Mythic+ Tier List for Patch 10.1.5 Week 4 The tier list of each spec is determined by its effectiveness and prevalence at the highest levels of Mythic+ play. U.gg's tier list is created by evaluating damage and healing scores from the very best players and factoring in the frequency of each spec's appearances in the highest rankings of the current Mythic+ season. Therefore, the data presented here may differ from Petko's Mythic Tier Lists maintained on our site. The following post is based on data taken from our sister site u.gg, which has combined a total of 42K parses from live servers. The fourth week of Patch 10.1.5 is upon us and it's time to check out the Mythic+ Tier list based on the data from u.gg. We don't see it as a problem if PW:S is a major workhorse spell of the rotation in all contexts, but the opportunities to apply very high amounts of shielding are cooldown-limited (R Rapture and Luminous Barrier), and current talents that buff PW:S generally do so without adding absorption ( Lenience and Orison ). Using PW:S, and absorbs generally, is still a core part of Disc's identity, but reaching full healing potential still requires a significant contribution of other mechanics like Atonement. Therefore it was doing roughly an entire healer's worth of healing in the form of absorbs.ĭisc in BFA should not be able to put out that level of absorption, even if it uses a higher portion of casts on PW:S. In those days, a rotation based almost entirely on PW:S did sufficient healing to make a Disc using that rotation into a top healer. But, we neither expect nor want it to be like the PW:S spam of Mists or Warlords. On Power Word: Shield (based on various comments in a lot of different places): Power Word: Shield will definitely be used a lot more than it was in Legion (obviously, due to not having a cooldown). In the next build, we're trying out Power of the Dark Side as a baseline part of the spec. On the base rotation: while we don't want it to be as burst-oriented as it was in Legion due to Light's Wrath, we are looking to add a little more texture back as far as moments of higher damage/healing. Not that they're bad, just tougher at the highest levels.ĭemon hunters are much like warriors with the mobility and utility but are immensely spiky and some people believe that their self healing doesn't quite match up to the amount of damage they take so far, but to be fair I haven't heard a ton feedback from high level players nor have I tested myself.ĭKs are in great shape with damage and survivability, for my preference the lack of mobility and a strong DR cool down turns me off from them, as well as Gorefiends Grasp's new cooldown.The talent row balancing comments are something we'll probably look at in a little more detail slightly later, though there is a simple buff in the pipeline for Luminous Barrier. What I've seen/read about pallies is that there mitigation is fine, but much harder to use and time then the other tanks and much more punishing for misusing. Warriors are strong cause ignore pain is incredibly strong and as always they bring a butt load of utility to a group through mobility and other means. I think for mythic plus especially they are in a great spot. You also have a near perfect AM tandem of abilities with an armor boost and magic shield, plus great defensive CDs on rather low CDs. Guardian seems really strong though, they have a huge hp pool plus frenzied regen allowing you to make mistakes and recover in situations other tanks would just die. I'd take a Prot Warrior no questions asked for 10+ though due to great mitigation, an AoE stun, and decent dps. Low cd silence with shield is also very useful.įor sub-+10, I'd say Blood/Vengeance are the best tanks hands down. Pally has some off healing, and hands for cheesing things. Haven't played much with one so can't elaborate much more. Guardian has stamp roar for invis runs or just to cut time and battle Rez. Prot Warrior can spec an AoE stun, has some mobility, inspiring presence is ok and safeguard can be useful against some mechanics. Brewmaster can spec for statue or an AoE stun, has mobility, and can completely self-sustain against easier packs of mobs (anything that won't do 35% of your hp in a global basically). Vengeance has Silence Sigil, Disorient Sigil, and Chains, which all have significant uses against dungeon mobs. Blood has Mass Grip, self-sustain against non-Tyrannical bosses and trash, and single grip as a second interrupt or mob placement tool. Tankiness: Prot Warr/Guardian>Brewmaster>Blood>Vengeance>Prot PallyĭPS: Blood >Prot Pally>Vengeance/Prot Warr>Brewmaster>Guardian My experience (cleared most instances on +10 on beta at this point):
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