Mythic + ilvl chart?

Greetings everyone!

I was wondering if any experienced WoW players could give me a sense of what ilvl to expect at different mythic + keys.

Personally, I am a prot paladin ilvl 202 and the highest key i’ve done is +8 (was struggling a bit, and got some pretty nice boost by dps.) Sometimes i’ve done +4 and struggled, and sometimes I haven’t. Can be a “me” problem and maybe a group problem.

But generally, as a tank, how do you go about assessing whether you are capable of doing this dung or not assuming you know about tactics etc :slight_smile: Is it true that a dungeons difficulty may vary even if it has the same +(x) ?

Thanks in advance and have a wonderful day my fellow gamerz

Mythic 2 187 200
Mythic 3 190 203
Mythic 4 194 207
Mythic 5 194 210
Mythic 6 197 210
Mythic 7 200 213
Mythic 8 200 216
Mythic 9 200 216
Mythic 10 207 220
Mythic 11 207 220
Mythic 12 207 223
Mythic 13 207 223
Mythic 14 207 226
Mythic 15 210 226

Level. Drop. Weekly chest. You have to figure it out yourself of what you can handle and what you cant. Also depending on the Affixes. And if you cant tank forever = kite.

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If you did them this week you also need to account for Necrotic which reduces your healing taken by X% depending on how many stacks you have.

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Thats not what OP asked for, anyway.

It’s down to personal experience really. I’ve seen 190 tanks do +10’s meanwhile see 220 tanks struggle on a 10.

As a tank it’s a lot about knowing what you’re capable off. It’s better to pull in groups of 3 and going semi slow than pull in groups of 10 and wipe every other pull.

DPS and healer also matter a lot if things don’t die fast enough you’ll run out of defensives and die, if your healer doesn’t use their cooldowns right you’ll also get it hard.

And the same counts for the tank ofcourse, but the beauty is that you have the reins and can dictate the pace of the dungeon. A dungeon can be dead from the start by a tank overestimating their team and just expecting them to get better halfway through. You should test what you can do but do it comfortably.

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All replies are welcome! And I feel all answers till now has been very informative, so thank you! <3

It is partly. It shows what ilvl gets dropped at each key level. So you can figure it out yourself what ilvl he personally should be around for it to work in theory given the chart.

Which i have stated yes.

Yes, still not saying anything else what i said other than being more fleshed out.

The whole group matters. More news at 6.

As stated. If he cant tank then kite.

I’m glad to read about the last point there. Sometimes I feel like I have to hurry for the group to make the timer and that makes me forget about my own capabilities. Thats why recently when I create a pug group I also include in the title “chill run”. It kind of sets the tone for the whole run. I still want progression, but I dont want people to hate on players for messing up a few times etc. Thanks!

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Dropped ilvl rewards are not in any way an indication of where you need to be to perform well in a dungeon, you seem to have taken my comment pretty harsh by the looks of things. Didn’t mean to hit the wrong note, apologies.

Learning is the best thing you can do, if you’re not experienced enough it’s 100% normal to make mistakes, it’s good that you realize you have a way to go. Don’t worry as time progresses you’ll improve and learn what packs you need to use defensives on and which you can handle with minor defensives.

Give it time, you’ll improve. Ilvl will come with it as it goes. Goodluck.

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They are still an indicator as to what ilvl you should bring. If a dungeon drops lets say 200 ilvl and you are 201 ilvl and you have troubles then theres a problem you can to detect because in theory there shouldnt be one. Be it your healer, the affixes, you not tanking properly, the dps slacking on interrupts, stuns, prio damage etc. At a 200 ilvl drop you personally shouldnt have any issues whatsoever at 195 ilvl (for example) unless you really have a lot to learn but in this case its not the gear anyway.

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Personal experience and skill, there is no rule of thumb…

I’ve played with 190 tanks in 14s that can stand still and tank the mobs while keeping agro.

And I’ve played with 225 tanks who had to kite 24/7 and couldnt keep agro in 14s…

Best thing you can do is keep going, and if things fall apart, figure out why it fell apart, as you tank more and more, you’ll figure out what packs you need certain defensives for, and which ones you can stack a bit on…

For DoS for example, my tank friend has told me on repeat, that second pack is by far the worst in the dungeon.

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I think everytime you face a problem, try to find out what the problem was :slight_smile: That is the best way to learn. And since M+ is groupcontent, it is very possible things are not your fault (and possible it is your fault). But try to find out what happened and try again :+1: Have fun.

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Tankings not hard at all to be fair. The difficulty and stress of it, is you are solely in charge of the speed/pace of the run. Which can be very off putting to people. When you pug you need to adjust to that, and affixes completely change pulls week to week.

Full group of pumpers using CC and interupts? Can pull double even tripple packs. A load of randomers doing tank kinda damage and 0 interupts first 3 packs, it’s gonna be a slow much harder run. Usually first few packs you can see how the runs gonna go.

All so having knowledge of “tank buster” mobs is important. Don’t just spam defensives willy nilly, you’ve gotta learn when to use them and when to hold them. And don’t permanently kite for the sake of it, so many tanks doing that these days then wonder why DPS is aweful.

Some dungeons are harder for sure, but you can deffo do all 15s in 200ilevel. If you have a decent group and healer. 215 is where you’d wanna be really, with 220+ over gearing it.

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Think is more a thing about the group knowing their class and the dungeon and less about the gear they using. Like a friend and I decided to push our alts, both around 200 Ilvl, we both had no issue doing +14’s as long we communicated our cooldowns (he as paladin tank, me as shaman healer) etc.

Most of the deaths I see is tanks not being aware of tank busters and pull more than they can handle or DPS not interrupting/cc deathly casts which make it that the healer can not mainly focus the tank during those tank busters or DPS not watching what they attacking and pull more which lead into deaths or worse a wipe.

Best tip I can give you, have at least 1 BR in your group, have 1 melee for interrupts(since they have most of time the lowest cd and are more likely to use them from my experience compared to ranged DPS) and always a Bloodlust or something simular for your runs.

+8 bracket is a weird one since there are from my experience where most players get stuck due to lack of knownledge of the dungeon and failing mechanics / important CC and also where most of the mistakes happen. Don’t just invite high Ilvl / RIO score, how often I see 224 Ilvl or 1300 RIO score and don’t even know most mechanics is sadly very often (thanks blizzard for allowing the boosters).

You also want to adjust what you take with you depending on the affix that week.
2 or higher: Every other week the it switches between Fortified and Tyrannical.
4 and 7 each add 1 additional affix, that change weekly.
10 and higher: Always pridefull (will change in 9.1)
Depending on these affixes you will decide, you want more aoe dmg or ST? You allow more melee or not etc.

As player it is important to know what these affixes do, since for Example for a tank: Necrotic, if you have over 30 stacks, you hardly will receive any healing and will have to kite if possible or use kyrian vial. Bolstering you don’t want to pull big packs because of it effect. Raging, that mobs will do a lot more damage below 30%, so have CD / CC ready for it or kite etc.

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Since you’re Alliance, I’m going to suggest you go ahead and look up the Scared of Dungeons community - they’re very good at helping people get a handle on their role, and will surely provide you with a lot of very calm, blameless groups where you can learn. And no, it’s not a boosting community, it’s the old fashioned kind of community where players want to play together :smile_cat:

Affixes! Yes, every week your key will come with 1-4 affixes, dependant on it’s +level. Some of them are worse than others. Some of them will require no extra behaviour from you as the tank (e.g. volcanic), and others absolutely need you to be the one handling them because nobody else can help (necrotic).

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Thanks so much for the overwhelming response!

I’m gonna give tanking another shot based on the info everyone has given me here.

Thanks!

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Tanking is a combination of several things

1 Skill most important
2 Gear
3rd Dungeon knowledge
4 Imagination

Yesterday I did a 11 key with a 191 tank, not much experience either; was timed with a 195 healer. All group were pugs and WW dropped Kyrian spear on third boss so go figure.

Yes, depends on the group.
With your ilvl you should be doing 12s-13s but sometimes it might seem harder because you’re not getting the support you need since you’re not overgearing and can’t faceroll the key, if on top of that you don’t have much experience it’s even more awkward.

You could keep practicing 8s or try 9s and see. Keep in mind that some affixes punish not overgearing the dungeon (necrotic is the exception since your gear doesn’t matter when comes to managing stacks), you should keep in mind that and play them correctly more than a 226 tank that’s running a 11 for whatever reason.

The best way how to learn to play is to RECORD yourself
every run you do record it and then LOOK what you did wrong and what your team did wrong and you will see what you need to do better next time

This is a good advice by the way.
I do this too on my main, when I don’t run for weekly, after someone recommended it and it really works, you can see your mistakes and how you can improve your positioning for the future.