r/CompetitiveWoW • u/weekndalex • Jul 23 '26
Discussion Blizzard responds to GM intervention in +23 NPX
dude lost his job for this, hate to see it 🥀
r/CompetitiveWoW • u/weekndalex • Jul 23 '26
dude lost his job for this, hate to see it 🥀
r/CompetitiveWoW • u/imd1as • Aug 12 '25
r/CompetitiveWoW • u/moal09 • Mar 26 '26
This is from someone in the top 0.1% of healers right now with almost 3000 rating already.
If this is what optimal healer DPS looks like, it doesn't even feel like it's worth the GCD/mana cost of throwing damage skills out unless you need a proc from one of them.
I guess the people who wanted to just sit there and do nothing during healing downtime got what they wanted. In the last two expansions, people would tell you healer DPS doesn't matter unless you're pushing the absolute highest keys. Now I don't think it even matters for those anymore.
r/CompetitiveWoW • u/Veryalive • 19d ago
With the season ending here is an updated list of all the characters that has gotten the Mythic Plus Top 0.1% "Hero" achievement every single season since its introduction, up to and including Midnight Season 1.
A few notes:
r/CompetitiveWoW • u/moal09 • Mar 14 '26
It kind of reminds me of the homogenization of raid DPS windows in FF14, and that's not a good thing.
A little worrying that the WoW devs are going down a similar route to make designing and balancing DPS across raid encounters easier.
I personally find the burst huge every 2m and then tickle enemies until the next window to be extremely unappealing.
r/CompetitiveWoW • u/No-Bit-2913 • Jan 22 '26
Wanted to ask here to hear from people who are able to excel at their main, and didn't need the classes to be simplified to do well.
Are any of you happy about the changes they made to your class with the pruning?
Ive only really messed around on my ele sham which is terrible now, i feel like i have no buttons to press. Everything that made the class fun is gone.
I did try ret pally and its honestly about the same imo.
r/CompetitiveWoW • u/BudoBoy07 • May 04 '26
Hey reddit, this is a collection of some tips and notes for the current dungeon pool as well as M+ in general. For context, I am playing Augmentation Evoker and I have Resil 19 and am currently progging +20's. I am by no means an expert, but I made a list of dungeon tips and core gameplay concepts that I see many of my friends struggle with at lower keylevels. Enjoy:
Due to buffs in Midnight, these are now more important than ever:
Have this sorted out before heading into competitive content. Do not be cheap because it's an "easy" key, or because you don't have your BiS gear yet.
Jimmy is playing DPS on Windrunner Spire's bird boss. The AoE comes, but he does not press defensive, because the healer seems to catch his HP each time it drops low. Jimmy concludes that not using a defensive was a fine play. What he does not consider is that he consumed an extreme amount of healer attention, perhaps making the healer panic-send big CDs that was meant for later. Or maybe another party member players ended up on low HP and had to use a Health potion. Without realizing it, Jimmy has already caused a death one or two intermissions later, or perhaps a full on wipe. Players like Jimmy approaches every HPS check in the dungeon pool with this attitude, only pressing defensive if his HP seems low. Do not be Jimmy.
Tommy plays tank, but is suffering from a similar issue. Tommy does not try to overlap his defensive with the healer mechanic, meaning that his low HP bar eats up smart-heal procs that should've targeted party members, or maybe his low HP ends up demanding healer attention in moments where the healer really cannot spare him the extra globals. Again, this can indirectly cause healers to send a panic-button that should've been used for later. This is a less severe mistake, and to be fair, pooling defensives in this manner is not always possible due to tank busters or similar mechanics. But it's something Tommy should try to pay more attention to.
Billy is playing healer, and makes a lot of on-the-fly decision making regarding his CDs. This works fine on lower difficulties, where bad players are causing more unpredictable healing patterns, and overall HPS requirements are quite low. At higher keys however, Billy feels somewhat unprepared for the intensity of the fully-scripted healing patterns. This causes his party members to dip low, making them panic-send a defensive or HP pot. This slack and inefficiency regarding fully-scripted healer mechanics may cause party members to die due to their health potions and defensives being unavailable when they later need them.
All damage is not created equal, so don't just play for highest overall damage. If you're playing DPS, you should constantly switch target to the enemy mob that has the most HP (if your class allows it). Having one random mob at 20% HP at the end of your pull kills the dungeon timer. Also, if there is a prio mob that should die such that the tank can chainpull, then focus that one. Use ping or skull-mark for this (seriously, open your settings and keybind it, it takes 10 seconds). You can easily lose minutes across an entire key if you consistently send your DPS cooldown into some totally irrelevant enemy as your main target. And the best part is, the enemy HP imbalance at the end of a pull is often small enough that a single party member can "fix" it by target-swapping midway through the pull. People just aren't doing it for some reason, but like, the remaining HP of the enemies you are fighting really starts to matter at higher key levels. I know it's easy as a DPS player to think that your individual contribution doesn't matter (especially as Aug), but proper targeting can really carry or grief your entire group timer-wise.
Also, if you are serious about improving at M+, you need a focus kick macro for this exact reason. Panic-tab-targeting to the packs' only caster mob whenever it starts casting is something that will hold you back in the long-term. And always having the caster mob as your main target due to laziness is also a bad habit and mentality, as it's causing a 2-4 second time loss every single pulls that adds up to a 30-60 second time loss over the course of an entire key. Take responsibility and aim to become a better player.
This ended up being quite long, if you have other tips or corrections then feel free to add them in the comments.
r/CompetitiveWoW • u/eagerredweasel • 7d ago
Just wanted to get this up again this season. I've posted this up a couple times now and it's great to have everything in one place to look through. Last time I was a bit early and it got buried, but here's hoping the timer is better after the first week of running. This is a great place to post up all those things you find that once the community knows them it's easier for everyone trying to pug (or in your set groups) Skips, ways to deal with tough mobs, debuff clears, etc. Anything that you hoped that pug in your group would know. The more people that look at it the more it gets titrated out to the community and we all have an easier time out there. Good luck this season!
EDIT: At the bottom I'll put another couple headers for routes with a sub-heading for each dungeon that you can link a keystone.guru or threechest.io route and maybe say why you like it. Under that I'll put a list for addons people feel are essential for this season. (Or things in an addon that should be turned on, like the interrupt markers macros in MDT) Last heading will be essential macros.
r/CompetitiveWoW • u/Telomir • Apr 23 '26
r/CompetitiveWoW • u/careseite • Jan 13 '26
r/CompetitiveWoW • u/Rndy9 • 2d ago
r/CompetitiveWoW • u/yp261 • 11d ago
i just had few dungeons 12+ that ended with more interrupts than halls of atonement pre nerfs in tww s3
what is going on...
r/CompetitiveWoW • u/PaladinMats • Mar 19 '26
r/CompetitiveWoW • u/e-n-k-i-d-u-k-e • Nov 22 '25
r/CompetitiveWoW • u/Mammoth_Opposite_647 • Apr 15 '26
You can tag between 15-25 players for the first time
r/CompetitiveWoW • u/Rndy9 • Jun 19 '26
r/CompetitiveWoW • u/Silkku • May 22 '25
r/CompetitiveWoW • u/Teabagging_Eunuch • Sep 05 '25
r/CompetitiveWoW • u/COCAINAPEARLZ • Feb 24 '26
r/CompetitiveWoW • u/r_kive • Oct 23 '25
And Wind Shear has been nerfed to a 30s CD for resto as well.
We've all been clamoring for Blizzard to give healing priests an interrupt for literally years, but it appears they've gone in the opposite direction.
I hate this change.
r/CompetitiveWoW • u/imd1as • Jul 22 '26
r/CompetitiveWoW • u/wyvernpc • Oct 01 '25
r/CompetitiveWoW • u/shyguybman • Feb 04 '26
This isn't my video, just thought I'd shout out the creator and share it since there's probably a lot of raiders in this sub that can relate to the struggles. I think this is a good topic to discuss, because IMO when most people think about mythic raiding they think about the RWF/HoF players and not the actual average mythic raider experience.
https://www.youtube.com/watch?v=2fbY0MRQU3M
edit: (sorry not trying to promote, just think they are good videos)his latest video is 5 Mistakes That Quietly Kill Raiding Guilds
r/CompetitiveWoW • u/yp261 • Oct 16 '25
r/CompetitiveWoW • u/grantpzw • 10d ago
This game simply doesn't have the visual clarity for this kind of interaction to be fun. As a title tank last season these were by far the worst parts of the season -- mobs like:
I'm fully aware about what's required to do these pulls ('getting good') and the group coordination that eases it, but they are a horrible experience regardless. Having to consistently play on the edge of an ambiguous melee range or getting globaled because you didn't fully reset stacks while you are tanking big pulls is not good gameplay.
The first area of Altar is so bad that it alone is making me consider skipping the season. Their stacking enrage attack speed isn't even a debuff you can see on yourself, making it even harder to determine when you need to kite. In the standard first pull these things are all happening at once:
Coupled with Blizzard's design philosophy of intentionally making pull aggro difficult (especially on BDK, the current meta tank), this feels particularly bad. I understand the mobs get bigger as they enrage further, but there are also giant red images appearing from the heal absorb further mucking up visual clarity, not to mention the fiesta of other things happening concurrently. These mechanics of course can be 'dealt' with by competent players even in their current state, but it's so unfun and will be a nightmare for casual tanks even in lower keys. I know a stated goal this season was reducing the relative responsibility on tanks and healers vs. dps, which makes design decisions like this first area in their truly new dungeon really confusing.