There's not really much to say. We went in to a brand-new raid with a brand-new roster, lots of new members, and a whole new expansion.
And in the first week of the first raid opening, we defeated it on Normal difficulty. IC is now 7/7N Emerald Nightmare.
You should all be very, very proud. 96th realm kill on normal Xavius. 107th on Kel'thuzad to get 7/7N.
Mythic+ is new a new dungeon difficulty unveiled for Legion. It starts as Mythic Level 2 (example), which is a little harder than ordinary Mythics are now (+9% health+dmg from enemies). The twist is that your group is put on a timer, and beating that timer upgrades your Keystone. Upgrading the Keystone will again increase health+dmg of bosses and add special abilities at later Mythic levels. No loot is awarded from individual bosses in Mythic+; your loot comes from chest(s) at the end of the run.
If you don't already have one: completing your first regular Mythic for the week, you will receive a Mythic+ Keystone from the final boss. Each Keystone will be for a random dungeon and start at Mythic Level 2. There's a small vessel at the start of every dungeon that will accept a keystone for that dungeon to activate Mythic+ mode. Your Keystone will tell you what dungeon it's for. Read on to find out how you can get a Keystone without running a regular Mythic first.
It varies by dungeon. About 30-45 minutes, though.
The person who initiated the Mythic+ will receive a +1 upgrade to their Keystone. Your group will get a guaranteed two pieces of loot at the end of the dungeon that is better than Mythic, from ilvl 845 all the way up to ilvl 880 at higher Mythic+ levels. The chest is personal loot, so it will respect your class/spec, but the chest will only reward two pieces total to the group. Good luck! NOTE: The Mythic+ Keystone will be upgraded to a new level for another randomly-selected dungeon. You won't have to run the same dungeon over and over.
Your group will still get the loot from the chest at the end of the dungeon, however the person that initiated the Mythic+ will deplete their Keystone. That keystone cannot be used for a loot-giving run again until it is recharged. How to recharge: run the depleted Keystone's dungeon again and beat the timer. No loot is awarded during a recharge run.
If your group is rockin' good and you beat the timer by 20%, you will get two chests each with two pieces of loot for your group when the run is complete. The group's Keystone holder will also have their keystone upgraded by two levels, instead of just one, because you're so awesome. If you beat the timer by 40%, your group will get three chests each with two pieces of loot, and the group's Keystone holder will get a three-level Keystone upgrade. Example: if you beat a 45 minute Mythic Level 2 in 27 minutes or less (40% faster), your group will receive six pieces of loot and the Keystone holder will jump to a Mythic Level 5 Keystone at the end of that dungeon!
Beat timer by 1-19%: Challenger's Cache
Beat timer by 20-39%: Superior Challenger's Cache (plus prior cache)
Every Tuesday, a chest in your Order Hall will award you a guaranteed piece of loot based on your best completed run from the previous week. Not the best run that beat the timer, just the best run that cleared the dungeon with an active Mythic+ keystone. So, if you were in a group that successfully completed a Mythic Level 5 dungeon, you will still get an ilvl 865 item the following week regardless of whether or not you beat the timer. BONUS: This chest will also give you a random Mythic+ Keystone that's two levels lower than your best completed run from the previous week, or a Keystone Level 2, whichever is higher.
Mythic Level 2 or 3 gives 845 from the dungeon chest(s), and 860 from your Order Hall on Tuesday
Mythic Level 4 or 5 gives 850 from the dungeon chest(s), and 865 from your Order Hall on Tuesday
As you can see, you're guaranteed an 860+ piece of gear every week for completing a Mythic+ within the timer.
No, just the person who started the Mythic+ will receive upgraded keystones. However, your group can cycle through different dungeons (all of you will have a Keystone). Provided you continue to beat the timer(s) of these various dungeons, you'll create an infinitely long chain of loot.
Yep! Running Mythic+ does not lock you out of that dungeon. Everyone will have a keystone, and your group can keep doing Mythic+ dungeons for as long as you have active Keystones. If you fail, you'll have to suffer through a loot-free timed recharge run, but not even that will lock you out.
Infinitely high, but the rewards stop getting better at Mythic Level 10. There is a realm first achievement for Mythic Level 15, though. A successful Mythic+15 also awards a special Artifact Weapon appearance.
Mythic Level 2: +9% health and damage for all enemies
Mythic Level 3: +17% health and damage for all enemies
But wait, there's more! At Mythic Level 4, 7 and 10, your Keystone will also trigger "affixes" that add abilities to bosses and/or trash. These affixes can compound, e.g. a Mythic Level 10 keystone will also bring with it the affixes from Level 4 and Level 7. The active affixes will be printed on the Keystone's tooltip, and their actual effect(s) will be described when you insert the Keystone into the vessel at the start of the dungeon. You don't need to start the Mythic+ to learn the effect, just insert the Keystone into the vessel.
The affixes are:
Some of these affixes are blacklisted from appearing together, lest a dungeon be literally unwinnable.
No. If someone leaves, crashes, goes LD, or whatever else might happen, you're now at a 4-man.
Yes, they're cleared from your inventory at the end of the week. You get a new one from your Order Hall at the start of next week: a random Mythic+ Keystone that's two levels lower than your best completed run from the previous week, or a Keystone Level 2, whichever is higher.
No, it is based on the best run you were a member of, regardless of whether or not that keystone was yours.
There's an icon next to the timer that designates "no loot."
Mythic+ dungeons apply the "Challenger's Burden" debuff to all members of the party. A player's death removes 5 seconds from your timer, making it that much harder to beat the dungeon within the allotted time. A wipe will therefore cost you 25 seconds. Parties should consider whether or not it's beneficial to do a "death run," where you streak past large and time-consuming packs of trash and deliberately die then rez in a safe place on the other side. For example: if you know a trash pack will easily gobble up 2-3 minutes of time, or trigger multiple wipes, maybe it's just better to death run and lose only 25 seconds and a small repair bill instead.
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