A small changelog of what's been updated recently.
An affix is a modifier applied to a mythic keystone at set levels. Different combinations occur every week, with the combinations eventually repeating on a set schedule.
Non-bosses have more health and deal 30% more damage.
Note: interrupting and dodging any/all trash mob abilities becomes an absolute priority with this affix. Most of the time spent in the dungeon will be fighting beefy trash, don't be afraid to use CDs.
Bosses have 30% more health and deal 15% more damage.
Note: Boss abilities are no longer trivial. Boss mechanics need to be done or people will die. Some fights become endurance tests because they last so long.
Non-boss enemies buff nearby allies on death, increasing maximum health by 15% and damage by 20%. This effect stacks.
Note: it's important to kill all the trash in a pull as closely together as possible with this affix as mobs effectively heal as they gain max health (percent translation). Adds spawned from a trash mob or boss ability do not trigger bolster. Bolstering falls off after 20 seconds.
Non-boss enemies explode on death, causing all players to suffer flat damage that scales with keystone level. This effect stacks.
Note: This effect stacks, so it is safest to let the stacks drop before killing multiple enemies. Now dispellable!
Some non-boss enemies will have an aura that makes their nearby allies immune to crowd control effects.
Note: The Inspiring Presence buff makes mobs immune to crowd control. The mobs that have this buff appear to be fixed (as in they will always be the same every time), and do not apply this buff to themselves.
Non-boss enemies at 30% health, dealing 75% increased damage until killed.
Note: mobs with high damage targeted abilities or high damage AoE abilities become deadly with this affix. Be sure to focus fire mobs down so there aren't multiple enraged mobs at once. Soothe effects remove the enrage!
Non-boss enemies will leave a pool of blood on the ground on death. This pool heals enemies and damages players for a % of their maximum health.
Note: The pool's radius is 8 yds. Pools last 20 seconds.
Spirits rise from the corpses of non-boss enemies and chase down random players, dealing HEAVY melee damage.
Note: Whenever a mob dies, it spawns a Spiteful Shade that will fixate on a random player. Their health and damage scales with keystone level. They lose 8% of their HP every second and can be crowd controlled.
Creatures have a chance to summon an Explosive Orb nearby that will explode after six seconds, inflicting damage 40% of the player’s maximum health as damage.
Note: The explosive orb will spawn and begin casting a six second cast. If the cast goes off, the entire party will take 40% of their max hp in damage. They are AOE immune so you can't cleave them down! They can also spawn during boss fights.
While below 90% health, players are afflicted with Grievous Wound.
Note: You bleed until you are healed above 90%. Does flat damage that scales with keystone level. Direct heals remove one stack of Grievous Wound.
Enemy melee attacks apply a stacking debuff that deals damage and reduces healing received. Debuff lasts 5 seconds and is dispelled when exiting combat.
Note: Strong AoE CC or slows are great for this affix to allow for kiting mobs while the tank's Necrotic stacks fall off. Bosses only apply necrotic on every other melee hit.",
Players will periodically Quake, interrupting spell casts of the player. Nearby allies take 40% of their maximum health as damage
Note: spread out when you get a circle on you.
Tornadoes spawn around enemy creatures while in combat.
Note: Grey swirlies appear on the floor indicating where a tornado will spawn. If you get hit by the tornado, you take damage and get knocked back and the tornado disappears.
Enemies cause eruptions of flame near distant players. Additional volcanoes may appear near existing volcanoes.
Note: Keep an eye out for the volcano animation under your feet or near you. Sometimes you may not have to move! Knocks you high in to the air in addition to doing damage scaled to the keystone level.
Prideful (Season 1)
Killing enemies fills a progress bar. Every 20% on the bar spawns a Manifestation of Pride. Killing the Manifestation of Pride provides players with a buff.
The buff you get from killing the Manifestation of Pride is pretty good, as it increases Mana Regeneration by 5% per second, damage dealt by 30%, and Movement Speed by 60% for a minute. The Manifestation of Pride has somewhere around 30% of the health of a dungeon boss and does heavy AoE damage every 2 seconds of the fight. You'll probably want to position this enemy to be near a boss or difficult trash pull so you can make the most use of the buff.
Tormented (Season 2)
Servants of the Jailer can be found throughout the dungeon and grant powerful boons when defeated. If a servant is not dealt with, they empower the final boss.
Four Lieutenants are available to kill in the dungeon. When you kill a lieutenant, each party member gets an Anima Power. For every lieutenant still up when the final boss is pulled, it will apply an aura that will make the final boss harder.
Encrypted (Season 3)
Enemies throughout the dungeon possess relics of the First Ones. Destroy the relics to summon the First Ones' Automa and gain powerful bonuses, based on the order in which they were destroyed.
Note: The first relic you destroy in a pack determines the buff you're going to get. A miniboss appears after one of the relics has been destroyed. After the miniboss is defeated, you get a buff from the miniboss you fought. Lots more info here.
Shrouded (Season 4)
Some enemies in the dungeon will reveal themselves to be dreadlords. Defeating them grants you a stack of a buff that provides you secondary stats of your choosing and restore health and mana.
Note: A broker appears at the start of the keystone, asking you to choose a bounty. The bounty you choose determines the secondary stat you will receive after defeating a dreadlord. One of the dreadlords will be a miniboss with special abilities. More to come on that after I run some keys.
The following table shows the expected affix schedule for the entirety of the current season.
|Baseline||2 (+4)||3 (+7)||Seasonal (+10)|
Group makeup barely matters at low keystone levels. There is little reason to sweat your group composition on keys below 15. Bring the player, not the class.
That being said, your group composition will always be one tank, one healer, and three DPS. Multi-tank strategies are not viable, no matter how much you think they should be.
It's important to build a group that is well rounded in order increase your chances of completing a keystone within the timer. This means bringing consumables to make up for gaps in your group composition.
When considering your group composition, it is important to consider what each class can bring to the table. Does your group have:
Selecting your group carefully matters mostly for higher level keys where the difficulty of the run is often very high. For lower level keystone runs, group makeup is not as important. Just saying. Do what you want.
Five seconds are subtracted from the timer any time a player dies in a keystone run. While this may seem inconsequential at first, the time lost to death will add up quickly if players die to mechanics frequently. This can easily result in missing the timer.
The following table shows the amount of time you have to complete a keystone run and upgrade your key. The +2 and +3 columns show how much time you have to complete a keystone run in order to +2 or +3 a key.
|Name||Par time||+2 keystone levels||+3 keystone levels|
|Return to Karazhan: Lower||42:00||33:36 (8:24 left on the timer)||25:12 (16:48 left on the timer)|
|Return to Karazhan: Upper||35:00||28:00 (7:00 left on the timer)||21:00 (14:00 left on the timer)|
|Operation Mechagon: Junkyard||38:00||30:24 (7:36 left on the timer)||22:38 (15:12 left on the timer)|
|Operation Mechagon: Workshop||32:00||25:36 (6:24 left on the timer)||19:12 (12:48 left on the timer)|
|Tazavesh: Streets of Wonder||39:00||31:12 (7:48 left on the timer)||23:24 (15:36 left on the timer)|
|Tazavesh: So'Leah's Gambit||30:00||24:00 (6:00 left on the timer)||18:00 (12:00 left on the timer)|
|Iron Docks||32:00||25:36 (6:24 left on the timer)||19:12 (12:48 left on the timer)|
|Grimrail Depot||30:00||24:00 (6:00 left on the timer)||18:00 (12:00 left on the timer)|
The Great Vault is the Shadowlands replacement for the weekly chest from BFA, but more confusing.
Every week at reset you are eligible to choose ONE PIECE of gear from The Great Vault based on your accomplishments from the previous week. Completing more milestones does not get you more gear, but expands your choices for the ONE PIECE of gear that you can claim.
Remember that you only get to choose one piece of gear from The Great Vault no matter how many activities you do.
There are three paths to expand your gear choices: mythic plus, raiding, and PVP.
To reduce confusion, let's just assume that you only play mythic plus and don't raid or PVP.
To get the most choices at gear by doing only mythic plus, you must complete 8 mythic keystone runs a week. Completing 8 runs a week will present you with three pieces of gear to choose from at reset.
That's the short version - to be able to choose from three pieces of loot from the Great Vault, you gotta do 8 mythic keystone runs. Now let's do the long version where we talk about how keystone level affects the item level of gear you can choose from.
If you do at least one, but less than 4 keystone runs: you get one piece of loot to choose from in The Great Vault. Its item level will be based on the highest level keystone run you completed. (Look at the table below to see what the item level will be.)
If you do between 4 and 7 keystone runs: you get two pieces of loot to choose from in The Great Vault. The first item's level will be based on the highest level keystone run you completed. The second item's level will be based on the FOURTH HIGHEST keystone run you completed.
If you do 8 or more keystone runs: you get three pieces of loot to choose from in The Great Vault. The first item's level will be based on the highest level keystone run you completed. The second item's level will be based on the FOURTH HIGHEST keystone run you completed. The third item's level will be based on the EIGHTH HIGHEST keystone run you completed.
One thing that I want to make clear now that you've read this: it doesn't matter in which order you complete your keystone dungeons, but it does matter how many high level keys you do. The game makes a list of all the keystone runs you completed and sorts them from highest level to lowest level, then selects the first, fourth, and eighth highest completed keystone levels. This means you can continue to do keystone runs past the 8 required for your weekly milestones to give you more options at higher level gear. You can NEVER LOWER the item level of the gear you're going to get since the list is sorted from highest to lowest.
Example: You've been busy this week! You completed ten total keystone dungeons! Wow! The game has built a list of all the keystone levels you completed and sorted them from highest to lowest to determine what you're going to get for gear choices. Here's an example list:
+15, +15, +15, +15, +13, +12, +10, +10, +10, +9
The bolded numbers are the first, fourth, and eighth highest runs you completed. The item level of the gear you'll be able to choose from will be listed in The Great Vault's UI.
Let's say you want to raise the item level of one of your choices of gear, so you go out and complete some +12 runs. Using the example above, the +12s are injected into the list and cause your eighth highest run to become a +12. Here's what the new list would look like:
+15, +15, +15, +15, +13, +12, +12, +12, +10, +10, +10, +10, +10, +9
|Level||Loot at the end||Great Vault|
The chest at the end of the run guarantees the GROUP two pieces of loot from the dungeon loot table, even if you don't beat the timer. One piece of loot will be at the item level that corresponds to the level of keystone you completed and one will be at a lower item level.
If you beat the timer, the group will be awarded two pieces of loot at the item level that corresponds to the level of the keystone you completed.
Example: Your group times a +15, two pieces of 262 loot drop in the end of run chest. Later, your group fails to time a +15. One piece of loot drops at 262 and one drops at 259 item level.
At reset, the Great Vault will have a keystone based on the highest level keystone run you completed the week before. However, the keystone will degrade if you do not continue to complete keystones at higher or equal levels to what you previously completed.
Example: You timed a +16 last week. This week at reset you get a +16 keystone from your chest. This week you don't time anything higher than a +16. Next week at reset you get a +15 key from the vault.
Gear that drops from keystone runs and from the Great Vault can be upgraded to a maximum item level of 272 using Valor. More info about Valor below.
It is best to complete a +15 every week to get the highest gear value from your weekly chest.
Mythic+ score is an indicator of a player's mythic+ experience.
Your rating increases as a result of the following:
In order to maximize your score, you must complete every dungeon on both Fortified and Tyrannical weeks, as they are scored separately. Whichever of the two versions yields your higher rating for each dungeon will provide full points, and the other will provide 1/3rd of the points. Check the example below for more information.
Example: Let's say you've achieved the following ratings in Plaguefall: Fortified - 100, Tyrannical - 90
Your rating for Plaguefall would then be: (higher rating) + (1/3)*(lower rating) = (100) + (1/3)*(90) = 130
Your overall Mythic+ Rating is simply the sum of your ratings for all dungeons.
Keystone Master: Season 4 unlocks when you hit 2000 Mythic+ score. You can achieve this score by getting 250+ score per dungeon, which roughly equates to doing every dungeon at +15 on both the Tyrannical and Fortified affix.
Completing mythic dungeons, callings, and keystone runs will now award you with Valor. Valor is a currency that allows you to upgrade gear earned via mythic dungeons.
The amount of Valor you get from mythic keystone runs is STATIC. It does not scale with the difficulty of the keystone completed. This means you can run low keys to farm Valor.
Valor does not have a traditional weekly cap, but a season cap (like Conquest). Thus, there's no REAL penalty if you don't cap Valor in a week as you can always catch up. There is no limit to the amount of Valor you can hold besides the current season cap. The seasonal cap has been removed for patch 9.2.5.
If any player's mythic plus score goes up as a result of completing the run, the group is awarded an 65 extra Valor. This means a total of 200 Valor can be earned from a successful run.
Gear acquired from the end of run chest and Great Vault can be upgraded to a maximum item level of 298.
Upgrading gear requires reaching mythic plus score thresholds:
Rating is NOT ACCOUNT WIDE, which means you must earn score on alts to be able to upgrade their gear. This is a terrible decision by Blizzard, in my opinion.
The cost to upgrade gear is static, meaning the cost does not change no matter the item level. Here's a table that shows how much it costs to level up a piece of gear:
|Gear slot||Valor points per upgrade|
|Rings, cloak, wrists, necklace, off-hand||250|
|Shoulders, gloves, trinkets, boots, belts||400|
|Helm, legs, chest||475|
|One-handed agility weapon, one-handed strength weapon, shield||500|
|One-handed intellect weapon||750|
As someone who values their privacy online, I feel like it's important that I mention the Overwolf client is BAD and all of its privacy options are OPT-OUT by default, instead of OPT-IN. I encourage you to use an open source addon manager like wowup.io or instawow. Just my two cents.
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