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A Look at Class Diversity in the Mythic Dungeon International
10/04/2019 a las 21:27
Today we have guest writer and MDI analyst Sours taking a look at the lack of class diversity in the Mythic Dungeon International, examining why the compositions of the Time Trials and Cups look incredibly similar across most teams.
Sours is a former MDI Competitor in the 2017 MDI as well as the Second Great Collegiate dungeon race. He began casting in the 2018 Mythic Dungeon Invitational for the North American and Chinese regions as well as the 2018 MDI LAN. Since then he casted the Method Race to World first and you can catch him now Casting and in the Analyst chair for the 2019 Mythic Dungeon International. In case you were wondering who is in the production room hunting down deaths and fails for the post game b-roll look no further, you've found your guy. Find him on
Let’s talk about class diversity in the MDI. During all three time trials so far, as well as both cups there has been a fairly obvious trend that has emerged in MDI Class compositions.
Protection Warrior Tank, Resto Druid Healer, Rogue, Rogue, (Flex Pick)
This is an overwhelmingly popular composition. In a
with Ion Hazzikostas with Buffed.de,
one of his answers:
“The same classes being used during the MDI isn't a surprise, due to the nature of tournament realms, available classes, and items, as well as the mindset to do whatever it takes to have the most optimal group in a competitive setting. However, Blizzard would like to see more class diversity in high-end Mythics, especially in various affixes, and will keep this in mind when designing future affixes.”
This is a good first step, but the issue in this dungeon meta is more than just an issue with affixes. It's a class tuning issue as well as a fundamental flaw with how BFA dungeons are designed.
Protection Warrior Supremacy
In previous MDIs there has always been a ‘God’ Tank that is better than all the other tanks combined, however this MDI is particularly bad.
During the 2017 MDI, every single tank specialization in the game made an appearance and the Tank distribution was rather uniform. Death Knights, Protection Warriors, Guardian Druids, Protection Paladins, and Brewmaster Monks all had their time in the spotlight.
The 2018 MDI was a little different, Blood DK’s were king, the power of
Abrazo de Sanguino
combined with the group leech provided by the Blood Death Knight Artifact weapon was completely unmatched.
2019 MDI is however plagued by Protection Warriors
Just what is it that makes Warriors so good? Damage, plain and simple. The throughput from Protection Warriors completely dwarfs that of all other tanks. The talent
’s damage by a whopping 100%, and reduces its cooldown by 50% which means that in
every other ability cast is a non target capped thunderclap doing double its tooltip in damage. The
talent amps all damage by another 15%. This is on top of the insanity of the
spam whenever you use
which is simply absurd AoE damage. Also, the
Control de inquina
talent drastically reduces the cooldown of
by playing your class and spamming
alongside the rest of your damaging and defensive abilities.
On top of these three talents, Protection Warriors also have access to the
Bastión de poderío
Azerite trait which provides 599 Mastery Per trait as well as a free
! Mastery increases Prot Warrior's block chance making you tankier, but it also increases your attack power by 8% + ⅔ of your additional mastery %. Did I mention that
also increases your damage by 20%? Protection Warriors simply do an absurd amount of damage in AoE and with cooldowns rolling, mitigate upwards of 80% of all incoming damage--making them close to immortal during their cooldown windows. No other tank stands even close to their survivability and AoE damage. Protection Warriors also have the last remaining
Reflejo de hechizos
in the game for PvE which can allow them to reflect magic abilities which can do an insane amount of damage if used on the correct abilities.
Warriors have all the marbles, the only thing they are missing is an AoE grip. Speaking of AoE Grip what has happened to Death Knights? Unfortunately their recent armor and stamina nerfs have made them significantly more squishy than in the past. Their AoE is extremely lack luster outside of
Tormenta de huesos
, which is only up for a maximum of 10 seconds every 1 Minute and is now also capped on the % heal per tick of damage. One of the big downsides of the state of current Blood DK is the lack of ‘snap’ threat, or the ability to generate a massive amount of threat instantly when your dps are all popping off at the start of combat. Because of nerfs to tank threat generation in BFA compared to Legion, and their poor survivability and mediocre damage, Blood Death Knights just are not what they used to be. The true second best tank right now in the meta is Protection Paladins. They also provide pretty outlandish damage, incredible group utility through their off-healing and toolkit, as well as nearly unlimited kicks. If Protection Warriors are nerfed and no other tanks buffed to compensate, expect a wall of pink tanks to take over in their stead.
Brewmaster Monks unfortunately do not really do any damage, have very poor snap threat, and are always dying due to stagger. While they cannot actually die, they also cannot keep mobs in place for an extended period of time like Protection Warriors, Protection Paladins and Blood Death Knights can. Unfortunately Guardian Druids are just worse Blood Death Knights with none of the toolkit. Vengeance Demon Hunter does pretty good damage, however outside of
Púas de demonio
they take an insane amount of damage, and inside of
Púas de demonio
they still take an unfortunately large amount of damage.
Wow! That's a lot of Resto Druids!
Just what is it that makes Resto Druid so insane in Mythic Plus? It’s not their battle rez, even though that's a nice plus to their already-incredible toolkit. Resto Druids are amazing healers because they can mostly set and forget their heal-over-time abilities on targets, outputting a lot of damage in between healing casts. Most other healers have to make serious trade-offs to do DPS when they are trying to heal. Outside of when they can do damage,
Encarnación: Árbol de vida
allows for druids to do some insane burst healing enabling pulls in many dungeons that would otherwise be impossible without this talent.
Resto Shamans right now have probably some of the most insane single target DPS of any healer. If a Resto Shaman does not need to cast any healing abilities they can easily output anywhere in the vicinity of 16-20k+ single target DPS thanks to the modifiers on their abilities and the
azerite trait. The downfall of Resto Shamans however is the same as it is for just about every other healer. They have to make the choice of spending globals on damage, or on healing.
Disc Priests were looking to be pretty insane up until just recently, the kind of healing throughput they do is also rather unsuited for both Grievous and Bursting which require targeted healing as well as healing after all trash mobs are dead.
Paladins have had one showing so far this tournament. They do pretty great damage (using Retribution specialization traits like
) and have pretty good healing throughput thanks to the
Brillo de Luz
build, however their damage and healing aren’t so much better than Resto Druid to be able to justify their use in every dungeon.
What about Mistweaver Monks? They have some pretty insane single target healing burst, as well as good AoE healing and incredible damage. They also provide
Anillo de paz
for the 5% physical damage debuff and
Barrido de pierna
. There is however, only one small problem with the Mistweaver toolkit, it is exactly the same as the Windwalker utility toolkit, and they don’t have a battle rez.
What about Holy Priests? They have pretty okay healing, and do alright damage, but the only time you bring a Holy Priest to a key is when its Grievous or perhaps Bursting week and you cannot handle the damage as Disc.
For all of the above reasons as well as the insane Druid utility of
Vórtice de Ursol
make no healer even close to the level of utility, throughput or damage that Resto Druid provides.
A common theme of issues has arisen from healers, and from tanks. The best tank and healer specializations are the best because of their damage, healing, as well as utility. They hold all the marbles. This is a common theme right now and it doesn’t get much better in the damage world.
Rogues, Rogues, Rogues, Windwalkers... and some DK’s
To explain why Rogues are the best DPS in the entire game for dungeons I will ask a simple question:
Is it faster to kill a mob, or to run past it?
If you answered kill a mob, then you are likely to have never stepped foot in a Mythic dungeon, especially not a 18+ like MDI.
Embozo de encubrimiento
is the single strongest ability in the entire game for going fast in dungeons, on top of
Embozo de encubrimiento
being the greatest utility in the game. In addition to Shroud, they have
, a special CC because it is one of a very few amount of crowd control abilities that prevent proxy aggro from walking next to a pack of mobs.
is another ability in their toolkit that CC’s a mob for an extended period of time.
does not prevent proxy aggro when walking by a mob, but there is however a work around to this that requires a Rogue, Hunter, Mage or Night Elf in your party. If you crowd control a dungeon mob with an ability that doesn’t prevent combat, then the mob only enters combat with the first player to enter their aggro radius, as well as any player who gets put onto their threat table as you walk by them. This means that as a Rogue you can
another, and then stand next to the blinded mob to get in combat. As long as the rest of your group runs past the rest of the trash pack without casting any abilities, they will not be in combat with the blinded mob and you can simply
to drop combat and avoid the pack entirely. This actually went wrong for a couple of teams over the course of the MDI, so its not entirely a free skip, but it's rather useful. Another quick tip is that a players pet cannot aggro mobs so long as the player is mounted. So if you bring a Hunter, Warlock, Frost Mage or Death Knight to one of these skips, they have to stay mounted so that their pet does not pull the rest of the trash pack if there are more mobs that are not crowd controlled.
In addition to the high damage, and the ability to skip vasts amount of a dungeon, Outlaw also provides rather a rather remarkable amount of on-demand AoE which is super valuable in M+, especially when you are constantly on the move and chaining pulls. Outlaw also has incredible two target cleave and rather respectable single target so even if it didn’t provide
Embozo de encubrimiento
Entre ceja y ceja
, a melee kick,
Secretos del oficio
it would still be extremely good because its throughput is very very good.
What do you add after the first Outlaw rogue? Another one of course! This provides all of the same utility as the first Outlaw rogue as well as a second Shroud to do longer and more elaborate shrouds--and it brings the same great output as the first Rogue. You can also play Assassination if you bring an Unholy DK, for situations where two Outlaw Rogues are too much AoE and not enough single target.
The third dps spot is more flexible, you don’t really gain anything from a third Rogue, as there isn’t any skip that would require 3 Shrouds or 3 Saps so this spot welcomes just about any other dps. The best two choices (and the ones that have seen the most play so far) are Windwalker Monks and Unholy Death Knights.
Windwalker's strengths are acceptable AoE and single target, with the added bonus of increasing the damage done of the Rogues as well as the Protection Warrior by 5%. This is the main difference between Windwalker and Unholy Death Knight, as a team with a Windwalker will generally have advantages in dungeons with long boss fights or any dungeon that might need an extra AoE stun that is provided with
Barrido de pierna
Anillo de paz
which can be used as a psuedo-crowd control ability. It also knocks mobs as well as to move them out of Sanguine pools and give your tank room to kite for affixes like Grievous and Necrotic.
Unholy Death Knights are brought to do massive amounts of AoE damage, and you can read more about Unholy’s AoE in this
. Unholy basically allows you to pull as much as the tank can handle every 2 minutes and it'll kill the trash in its Death and Decay AoE burst window. Unholy also has pretty good single target burst for bosses that take bonus damage thanks to
Ejército de muertos
, as well as its very strong burst in its opener. However Army has an 8 minute cooldown and its single target damage on fights where it doesn’t have Army is nothing to write home about. And while it has pretty good damage during its burst windows, its damage outside of its burst windows is rather low so that it averages out single target in the lower end of all single target specializations.
The hard question to ask is what utility does your class bring to a dungeon that outweighs the benefit of a Death Knight, or a Windwalker Monk. Pre-nerf Demonology Warlock brought pretty insane damage that made it look really appealing, however post-nerf Demonology doesn’t bring much of anything to a key, and even loses damage to provide a Kick to the group which is borderline unacceptable with BFA dungeon design.
What about the other DPS?
Now Elemental Shamans actually are pretty amazing in dungeons, they do really good AoE, pretty good single target and have
Elemental de Tierra
, a utility that Resto Shamans also provide.
Elemental de Tierra
is an amazing cooldown because it allows you do pulls even larger than the maximum pull size for a tank, as it takes a decent amount of damage for the tank as well as has immunity to
damage over time effects.
Elemental de Tierra
is immune to the Reaping melee dot, and was immune to the Necrotic affix until just recently. As of late it also dies very rapidly to some on melee poison in dungeons like Siege of Boralus and Freehold but there’s no way to really tell what it will or won’t die to unless you drop it.
Boomkin provides a lot of the same utility as Earth Elemental with
Fuerza de la Naturaleza
however it does really lack luster AoE in its current iteration. You can learn all about how to play Boomkin in
Tettles' Boomkin Guide
The rest of the dps for the most part all do okay damage in Mythic Plus, however utility varies drastically between specializations and classes. But I will talk about some of the the bad apple specs.
What happened to Havoc Demon Hunter? 5% magic debuff does nothing when Rogues and Prot Warriors do as much damage as they do. They provide almost the same crowd control as a Windwalker, however their
is a true crowd control unlike Monk
, in that it prevents threat when you walk by the target. Demon Hunters however do not have Ring of Peace so they end up filling the exact same spot as Windwalkers...but without 5% physical damage for the entire group, if they did a little bit more damage you might see them instead of a second Outlaw/Assassination Rogue in some groups.
“Why will I never see an Enhancement Shaman?” Enhancement is EXTREMELY target capped in its AoE and its single target isn’t significantly better than every single other dps in the game that it would ever be worth taking especially when Elemental Shamans exist. Hex is also not a full loss-of-control CC so it works differently from almost all other CC in the game. Everybody who walks by a hex is put in combat with the mob.
Retribution is good and has a place, especially if it's possible to zero heal a dungeon consistently.
used to function like Sap and Imprison in that it prevented all combat for running by trash mobs but now it functions like freezing trap/blind/sheep where you still get put in combat with the target when you run past it.
Survival Hunter has pretty remarkable AoE, however it doesn’t provide Shroud or Sap or an AoE stun. It gained Misdirection this expansion and is actually sleeper OP right now, but whether or not it will see play this MDI is yet to be seen. BM is okay, but nothing spectacular like Survival is, and MM has pretty nutty burst but has an AoE Target floor and ceiling of between 3 and 5 targets thanks to Trick Shot. You can skip some things with Freezing Trap + Feign Death which is nice when there are mobs that you cannot Shroud past or Sap, however no such mob or choke point exists like that in any dungeon in BFA.
In case you were wondering, the reason that crowd control abilities function differently than each other in Mythic+ is for PvP DR reasons. Some classes simply just have it better than others.
Racials and Professions
Fusión de las sombras
is an ability only available to Night Elves.
Fusión de las sombras
is a complete threat drop, as long as the mobs do not have stealth detection, on a two-minute cooldown. This means it's possible to Shadowmeld and drop threat with normal dungeon trash but not some Reaping mobs, as they have double the aggro radius of any dungeon mob and also have Truesight to detect Stealth. Reaping mobs however do not social aggro or ‘leash,’ so you can Shadowmeld and drop threat with dungeon trash, but you'll have to deal with some Reaping mobs. It’s not big of a deal in the MDI, even though it is a little bit of a time loss. Night Elves can be Death Knights, Demon Hunters, Druids, Hunters, Mages, Monks, Priests, Rogues and Warriors, so unless a class is insane compared to one of those 9 classes, it is a guaranteed 5 second time loss to bring one for any Shadowmeld skip as they're forced to die, then lose more time to resurrect the dead teammate.
“Why no Engineering battle rez, won’t that fix class diversity?” Simply put, no.
Controlador de tiempo inestable
is really bad compared to other battle rez’s because of the range requirement. Additionally this battle rez also requires 85 BFA engineering while Inscription Scrolls and Blacksmithing Keys only require knowing the profession. Also due to Shadowmeld dropping combat, you can also use items like Ultimate Gnomish Army Knife to chance rezzing a teammate without using a Battle Rez charge, even while the rest of your group is in combat.
Maybe both should be allowed, but I for one think that a tournament like the MDI should exist using only consumables from the current expansion. Allowing Engineering means banning all old broken Engineering gizmos and gadgets. It’s easier to simply disallow professions, or disallow engineering than to open the doors for players to try to break the game in unintended ways with profession items created for a different era of World of Warcraft.
I’d like to requote this translation from the
with Ion Hazzikostas: “The same classes being used during the MDI isn't a surprise, due to the nature of tournament realms, available classes, and items, as well as the mindset to do whatever it takes to have the most optimal group in a competitive setting. However, Blizzard would like to see more class diversity in high-end Mythics, especially in various affixes, and will keep this in mind when designing future affixes.”
The issue with the lack of class diversity in the MDI is not because of dungeon affixes, it is because of class tuning, and dungeon design. The utility and damage profile of classes is almost entirely affix agnostic, and with the exception of Sanguine and Frost Mages and Grievous/Bursting, there is almost no reason to take one class or specialization over another in Mythic+ because the best one week is still the best another week. The best in one dungeon is still the best in another dungeon. Some of the hierarchy may change with the new abilities and Azerite changes in 8.2, but there is no way of knowing until the datamining and simming begins.
Ultimately, the best throughput classes also have universally the best utility abilities and when a class does the most damage
also stops the most incoming damage
also allows you to avoid killing the most things it is very hard to justify bringing anything else when you are trying to win in a tournament where your opponent is using all of the best things in all of those categories. Unfortunately If your class is almost the best, but not quite and you are extremely proficient at playing it, then while it is possible to get away with playing it, picking up a new class or spec in BFA is easier than it's ever been and you are likely better off putting in some time reading up on Wowhead's class guides and practicing a class that brings more to the dungeon than sticking to your beloved main.
Bring the player who can play the FoTM class, and not the class.
Advanced Mythic+ Guides
We've also recently started up an advanced round of Mythic+ guides, perfect if you want to take your gameplay to the next level:
Blood Death Knight Mythic+
Outlaw Rogue Mythic+
Restoration Druid Mythic+
Prot Warrior Mythic+
Frost Mage Mythic+
Brewmaster Monk Mythic+
Mistweaver Monk Mythic+
Windwalker Monk Mythic+
Elemental Shaman Mythic+
Affliction Warlock Mythic+
Arms Warrior Mythic+
Beast Mastery Hunter Mythic+
Balance Druid Mythic+
Discipline Priest Mythic+
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