#43: The Mythic


Mythic dungeon runs in World of Warcraft are stressful, nerve-wracking, and high stakes. They can sometimes take an hour or more to complete, and their completion insists and relies upon five people and their ability to coordinate with each other through dangerous obstacles and trials. One healer, one tank, and three damage dealers join together as a makeshift team to take down bad guys and delve far into some of the most deadly places you can imagine. Often, the obstacles in the way test the stability and patience of those brave enough to venture inside. Bosses, which are difficult enemies that require more intense coordination and mechanics to triumph over, line the path to the dungeon’s exit. Trash, which is what the nameless enemies you face between bosses are called, can test your patience too, if you’re not careful enough. Trash often is grouped up and has to be aoe’d down (aoe = area of effect, which are spells or moves that deal damage in an area, affecting multiple targets, rather than just a single one.)

The difference between a mythic dungeon and a regular dungeon is that mythics are timed. Each mythic dungeon has a specific, preset timer that your group needs to overcome in order to progress through your key. If the dungeon key is a high enough level, you might even face against certain “affixes” that make it even more difficult, such as quaking, which makes it so that every 20 seconds or so, your character exudes a large area move around them that deals friendly fire damage to the team. The strategy for dealing with this, ultimately, is to keep separate so that the area doesn’t overlap with anyone else’s before it spawns. Accidents happen, as they often do, and strategies can dissolve in an instant if the unexpected takes place. The truth to overcoming a mythic is complete trust between group members: trust that they won’t screw each other over, and that they will do their best to avoid making other people’s lives miserable.

More often than not, the dungeon has a clear path from beginning to end, leading through all the aforementioned baddies. But, sometimes the dungeons have branching paths, and sometimes there are efficient shortcuts that skip certain packs of trash, if you’re careful enough to avoid their sight range. Sometimes, the trash is as powerful as a boss, and there’s lots of trash to clear on the way to the end. There are, however, some common strategies that help you take down these threats. It’s the tank’s responsibility to “tank,” or command the attention and aggression of, all the enemies you face, while keeping the rest of the party safe. The healer’s responsibility is to cure any wounds the party faces along their journey, while the damage dealers are glass cannons: especially weak to damage, but especially good at dishing it out as well.

Now by this point you might be thinking, this sounds stressful (remember that they are timed, too). And it is, no doubt about that. But the rewards are often worth the stress that goes into it. Mythic dungeon runs are repeatable, and each new difficulty level (+2, all the way through +25) has a chance to award new levels of gear for completing it. If your character wants to progress at all, they’re probably doing some manner of mythic dungeons.

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