The Mythic+ Dungeon system is a new mode of content that offers players an endlessly scaling challenge in 5-player dungeons.
The system allows players to compete against a timer, similar to Challenge Modes, but has much more lenient times so that the emphasis is on solid execution rather than pure speed.
Enemies who die will buff other nearby enemies with Bolster, causing them to gain 20% health and deal 20% additional damage. This can stack multiple times, resulting in an extremely dangerous enemy that will take a long time to defeat. The range on the buffing ability is 45 yards. In addition, mobs affected by the Bolster buff will become immune to many types of CC (though they are still vulnerable to stuns).
This affix causes the end of a trash fight to be more dangerous than the start. Players should follow these general guidelines:
- Do not pull multiple trash packs at once, so that the maximum stack size of Bolster stays low
- Attempt to DPS the enemies down evenly
- However, if there is a priority target, such as the Wrathguard Bladelord in Black Rook Hold, it may still be beneficial to focus fire and kill these targets first
- The healer will need to use cooldowns on the tank if possible when an enemy has high stacks of Bolster
The Bolstering affix does not apply to adds in a boss encounter. For example, killing the Risen Warriors in the Mythic+ Ymiron fight in Maw of Souls should not apply Bolster to Ymiron or any of the other Risen Warriors. However, if players drag trash packs into a boss fight, those trash mobs may apply Bolster to the boss when they die. This is undesirable. If players wish to save time by dragging trash into a boss fight, be sure to pull the trash more than 45 yards away from the boss before killing it.
Bolstering is particularly dangerous in the following areas:
- The Wyrmtongue Scavengers and Fel Bat Pup segments of Black Rook Hold
- The Bloodtainted Fury/Bloodtainted Burster/Hatespawn Whelplings segment of Darkheart Thicket, and the Dresaron encounter
- The Saltsea Droplets in front of Lady Hatecoil in the Eye of Azshara, if pulled into the boss encounter
- The Ebonclaw Worg segment of the Halls of Valor
Successful melee attacks will apply the Necrotic Rot debuff to the struck player, reducing the potency of healing and absorption shields by 3% per stack, and dealing stacking damage. The Necrotic Rot debuff lasts for 10 seconds, but the duration of the debuff is refreshed each time a new stack is applied, so it will be very difficult for tanks to drop their stacks while actively in combat.
This can stack very rapidly on large trash packs, and can be a nuisance on boss fights. Players should follow these general guidelines:
- Do not pull multiple trash packs at once
- Use AoE CCs, such as stuns, knockbacks, and slows, to allow the tank to kite effectively at high stacks of Necrotic Rot
- During boss fights, a non-tank player with a taunt ability can taunt the boss away from the tank to allow Necrotic Rot to fall off
At very high Keystone levels, groups may wish to bring two tanks to help manage the Necrotic Rot debuff.
Whenever a healing-spec player deals overhealing to a target, the target gains a healing absorption shield, negating further healing. During beta testing, for every point of overhealing dealt, the healing absorption shield would absorb the next 3 healing; for example, if you overheal a target by 10,000, Overflow will negate the next 30,000 healing.
The Overflow debuff lasts for 1 minute or until the shield has been fully depleted.
While a non-healer player’s healing does not trigger the Overflow effect, it will still be negated by existing Overflow buffs. This includes tank self-healing – if the tank’s Overflow shield is large, then several tanks’ active mitigation abilities will be ineffective. Other players in the party should communicate with their healer if they are about to use a large self-heal.
Healers must avoid stacking large Overflow on their party members.
- Consider whether a heal is truly necessary, and if not, do not cast it
- Be ready to quickly cancel casts if the target uses their own self-healing ability
- Practice DPSing the enemies when damage is light
In higher-level Mythic+ dungeons, tanks may wish to create macros to cancel HoT effects when they are at high health, to prevent the Overflow shield.
When this affix is active, AoE and cleave damage can be dangerous. Be sure to mark a priority target in each pull, and when that target Enrages, focus fire to bring it down quickly. Stuns and other forms of CC can be used to reduce the damage the party will take from Enraged mobs.
Whenever a non-boss enemy dies, a pool of Sanguine Ichor forms at its location. This spell has two effects:
- Sanguine Ichor heals enemies standing within it for 5% of their health each second
- Sanguine Ichor deals damage to players standing within it for 15% of their health each second
Tanks must pull the remaining mobs away from the location of the Sanguine Ichor pool, and melee DPS must be cautious. It does take several seconds for the Sanguine Ichor to form, so there is plenty of time to react and avoid damage.
This affix is particularly difficult when fighting large groups of trivial adds, and may require tanks to clear additional space or pull enemies back into previously cleared areas so there is room to kite. This is also a difficult mechanic in any area where the predominant floor color is red – particularly in the Oakheart-to-Dresaron stretch of Darkheart Thicket.
The Skittish affix causes tank threat to be less potent, meaning that DPS players are likely to pull threat off of the tank if not careful. Tanks should mark a priority target on which they will be focusing the brunt of their attacks, and DPS should try to avoid dealing too much damage to the non-priority targets.
The Teeming affix causes extra mobs to spawn in particular trash packs. Not every pack is affected, but many of the most dangerous trash packs are.
The worst packs for Teeming are:
- The Grand Hall in Black Rook Hold
- Most of the Midnight Court area in Court of Stars
- The Rotting Grotto in Darkheart Thicket, particularly the packs containing Frenzied Nightclaw adds
- The Hearth of Revelry area in Halls of Valor, and the Storm Drake/Valarjar Thundercaller pack before Hymdall
- Nal’tira’s Lair in The Arcway
In a Teeming dungeon, the number of trash mobs that players must kill in order to meet the „Enemy Forces” requirement is increased to accommodate the additional trash.
Enemies in a Volcanic dungeon will cause Volcanic Plumes to spawn beneath the feet of distant players. Two seconds later, the Volcanic Plume will erupt, dealing damage equal to 50% of the player’s health to any player standing within 2 yards of the Plume. Both boss and trash mobs will cause Volcanic Plumes to form.
When fighting a single enemy, a Volcanic Plume will form approximately every 10 seconds.
Note that „distant” refers to the distance from the enemy mob. In most cases, melee DPS and tanks do not have to worry about this mechanic, and if ranged DPS and healers stand close to the enemies, Volcanic Plumes may not spawn. However, if there is an enemy that leaps away, or an add that spawns far from its summoner, Volcanic Plumes may begin to appear in melee range. This can occur during the following notable fights:
- During the Inquisitor Tormentorum encounter in the Vault of the Wardens, due to the Tormenting Orbs
- Fighting Valarjar Marksman in the Halls of Valor
- Fighting Rockbound Trappers in Neltharion’s Lair, or during the Naraxas encounter
Volcanic Plumes can be difficult to see during bright or busy ground effects. Players should move out of the Volcanic Plume immediately upon noticing it, and may wish to preemptively move during mechanics such as Eye of the Storm in the Hyrja encounter, where constant unavoidable damage combined with the Volcanic Plume hit could cause a fatality.
This affix will only affect Keystones of level 10 or higher. In a Fortified dungeon, all of the trash mobs have 20% more health and deal 40% additional damage.
- Avoid pulling excessive trash packs
- Use AoE CC and stuns liberally to reduce damage
- Focus on priority targets
- Tanks may need to kite enemies more frequently
- Multiple tanks may be preferred for certain dungeons with particularly dangerous trash pulls
Fortified‘s damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, the trash will all have 140% additional health and deal 180% additional damage. Certain trash packs may be able to one-shot party members with their mechanics under this affix; for example, the Valarjar Runecarver in Halls of Valor may instantly kill players with Shattered Rune if it is allowed to cast. Interrupts and performing trash mechanics properly are very important!
This affix will only affect Keystones of level 10 or higher. In a Tyrannical dungeon, all of the bosses have 40% more health and deal 20% additional damage.
- This can cause many extremely dangerous abilities to one-shot the party if health levels are not high enough
- Serves as an additional gear check to these dungeons
- Tanks may need to kite bosses more frequently
- Multiple tanks may be preferred for certain dungeons with particularly threatening boss mechanics
Tyrannical‘s damage and health bonuses are multiplicative with the Mythic+ damage and health bonuses shown in the table above. This means that on Mythic +10, bosses will all have 180% additional health and deal 140% additional damage. Certain bosses that gain percent-based damage modifiers during the course of their encounter pose particular problems in Tyrannical dungeons: