Wednesday, August 29, 2018

August Update - 120 i304


It's hard to believe that it's been already three weeks into this new expansion. During this time, I've managed to complete enough of the questing to open up world quests. I've gone back to finish the Drustvar quest chain to completion, having killed the end-boss. Now on to Stormsong and Tiragarde.

The contract is coming in fairly nicely. I've been running with the Order of Ember's contract (note they don't expire, so don't buy hundreds of them like I did). I get 10 rep with each and every world quest (i think only in kul tiras, not zandalar wq). So on some quests completion, I am getting three different reps (tortollan, storms watch and order of embers). At the moment, I am 85% of the way through honored to revered with the faction. This is after completing this zone, and two emissary boxes, plus running a contract since hitting 120. I'll probably change to a 7th Legion contract soon (after revered with OoE) as the 7th Legion rep gates other content.

Like many suggested, I did run the first week and half in warmode. This was rather painless and didn't require that much world pvp. A nice perk for simply playing on a pvp shard. Last week, while questing in Stormsong though, I had to disable the option. Kul Tiras isn't that big of a pvp server. So there were small groups of horde roaming Kul Tiras zones just killing everyone, with no real alliance resistance to keep them at bay. Since then, I've turned off warmode on my hunter. It IS really nice to run the Crusaders of Azeroth world quests and not have to worry about fighting horde toons. 

I BEE crazy!

I've tamed myself a bee hunter pet. Named him Beehave. I've tamed a battle pet, named her Beelieve (per my daughter's suggestion). Last night, I spent about an hour at the xmog ethereal and started working on a yellow and black transmog. ( I am torn between these shoulders I picked up this morning and ones I had in my bags that have a yellow horn on them). This is still a work in progress. The horde troll attire does fit the golden them fairly well.

Bee Myself (Horde edition).

Plan for the coming week(s):

  1. Finish questing in the remaining 2 zones. 
  2. World quest/emissary boxes to keep increasing reputation.
  3. Increase gear score by 1 more point (to 305) so that I can start running random Heroic dungeons. 
    1. My guildie mentioned that we could 'walk-on' to a few heroic dungeons, but would need a full group. 
    2. Maybe a few more normal dungeons to replace these <300 trinkets?? 
    3. Normal Uldir should open on this coming Tuesday. I'd like to be at least 315 by then, hoping to get a lot better gear by then. 
      1. Icy-veins
      2. Wowhead
  4. Start all over again with my warlock on horde side. He's still parked in Orgrimmar waiting to explore any new zones.
Bee Happy

Monday, August 13, 2018

Off Topic - Roblox: Mining Simulator

When not playing video games with his friends, my son asks me to play games with him all the time. Since we don't have 2 blizzard accounts, we've been playing other games. Our latest is the Roblox: Mining Simulator.

Roblox is a sandbox platform that you can use to build other games on top of. Roblox and the games are typically free but have many in-game purchasable items. Mining Simulator is a simple mining type game where you're objective is to get rich. Easy. You start off with a simple pickaxe and a small 10-slot backpack. There is a patch of dirt where you can mine down in 3D, there is a shop who sells equipment and a vendor who auto buys all ore in your bags. As you run back and forth between the mine and the auto-sell vendor, you will accumulate gold. Use the gold to buy a better tool and larger bags.


  • Hats - Hats range in quality (common -> rare -> legendary). When worn, they will give you perks that include mining speed, ore (resale) value, and mining power(?). You can wear 3 hats at a time. All my hats currently have ore value and mining speed perks. There are other perks but meh, why would one want to jump? 
  • Pets - Pets also range in quality. You can have one pet out at a time. I am currently running with a piece of toast, who gives similar perks to my hats (mining speed and ore value).
  • Explosives - using dynamite, nuke, c4 can clear a large area of ore. If you want to spend some money on this game, the nuke is an awesome purchase. For about $5 you get a permanent tool that sticks around between rebirths.
  • Teleporter - set a spawn point and you can re-appear here while leveling. Mine -> sell -> teleport -> repeat.
  • Rebirth - A rebirth resets all of your equipment back to start (low level pickaxe and 10-slot backpack) and wipes your account of remaining gold. Rebirths cost 10 million gold times the rebirth count. So your first rebirth will be 10million, then 20million, etc.. The advantage though is that your ore value increases by your rebirth #. I am up to rebirth 17 so my ore value is 1.7X the value at the start. 

Starting your career in mining simulator (MS)

  1. Grab the quest. The new questing system in MS will start you off with some basic quests. In some zones, these give some rather ridiculous rewards (100 rebirth tokens for example).
  2. Mine until you fill bags or complete the quest. My suggestion is to find a hole someone else started and drop to the bottom. Ore value is better the lower your drop, plus a higher likelihood of minerals. If the elite miner is running passed the gold ore, grab it. 
  3. Complete quests to get your first pet. Pets as I said give perks. (see codes below)
  4. Sell immediately upon filling bags. The game offers an instant teleport to the vendor upon filling your bags.
  5. Upgrade your bags faster than your tools. 
  6. Rebirth as soon as you hit the milestones. That 10g dirt will be so much more valuable as 11g or even 20g dirt. If you can wait to rebirth after a mine collapse and you've dug a deep starting whole. 
  7. Move to new zone asap. Even the dirt sells for more in candy land than in the starting zone. The zones are gated by your number of rebirths. 


  • Codes - There are a number of codes that you can enter that will grant you in-game perks. Most notably gold, pets, and hats. Yes, you don't 'really' have to start out with that 10-slot backpack when you can get codes for 50,000 gold. You also don't have to start with a 'common' pet or bland hat, when you can equip an awesome legendary pet or 3 nicer hats! I search out this wiki page each time for a complete (and moderated) list. Noting that the bolded entries require you to have played the game for 5 days. 
  • RBux items, rebirth items - these items are permanent. If you purchase the nuke for RBux or the scythe purchased with rebirth-tokens, you keep these items after a rebirth. My favorite thing is to fall into the deepest pit, then throw my nuke into dense ore locations. Then I auto-sell and repeat until I have about 5000gold, then buy a bigger backpack, then again at 50,000, 1million and so on. 
  • Stock up on cosmetics - One of the other items that stick around after a rebirth are pet and hat crates. Right before a rebirth, I've been going to the store, buying up cosmetic items until I am just above my rebirth cost. I now have 600 'omega hat crates' and almost the same number of pets. Hats are awesome (visual effects, perks) but they are both slow to open and completely RNG. There's like a 3% chance of getting an awesome (legendary?) hat out of an omega hat crate. After opening up 100 crates, I've managed to get 3 decent hats to wear. :-|  My son's advice, buy eggs before rebirth, then sell them all after rebirth. Instant gold in your hand. 

The first 1 billion gold.

  1. Equip 3 hats, equip ore-value pet. (see codes above)
  2. Find someone who's dug a deep-deep tunnel, mine ore. Ore = 1 bag slot per block, sand/dirt = hundreds of bag slots. Yes, the pickaxe is slow, but still effective with most ore. 
  3. When your bag is full, use the "SELL" option to portal back up to the vendor. 
  4. Run back to the same deep tunnel and repeat until you have about 58,000 gold. Purchase the Military Pack for 57,750 netting 300 bag slots. 
  5. Use the pickaxe until you've purchased the 1.2 million "medium canister" (4000 slots). Now purchase the best tool the money can buy. 
  6. Don't purchase too many upgrades because, at 10 million, I suggest doing a rebirth. This will cause you to lose all your gold, bags and tools you've purchased. 
    1. purchase cosmetic upgrades, especially eggs with your extra gold
    2. do rebirth after mine collapse and you've dug your own deep tunnel
    3. sell as many eggs to jumpstart your next rebirth with a new bag.

Sporting my 3 sets of wings.

Don't forget:

  • Level/Evolve your pet - If you get a pet you like, find out what they need to evolve. This (so far I've only reached 5 of 10), involves collecting ## ore. Most ore is found around the 100-150 block level. Upgraded pets provided increased rewards. 
  • R$ and Rebirth token purchases are permanent. As you can see, I have the nuke and the teleporter. 
    • The nuke has a much longer range than the pickaxe so I'll mine all the ore in reach, then just start tossing out the nuke in high-density ore areas. 
    • The teleporter is great for shortening that sell/mine loop. Mine down until bags full, place teleporter, sell, teleport back and click 'move' to remove it. 
  • "To Surface" - Almost as useful as the teleporter as it will put you 10 steps outside the mine. Sell -> to surface -> find hole. "To Surface" also places you right next to the quest giver in the zone. Use it when you've completed a quest for quick rewards. 

Wednesday, August 1, 2018

The Warbringers

Battle for Azeroth is already looking to be a rather contentious expansion. Jaina, Sylvanas and even Queen Azshara are all getting videos to show a little of their backstories. These videos are intended to give their side of why they are involved in this 'battle'. I will give my thoughts on the videos (one still unreleased) and some background based on my experience. (Yes, this could mean spoilers if you haven't read Before the Storm (BtS) or seen Nobbel's summary here). With these videos, I liken these leader's actions to the seven deadly sins.

Jaina is wrath. 

She feels like the rest of the Alliance leaders are ignoring the recent deceit of the Horde. We saw this in her first outburst when Khadgar wanted to invite the Horde back to Dalaran. It's hinted at in BtS when she talks to Kalegos in that she's actively trying to deal 'things'.

Her video points to her supposedly naivete to the horde's brutish nature. Her father had warned her but she still ignored him. She raises her father's ship from the bottom of the ocean, then takes command of this ghost ship sailing it off to places unknown. We can only assume she plans to attack the Horde.

Jaina scares me. She has the will and the means to raise an army. Her wrath will very likely cause her to do something regretful. We can hope that Anduin's actions in Lorederon, or an expression of love from Kalecgo's will soften her rage.  (full "Daughter of the Sea" lyrics)
I heard, I heard, across a moonlit sea,
The old voice warning me,
"Beware, beware the Daughter of the Sea",
"Beware, beware..."...of me.

Some interesting references:

Sylvanas is envy. 

She was exposed to the powers of Azurite during the victory scene of the ABT raid. During the BtS, we learn that she has commissioned people to research azurite's abilities and potential for war. They make armor and a necklace, plus a few machines (as goblins and gnomes often do). They find azurite has healing possibilities including neutralizing poisons (when in raw liquid form) and healing wounds (when made into armor). [Note, liquid azurite is also eluded to by Gallywix be the primary ingredient in Kaja Cola. ] We never learn all of its abilities, but Sylvanas definitely has some ideas and plans.

She is faced with her own extinction. Undead are not immortal, but slowly rotting away. BtS presented us with a 'doctor' who repaired undead bodies that have been severely damaged (i.e. replacing blacksmith's arm with a new arm that will never get stronger). The only way she will continue to have people to rule over is if they continue to "make" more undead. In Legion, we see the quest chain where she attempts to enslave the Val'kyr leader. As we learned in the Undead starting zone, Sylvanas wants the Val'kyr to help(?) her raise more undead. This quest ends with Genn saying " took my son's future, and now: I've taken yours." In her eyes, the only means of keeping her undead is through azurite.

Nobbel presents the flashback as seen in Warcraft 3(?)

Sylvanas is desperately trying to save her people. Will this lead to Sylvanas turning into the next Garrosh? I don't think so. Garrosh was prideful. He didn't see anything wrong with what he was doing. We've seen that Sylvanas has some feelings for her undead (she did allow the Lorderon undead/human meetup). I believe that Sylvanas burnt the tree not out of malice, but strategically to end fighting the Alliance in Darkshore. Killing all hope of reclaiming the World Tree.

to be continued when Azshara is released. 

Azshara is vane.

What we know..
Queen Azshara - Beautiful, charismatic,
and persuasive in every way, she
controlled most of the Night Elf society.
  1. The former queen of night elves
  2. Used powerful magic to change/improve her appearance. Only those more powerful than her could see through the illusion. 
  3. As powerful as Sargeras, Kil'jaeden, and Archimonde
  4. Makes a minor appearance in Legion
  5. Considered herself a perfect mate for Sargeras
  6. Transformed into current form by old gods
  7. Worked with Sargeras to purge all imperfection from Azeroth.

Tuesday, July 10, 2018

Protection Paladin Mage Tower Woahs

How I feel about Highlord's Return.
I am STILL working on my protection paladin mage tower. I was actually really excited to hear that patch 8.0 did not drop today. No, it hasn't been super easy now that my weapon is overpowered. I am at roughly 70+ attempts, with 40 of those being in the last 3 days. I've read the guides, watched numerous videos, but I still can't seem to complete this challenge. (It would be my second completed)

At moment, I am running 946 item level and my artifact is overpowered to 136. I have the awesome Tyelca pants, but I don't have Sephuz's Secret like many guides suggest. This typically means that I have been not dying to health issues, but because of too many stacks of the aura (10 stacks hurt), flying off the platform or Velen not fighting off the horrors and dying. I've seen ~1% (i.e. 500k health on Kruul) ONCE! Your helper is released and does DPS the second phase and actually did 200k DPS after I died. Meaning, I was 300k health away from winning this challenge!! (*#&$ If I could have only hit the pally bubble before death. /sigh

I have progressed. My biggest improvements in gameplay have come from Darkmech's video. Now, the video itself is useful, but the biggest improvement came with his /focus macros. Yeah, stupid 'use this ability on /focus' type of macro.

Game preparation:
  • Macro for Judgement + Avenging Wrath
  • Macro for Avenger's Shield /focus
  • Macro for Hammer of Justice /focus
  • Macro for Rebuke /focus
  • Mapped Repentance to Q and HOJ macro to E
  • Rebuke macro is on mouse button 4
  • Taunt is currently on mouse button 5
  • DBM - Challenge mode addon is active
  • Weak Auras is running, but may not be triggering correctly. 

Scenario Preparation:
  • Flask of Countless Armies  - strength buff so extra dps
  • Defiled Augment Rune       - strength buff 
  • Bear Tartare                        - run speed buff when killing enemies
  • Set focus to Inquisitor        - macros and weak auras tend to trigger off /focus settings
Now the fight actually begins.
  1. Start fight with my macro for Judgement + Avenging Wrath then click Seraphim. may combine into a single macro. 
  2. DPS until 5-6 stacks of Aura.
  3. Take out the first eye that spawns. (run speed buff from food)
  4. Run down to Velen, and get ready for first horrors to spawn. 
  5. Bring them back to Inquisitor. More DPS after the stacks drop. 
  6. Continue loop until Kruul jumps down, then change focus to Kruul.
  7. My best attempt at Kruul had me simply kiting him around the platform until I had completely filled the entire platform with green gooey circles. Dying in a circle attempting to run towards one of Velen's orbs.
My issues:
  • I get too many stacks of Aura of Decay. 
  • I get knocked off the platform by an infernal. 
  • DBM is really noisy. I am not paying attention to the dozen or so alerts that are triggering and simply missing the casts. 
  • I don't think any of the weak aura's are working. I copied Darkmechs and tried a couple of ones off
  • If I make it to Kruul, I miss a Twisted Reflection cast and heal him back up (i.e. I've seen him at 80% health, when starts at 33%).
I've been keeping the frustration down, by only attempting this fight while using a defiled augment rune. When I run out, I stop for the night. I have been managing to acquire on average 12 runes one a toon each day. Now that I have one more week and my weapon is only getting stronger each day, this SHOULD get easier, right?? I'd really love to get the weak auras working. I may just delete all the auras I have already imported and try them again. Maybe the author put in character specific triggers? Maybe using spell names and not ids? 

How it typically ends.

Update: 7/11/2018 - Gear drop caused a re-roll of all my stats. I took this opportunity to shuffle in more haste stacking gear. This increased my DPS rather considerably.  (For those that use AMR, I swapped to "AGGRESSIVE" from (dungeon friendly) "CONSERVATIVE")

AMR Gearing Strategies

I am now getting the bosses to transition faster. I also changed my legendary Breastplate of the Golden Val'kyr for the Pillars of Inmost Light. Pilar's has a nice buff to the artifact weapon's ability "Eye of Tyr". I've also created a macro to apply a [Potion of Prolonged Power] when casting [Eye of Tyr]. I attempted the run about 8 more times with this configuration and got to Kruul most of the times, but also got killed before completing the challenge. I got killed by being knocked off enough times, that I decided to have my engineer make a few (hundred) Goblin Gliders. Shall I bind to the glider to "Z"??

The last issue remaining, the Weak Aura's are still not working. I noticed that the weak aura is in German so all the spell abilities and the trigger of zone information was not English or using spell #s. I've updated the WA copy, but it's still failing. If I get them working, I'll post them here. :)

Update 7/13/2018:

I got a number of the weak auras working. First was the [load] function on the group was tied to the zone name. Fixed that, then fix each aura by looking at the 'trigger' tab, searching up the spell, and replacing with the spell # (off WowHead) instead of the spell name. In many ways, using the Wowhead Prot Pally guide was easiest to find the exact spell (like drain life). This was most helpful with Aura of Decay. Seeing the stacks and then the stacks dropping was nice to maintain DPS.

And then this happened!
Last night it finally happened! I had only one defiled rune left to go. By now I am consistently getting Variss down and progressing to phase 2. I am finding if I don't kite Kruul, he doesn't jump, so not as much green stuff on the ground. I have been kicked off at least 6 times by infernal stomp so I am starting to reliably side-stepping it when it comes down. My biggest surprise was when it was over. I hadn't even realized how close I was when Kruul was moved to the center and stunned.

Final thoughts:

  • (try to) Save Avenger's Shield for Twisted Reflection. If you're glowing, you're healing Kruul. Die or go find a Velen ball to drop the debuff. 
  • Interrupt Annihilation as often as possible, and use damage mitigation when you can't. 
  • You can run through the blue bars that go across the screen. They were working like the waves that push back during the last boss of Arcway. 
  • Keymap goblin gliders for that 1:10 chance you'll get knocked off. You have about half a second to trigger the glider before you are too low to get back on the platform. 

Wednesday, May 30, 2018

Legion's Mythic+ Dungeon Final Impressions

Yesterday, Ythisens posted a question on the WoW forums asking for final impressions on the Mythic+ dungeons.
With Legion coming to a close we thought we might try something a little different and collect some specific feedback on things. While we normally are reading tons of posts you guys make and sharing the details internally, we want to try collecting focused feedback to ensure your opinions are being heard. We're still doing our usual methods but want to see if this can be something we use going forward.  
For the first one we're going to try one focused on Mythic+! We want to hear everything you guys have on this feature we introduced in Legion. What you think it does well, what you think it doesn't, ways you'd like to see it go, how did it work throughout the course of the expansion, etc.  
Also a friendly note that just because you see it here doesn't mean it will be changed or added - and this topic is not an indication of future feature development.

Mythic+ dungeons have been my staple end-game content for this expansion. I was able to encourage two co-workers to come back to WoW from a decent hiatus to see the revamped Karazhan dungeon, and they stuck around doing mythic+ dungeons with me since then. We've had our ups and downs. We've had absolutely spotless +15 runs and absolutely atrocious +11 runs in the same week. We've had runs were everyone got at least one upgrade and weeks where some of us got absolutely no upgrades (my hunter got 980 mythic+14 titanforged boots and they've never let me live it down). Here's my take on the good, bad and ugly of Mythic+ dungeons for small groups.

Raider.IO:1574 967 ILVL
Raider.IO:1308 942 ILVL

The Good

  • Small guild/group friendly - My current guild group consists of 3 friends (including myself). This means that we never had enough to fill a raid group. As this would require pugging at least 7, we seldom raided. Sure we all did LFR, and I've seen Normal Antorus at least twice filling in pug spots, but we'll never make up a mythic raid team in our current guild group. 
  • Quick Gear upgrades - Upon reaching 110, it is REALLY easy to get a new toon up to a 920-940 gear score, if you have a decent group (and some decent RNG). 
  • Alt Friendly - Midway through the expansion, our healer rolled a new character. Using leveling to 110 and relinquisher tokens he replaced most of his boost gear. With two of us in the group fairly well geared up, we could quickly run lower level mythic+ dungeons carrying him as a healer. As he was playing a shaman, I ran my hunter and handed over all my drops that he could use. Within 2 weeks, we'd replaced most of his gear with 930 level items. 
  • More variety - Unlike raiding, we were not tied to a specific routine. By the end of the expansion, we had so many dungeon options to run. If the affixes didn't play well with a trash or even specific bosses mechanics, the group could pick a different dungeon to run. Teeming plus Lower Kara, ugh! If we had to pull in a pug, we could choose a lower level key. 
  • Mythic+ Dungeon Invitational - This really spotlighted some creative ways to play the dungeons. I was really surprised to see the creative ways that groups would attempt to solve some of the mechanics to get through a dungeon quickly (i.e. EOA-boat skip, invisibility potions, and even purposeful death to trash in order to skip larger portions of trash). My one wish was that this happened sooner!! 

The Bad

  • PUG roulette -
    At the start of the expansion, the guild had the four of us, plus a couple who played primarily PVP. After a few dungeon disasters, the PVPers dropped from the rotation and we needed to pug the last two DPS slots. Somedays you would get an awesome player who did all the mechanics perfectly, and absolutely helped the team finish the dungeon. On other days, you'd get someone who either didn't know the mechanics or didn't care and would attempt to blast through the mechanics. Top it off, if the same guy who disregarded killing the explosive balls caused a wipe(?)  then would drop group before completing the dungeon leaving us all in a lurch. 
  • Crafted Gear/ Gear tokens / LFR - Very quickly did we realize that mythic+ gear would outstrip the basic gear you could craft, purchase or dropped from LFR. For me, this soured the content. My hunter was 940 by the time I completed opening up the Argus quest chain. He can now solo all the argus world bosses with basic damage mitigation (often by simply letting Bunsen or Cork (fka Chromaggus) tank for me). Why should I even bother running Argus World Quests?? 

The Ugly

  • Affix + High keys = Dramatically More Difficult - Our last ALL guild group was a mythic+10 Black Rook Hold. This was our first attempt at a dungeon with all three affixes. At the time, we probably had an average (team) ilevel of 900. Sadly we never made it TO the first boss as the mechanics kept killing us. With the 10, we likely had a fortified key, causing increased trash damage. We now had to worry about pull size and LOS mechanics.. It was a big surprise that we weren't ready for. 
  • Gotta Get Gud:
    With PUGs it's hard to 'learn' the mechanics first hand. They are not always that friendly to tanks learning the one-shot mechanics. I had to quit playing my protection paladin because I wasn't learning fast enough. Even with DBM, I wasn't predicting the mechanic good enough to avoid dying to it.  Over the last few weeks, I've focused on my hunter (with his awesome RNG luck) and let a guildie to tank (on his blood DK).
  • Mythic RAID vs Mythic+ dungeon - Unfortunately there's still a stigma that dungeons are inferior to raids. I've completed a Mythic+15 dungeon on time, but I can't easily get a normal Antorus pug invite because I don't have AOTC. From my experience, the mechanics of mythic+ dungeons have taught me skills that I've never really needed before. Using my hunter's frost trap and feigning death to skip trash packs after everyone's passed. Using protection pally damage mitigation abilities only when needed and not on cooldown (seems obvious, but not something I worried about until dying to one-shot mechanics on a +15). I can't speak to my ability in an actual mythic raid, but I do feel comfortable that I can kill Serpentrix on Mythic+13 and still get a +2 chest (oddly with only one of my legendaries equipped because I just tamed Fenryr).
  • Rush, Rush, Rush - The former guild leader came back to WoW after almost a year hiatus. She was absolutely down with running dungeons, learning the mechanics and taking down bosses. Unfortunately, after several runs of the same dungeon, even with new affixes, it got boring. There were no mechanics involved, but simply steamrolling the trash and boss as quickly as possible. Sadly she left before 7.3.2 caused all of the dungeons to be much more difficult. If she did stick around, I think she would have really enjoyed running Nighthold and we may have raided more.

Going forward into BfA

Overall, the Mythic+ dungeon process has been fairly pleasant. Add-ons like Raider.IO's Mythic+ scores have helped with pulling in pug'd players. Late in the expansion, we're starting to see people with high scores, but no skill (IMHO a bought +15 run).  I believe that the 'community' UI coming in BfA may help with this as well. I personally believe that my group's primary reason for not reaching higher keys is group consistency. If we had 5 reliable players, we could communicate reliably, accept some loss to learn the mechanics and everyone profits. Having to fill positions each time, kept us from exceeding +14 comfortably.

Some affixes are absolutely unpuggable, especially without voice communication. This week's affixes have me cringing with Explosive + Teeming + Fortified. More Trash and More Health = More Explosive Balls. This goes back to a reliable communicative group. Without everyone on discord(?) we are limited to calling out on type-chat. I don't know about you, but running from snake vomit and tab targetting and calling out BALLS! in chat is just too much to do.

Mythic+ dungeons are the direct child of challenge mode dungeons from MoP. With the challenge modes, we had direct rewards (achievements, mounts, cosmetic appearances, etc.) for completing a dungeon in a specific time. I'd love to see some of this brought back to Mythic+ dungeons. I feel that the higher level dungeons, require a level of commitment and dedication. They are similar to raiding and could easily have 'similar' rewards. [Keystone Master] rewarding the nice artifact appearance was nice. How about a title 15+ on multiple dungeons? Mount for completing ALL dungeons at 15+? (I request to be carried around by the Curator).

Forum Feedback

I've been reading the other (22+ pages) of posts and want to provide my opinion on these.

"Mythic+ dungeons should never reward gear higher than Heroic/Mythic raids." 
  1. If you lower the ILVL of the rewards, you will remove the incentive. 
  2. If you remove the incentive, you'll have less prepared people running high key Mythic+ dungeons.
  3. If you have less well-geared people running Mythic+ dungeons, you'll only have masochist and under geared people trying to push higher keys. 
  4. See LFR
Personally, I would not still be running mythic+15 dungeons if I only got a piece of 915/930 gear from the Tuesday loot box. They are much too complicated to pug solo and the guild group would be in my same situation. I've already started working on other things like leveling an alt, working on taming a few more legion pets and finalizing those mage tower appearances that I still want before BfA.

"I need to run mythic+ dungeons to be competitive in raiding."
That is an option. So was doing PVP back in Warlords. Running 10-man and 25-man raid back in Wrath. These are all gearing strategies that people will exploit if they exist. A mythic+15 dungeon with a good (heroic raid buffed) group should take about half an hour. (what's another 30 minutes on Monday night after your raid?) The MDI shown people running +20s in less than 20 minutes. Honestly, how is this not part of someone's normal rotation? Of course, if they are running Mythic raids after the average player's score reaches 950/960 would be solely based on replacing items with a warforged or titanforged item.

If you are LOOSING people from the raid group, because of Mythic+ dungeons? 

"Mythic+ dungeons led to a heroic dungeon go-go-go mentality."
One must not forget that this is the end of the expansion. Most players in 930 gear could solo a mythic 0 dungeon (I just tamed Fenryr, remember?). Heroic dungeons are a step lower in difficulty and item drop levels. The ONLY reason I am running a heroic dungeon at this point in the expansion is for the 20-30 wakening essence rewarded at the end. AP, Legendary drops (so very rare), and loot are all but pointless. A heroic dungeon rewards, what 1 billion AP(?). I get more from my class hall quests. The loot is all sub-880 gear, aka vendor gold. The extremely rare chance for a legendary drop isn't worth it personally. 

"blah blah class balance blah blah" 
We experienced this. Our healer spun up a new toon for Legion as a mistweaver monk. He had a lot of fun for most of the mythic dungeons, but never felt well equipped. He ended up boosting a resto shaman. He had raided as resto shaman back in Wrath(?) so this was an easy transition. He felt the AOE heals of the shaman were easier and more useful in mythic+ dungeon situations. 

August Update - 120 i304

Questing It's hard to believe that it's been already three weeks into this new expansion. During this time, I've managed to c...