time.

13 and 15 feel like completely different experiences to me.
Affixes will affect this too.