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M+ Record Holders: An Interview with the Champs, Pt. 1

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In this first of a two part interview, the champs go into class balance, how to get better at M+, their thoughts on the affixes, the dungeons and much more.

The Mythic+ crew of Jdotb (Resto Druid), Shakib (Veng DH), Darkee (WW Monk), Mittbitt (Balance Druid) and Marvink (Aff Warlock) shattered a large number of records recently and decided to have a chat with us on the most successful thing to come out of Legion, the Mythic Keystone Dungeon system. In the first part of this mythic interview, the dungeoneers talk about how to get better at running M+, class setup and balance, affixes, the dungeons themselves and more. With a huge amount of experience under their belts there's no one better to discuss the issues surrounding WoW's latest endgame activity, so let's dive right in.

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Let's start simple: why do you do it?

Darkee: I do it for the challenge and prestige.

Jdotb: For the challenge and fun of it. Having a stable team makes m+ a lot more enjoyable.

Marvink: It’s a source of end-game replayability that lets you push your limits outside of raids. Pushing actually feels like raiding in a smaller more close-knit environment, and you get to constantly try to beat even yourself with the scaling content.

Shakib: The moment of glory at the end of a world first run.
 

For people that are just starting out running higher and higher M+ runs, as well as for those that want to get into the WF race, what would be your advice to them?

Jdotb: A few things: first, try to find a group that you can run with all the time so you can develop solid communication and start building some in-house strats. Being on the same page as your group is incredibly important. Five pretty good players being vocal, knowing what mobs will be pulled, etc. will beat five all stars that haven’t played together. Second, make a lot of equipment sets and get comfortable switching among them. One for avoidance cap, one for trash aoe, one for pure single target, etc. It helps a lot to tailor your equipment to each specific encounter. Third, watch vods and steal strats.  You can find other groups doing a lot of really innovative stuff if you pay attention.  Don’t try to reinvent the wheel every dungeon.

Shakib: The best advice I can give to anyone trying  to become better at M+ is to play with the same people. It doesn’t have to be the same exact 5 people every single time since some people might not be able to ALWAYS play. I personally play regularly with 10-15 people. Sure, I try to stick with the same 5 as much as possible during a push week and that would be the best scenario for everyone, but it can be hard sometimes so at least having people you know or have played with before helps a lot. Having to explain the strats to a new person will slow down your progression and might even make it not enjoyable.
 

What would be the top 3 tips you would give to other high M+ teams?

Jdotb: Sometimes you will have to replace people if you want to push for world firsts. It sucks, but it’s necessary. Prioritize playing with people that are available all the time. It’s hard to overcome playing infrequently even if it’s with really good people. Always be open to new strats for your runs.  If someone asks, “Why do we…” or “Why don’t we…”, take the time to really consider if there isn’t a better way.

Shakib: At the highest level of m+ you have to treat 90% of the mechanics as if they are going to kill or nearly kill you. Mechanics that you used to ignore now become deadly. This applies for bosses and trash. Communication is key. I do think that having people that call out CC throughout the dungeon is very important. At a very high lvl overlapping a 6 second silence with a stun can result in a wipe, especially in huge packs where 1 cast goes off and the dungeon is over.
 

You mostly use the same setup for your runs, could you talk about the choices there and why your class/spec is the best for this type of play? 

Darkee: Windwalker brings high damage and “good enough” survivability. It really shines in mass aoe pulls due to our exponential scaling with Spinning Crane KickSpinning Crane Kick. This allows the other 2 dps to bring more single target focused builds. We also have exceptional burst damage for high priority short lived adds (one example being the adds that shield the third boss in Seat).

Jdotb: Four of us (Shakib, Mitt, Marvin and Jdotb) have been running together for several months. Darkee is a recent addition. His spec (Windwalker) does the most dps of any class in m+ right now by a country mile. Windwalker defensives are ok but not great, but Windwalker dps is so good that it doesn’t matter. The common theme among the rest of us is that our classes are very good at living.

Marvink: Our group composition just sort of fell into place. For me, affliction will always have its place in high dungeons. Their damage is very competitive but a large portion of their appeal is the insane personal self-sustain. Having one less person the healer has to worry about a lot of the time helps quite a bit. As there are many dungeons with demons this expansion, BanishBanish is very helpful in some dungeons on Bolstering and Bursting week allowing you to pull a little larger than you would without it. And don’t forget the important Arcway buff through enslave demon.

Shakib:  Vengeance demon hunter: While dh’s don’t bring much group utility (ex: BoP, Leech aura, Battle res…) we bring an insane utility toolkit (trash control) and the strongest overall damage during a dungeon for a tank spec. We also have very good self sustain, especially during MetamorphosisMetamorphosis, which almost makes us invincible. The great self-sustain lets our resto druid have even more globals to dps.

Restoration Druid: The reason that druid is one of the two top pick for a healer spec is mainly because of their survivability via bear form and BarkskinBarkskin. On top of that they are able to heal pretty much any situation while dealing a pretty decent chunk of damage if they pick the talent Feral AffinityFeral Affinity. IronbarkIronbark is a very nice external on a short cooldown. TyphoonTyphoon during a sanguine week is a lifesaver. Brez is definitly a big plus.

Affliction Warlock: This spec is currently great at everything. They have a multitude of talents to pick from which our lock swaps between depending on the dungeon. Their damage is top tier while also having insane survivability (several defensives, the self-healing from drain is powerful, lets you somewhat ignore some mechanics while healing through them). Really good utility also for many situations. Stun, gateway, the decurse from the infernal pet but most importantly they can enable huge pulls by equipping Sacrolash's Dark StrikeSacrolash's Dark Strike which slows every enemy affected by CorruptionCorruption by 60%. This allows us to do some big pulls where I kite and the dps take care of the pack without having to deal with mechanics (mostly used in dungeons like Neltharion’s lair, Blackrook and seat). Healthstones <3

Balance druid: Once again, same as resto druids you are basically never worried of a balance druid dying during intense damage taken periods because of their bear form. Brez and TyphoonTyphoon are also nice to have. While not having a low cooldown interrupt can be an annoyance on heavy casting fights like Medivh in Upper Kharazan, Solar BeamSolar Beam is extremely strong for huge caster pulls - 8 seconds of silence is HUGE.

Windwalker monk: This is a recent pick up, while windwalkers have always been a really good dps pick for m+ they were lacking survivability to justify bringing them. With the start of the new tier windwalker monks have been destroying dps meters which made us pick Darkee as our 5th. They always have cooldowns up. Leg sweep is the best aoe stun in the game. We also really like playing with 1 melee in our comp.
 

If you had to pick the single strongest and weakest class and spec for pushing high M+, what would they be?

Darkee: I think class balance is more like a tier list rather than clear-cut winners and losers. However, if I had to choose the best/worst, Mistweaver would be the worst. There are many contenders for best but my vote goes toward affliction lock. Strong damage, very strong survivability and they bring utility in the form of healthstones/gates/summons/soulstone.

Shakib:  Affliction warlock is definitely the strongest overall spec. Good at everything, great survival, great utility. I can’t think of a downside of bringing a warlock. I would usually bash on Shadow priests but I think enhance shaman is the weakest key pushing spec in the game, not only are they melee which makes them more vulnerable to dying in big packs but they also have probably the weakest defensive toolkit in the game. From what I’ve heard they have really good single target and 3-4 target cleave but after that pretty much any other class is better.
 

Do you feel Blizzard have done a good job with class balance throughout Legion? And do you have high hopes for BfA in this regard?

Darkee: This answer would just be salt coming from a windwalker main (Rank 1 Krosus parse getting beat by rank 830 warrior parse). However, I think balance will be much easier in BFA with the removal of tier sets.

Marvink: M+ has basically always been ruled by how much AoE burst you can get, you can always pull more if you have the damage. There’s always been some sort of mix of classes and trinkets that just rule the scene and not much has been done to limit the effectiveness of them outside of raids, one gets changes and another one takes its place.

Shakib: The class balance has been decent throughout the xpac, the main balance that I would like to see is defensive changes. The defensive toolkit a class has is usually the main reason they are brought into a high m+ dungeon. Blizzard has surprised me several times this expansion when it comes to dungeons. Never did I think there would be this many changes done to balance dungeons out, it’s not a perfect balance but at least we know that they care about dungeons a lot more than before. They even hotfixed some of the bugs or “exploits” that were happening pretty quickly recently. Especially having a dungeon tournament hosted by blizzard themselves so my hopes are very high for BfA and future expansions.
 

1200px-Arcway_loading_screen.jpg   Kn8V0Iq.jpg   75P19ug.jpg

Let’s start from the most obvious: rank the dungeons in order of difficulty on the highest M+ numbers.

Mittbitt : (Most difficult) Seat of the Triumvirate - Some of the trash is always brutal regardless of affixes, and the the last two bosses can make or break your key.

Maw of Souls - The trash is not too controllable and does significant damage to all players, and the second boss can get fairly chaotic. Also the timer is not generous at all.

Neltharion’s Lair- Ularogg Cragshaper, and Dargrul eat up a significant amount of time overall for the key by getting an undesired transition or add. Also the trash in the dungeon is very strong, specifically the scorpions at the end.

Darkheart Thicket- Dresaron and Shade of Xavius can be quite scary, more so Xavius requires a great deal of durability.

Halls of Valor -Hyrja can be a big block in whether or not you can complete the key, and some of the trash can be quite difficult if not dealt with correctly.

Black Rook Hold - The bosses can be challenging, however the trash gets hard to deal with quickly.

Upper Karazhan - Each boss has their own element making them difficult, however Shade and Mana Devourer can get messy and require extra coordination to kill.

Lower Karazhan - Overall I don’t feel that this dungeon is exceptionally difficult, however the Mounted Strike can chunk anyone in melee range of Attumen the Huntsman, and unless you have a comp to cheese Garrotes, Moroes can get sketchy quickly.

Eye of Azshara - The only two scary bosses in here are Lady Hatecoil, and Wrath of Azshara. Although not too difficult the winds pushing players around is obnoxious and can get very dangerous very quickly.

Vault of the Wardens - The trash and the mini bosses are quite dangerous, other than that avoiding extra phases on Glazer are one of the essential parts to getting more time available in the key.

The Arcway - Getting left side at the beginning of they key makes the timer much more relaxed and makes it the easiest key, unfortunately we did not get left side on our timed 27. What makes this key particularly difficult is Ivanyr, Nal’tira, and the large amount of time that Advisor Vandros takes up.

(Least difficult) Court of Stars - Overall the trash is not too difficult, and mainly only the second boss is frightening as the damage caps early on the last boss, and the first boss is straightforward.

Shakib: Lower-arcway-vault-court-upper-eye of azshara-blackrook hold-cathedral-darkheart-neltharion-halls of valor-maw-seat.
 

If you could change a few dungeons which would they be and how would you change them?

Darkee: Something needs to be done about that entire archer area in Blackrook. Getting through it with me only dying twice is considered a success. I would make it so you can’t out-range shoot but drastically lower the damage it deals.

Marvink: I’d remove the very far back Warden spawn in Seat, and add a profession to the Starlight Rose Brew in Court of Stars. I’d also make Hyrja only able to cast the ability she’s currently linked to, not if she just has stacks.

Mittbitt : I would reduce the amount of role play in some dungeons, such as the Court of Stars boat ride and talking, Neltharion’s Lair waterfalls and maybe even the shuffling of the rocks on Ularogg Cragshaper.

Shakib: Court of stars: The rng on the buffs is interesting and cute at low lvl keys but becomes frustrating when you need a perfect buff combination (on top of having people change professions just to maybe have it up during your 1 run) to finish a key in time. I think in m+ it should either be a set combination of buffs or just disable all of them just like we saw in the MDI.

Seat: similar to CoS, the warden locations should be set spawns.

Arcway: Having a 50/50 on the door that’s open at the start is another point that can greatly impact the dungeon time (maybe less if warlocks wouldn’t be able to control the OP chaosbringer pet on the left side of the dungeon). Maybe a decent fix would be a toggle left/right as you start the keystone depending on the side you think your comp can clear faster on.
 

Which is your favorite and least favorite dungeon to run?

Darkee: My favorite is Upper with Court being a close second. Least favorite is easily Blackrook.

Marvink: My favorite dungeon by far is Court of Stars. I despise Halls of Valor (I’m look at you Hyrja).

Mittbitt : My favorite dungeon to run is currently Vault of the Wardens. I enjoy the layout of the dungeon and how it allows me to optimize my cooldowns. My least favorite dungeon to run is Upper Karazhan, I do not enjoy the bosses, nor the tuning for the dot on Mana Devourer.

Shakib: Favorite dungeon is hands down Lower Kharazan. There’s nothing I love more than pulling big and lower is a goldmine of huge trash packs. Turns out dh’s are also quite strong at doing exactly what I love :). (Seat is really close behind.) My least favorite dungeon has to be Neltharion’s lair. Even though it is a pretty straight forward dungeon there’s something about the environment and the mob type that just gets to me.
 

What are the easiest affixes and do they vary from dungeon to dungeon?

Shakib: I would say that the Sanguine, Volcanic, Fortified set of affixes is the easiest for 12 out of the 13 available dungeons. The one that stands out as not a “harder” dungeon but just much slower. A LOT of time gets wasted during the scavenger hallway. I would say that the easiest set of affixes for Blackrook Hold is Teeming, Quaking, Fortified, the pulls are usually really big pulls so adding a couple mobs here and there doesn’t slow you down as much as people may think in there, at least not as much as Sanguine.
 

Are there some affix combos you just will not get out of bed in the morning for?

Darkee: Teeming Explosive is a bad joke. Explosive in general is just not fun. It doesn’t help that monks deal 50% less damage to them during our main cd, and our main cd is up at the start of every big pull. I just don’t play unless I have to during Explosive.

Jdotb: Obviously some of the affix combinations are particularly disgusting, but we’ll run keys most every day regardless. We’re fiends. At the very least, affixes like Bolstering and Tyrannical make you appreciate the Volcanics and Fortifieds.

Marvink: Bolstering, Explosive, Tyrannical. Not my cup of tea for that amount of trash management, and marathon boss fights are never fun.

Mittbitt : I will always get out of bed for some mythic plus regardless of the affix combos, however the affix combo that least excites me is Bolstering, Grievous, Tyrannical.
 

What do you think of the current affixes as they are now? Which should be changed or even removed completely and are there any you’d like to see added in BfA?

Jdotb: achievement_boss_archaedas.jpg Tyrannical is the big offender at the moment. You don’t have to dive very deep into the analytics to see that all the highest keys are on Fortified weeks. The 40% hp on Tyrannical is the problem - it just makes the bosses take waaaaay too long. The damage bump is fine where it’s at, but the hp buff needs to be cut to at most 25%, maybe even 20%. Bosses are already the hardest parts of high keys because of scaling; making them do more damage AND live almost half again as long is insurmountable.

ability_warrior_battleshout.jpg Bolstering is probably a bit too punishing. If you screw up, you can’t really undo it without wiping. If the Bolstering buff had a duration (maybe 10-15s) or a cap (maybe 10 stacks) it would be a lot more palatable.

spell_fire_felflamering.jpg Explosive starts to feel a little overwhelming on high keys because the orb health scales with the key level so instead of just requiring a global cooldown, the orbs now need people to focus them for several casts.

spell_shaman_lavasurge.jpg Volcanic is a joke now that probably needs to be reworked. It isn’t threatening and half the time it doesn’t even require you to move.

spell_nature_earthquake.jpg Quaking for the most part is ok but can be devastating on boss fights where you absolutely need your Prydaz, Xavaric's Magnum OpusPrydaz, Xavaric's Magnum Opus shield up to live through certain mechanics. There isn’t a way to play around that currently. If Quaking always did damage to your hp pool directly instead of eating shields, I think it would improve the affix a lot.

Mittbitt : I feel that Tyrannical needs some tuning, possibly by dropping the hp that bosses receive and beefing up trash more. However, Tyrannical boss hp and abilities get out of control much sooner, and honestly are the least enjoyable mythic plus weeks where we typically farm 20-24 keys.
 

What’s your favorite, least favorite and funniest “trick” you’ve used in the past to get that tier done in time?

Jdotb: My favorite trick would have to be keeping the cats in the front of DHT from jumping. That made the instance so much less frustrating.

Least favorite trick is delaying on the second platform of Viz’aduum. He always targets me with the disintegrate so I have to spend a minute or two running back and forth between two spots.

Funniest trick was probably taunting Ularogg to keep him from going underground (has since been fixed) - if you were successful, he would instantly punch you really hard and probably kill you on higher keys, so the taunt “winner” would usually be the dead guy.

 

That's it for the first part of this interview, we had to cut it up into two for, well, obvious reasons! Huge thanks to the Mythic + crew for the insightful answers and you check back in a few days when we finish this up with their thoughts on addons, raiding and its impact on M+,  the Mythic Dungeon Invitational, their suggestions for the future of M+ and much more!
Part 2.

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What I personally think should be improved on Blizzard's side is to have different World's Firsts for each of the affix combinations. It is safely to say that it is impossible to balance all the affixes perfectly as they all behave very differently and require different tactics to beat anyways.

 

Separating the records that way seems a lot more fair. If you've been playing for 4 months breaking record after record, only to be trumped by a new team because one week's affix setup was extremely favorable is truly demoralizing.

 

Looking at it from another point of view, if you break records because of "this week's favorable affix setup", you may end up doing no M+ record attempts for many weeks or perhaps even months until that favorable affix setup happens again, further limiting motivation.

 

I'm all for diversity in having many different types of affixes, it's a different flavor each week, I would also not be opposed to having even more different types of affixes. Perhaps some middle ground to this is to have people be able to choose what affixes they want past the reward keystones. So if a keystone would give loot up to +15 in chests, then you can choose your own affixes for +16 and beyond?

 

Just a bit of food for thought.

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11 hours ago, Yridaa said:

What I personally think should be improved on Blizzard's side is to have different World's Firsts for each of the affix combinations. It is safely to say that it is impossible to balance all the affixes perfectly as they all behave very differently and require different tactics to beat anyways.

Is it not the community that makes this "world first" ranking? Blizzard only has a per week leaderbord system, aka they only measure you against the very same affix combination in the very same week. Making those rankings even cancel out the loot progression over the months.

Choosing your own affix would be kinda lame, people would choose the 'cheesing' 90% of the time.

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1 hour ago, AartS said:

Is it not the community that makes this "world first" ranking? Blizzard only has a per week leaderbord system, aka they only measure you against the very same affix combination in the very same week. Making those rankings even cancel out the loot progression over the months.

Choosing your own affix would be kinda lame, people would choose the 'cheesing' 90% of the time.

Not everyone likes the easiest way... Choosable affixes would be epic with separated WF table. 

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      Regarding this upcoming tuning pass, I wouldn't expect it to be something that solves every Prot Warrior grievance, but it should hopefully help while we look into potential further adjustments.
      Hate to say it (and hate to nail it to you Lore) but class imbalance is very very bad right now. I think most of us don't want classes that are OP or overtuned-- but we would like to see them fluid enough and competitive enough that we can feel comfortable that our individual investment will ensure us a spot and a chance at current WoW content.
      Class balance is definitely a sore spot right now, both in community feedback and our own internal discussions. We're working on it. It's a delicate thing; we want to solve the issue of players feeling like their class is undesired, but we also want to avoid the opposite issue where everyone feels like they need to reroll to whatever the new hotness is every few weeks (side note, that's part of why we do tuning adjustments in batches rather than every few days, to give things a little time to stabilize before the next round).

      I'd also like to submit the argument that, while class balance certainly isn't perfect right now, it's also the beginning of an expansion, which is *always* a bit shaky for class balance. There are absolutely outliers on either side of the spectrum, with some buffs and most likely some nerfs incoming, but aside from those few cases, our data (based on hundreds of thousands of boss kills, arena matches, etc) is showing that class balance isn't that far out of whack from how things were at the start of Legion, or Warlords, or Mists, etc.

      But like I said, we're working on it, and will have more to share soon.
       
    • By joat
      Who We Are
      Tequila Sundown is a mythic raid team formed within the <Karma Horde> guild on US-Stormreaver. Lead by a husband/wife team with high-level raiding experience dating back to WotLK, we're a "positively determined" progression team that maintains a light-hearted atmosphere while tackling mythic difficulty content. We're mature adults with jobs and family seeking like-minded players who have a passion for the game but want to avoid the needless angst or drama that often gets associated with progression raiding. We log on to have fun - so come have some fun with us!

      A Team Within a Community
      Our raid team is one of three within the larger guild of <Karma Horde>, which was formed back during WotLK. As such, the guild and Discord are very active and social. There are always people around online and in-game. The community atmosphere is welcoming and friendly to players of all levels. The guild enforces a Code of Conduct that has zero tolerance for hate/offensive speech.
      We are always looking to add players with a friendly personality and lots of passion for the game. We want players who are going to log in on non-raid nights and be down for all the other things we're into: pushing mythic+, doing world quests, PVP shenanigans, achievement hunting, hyper-competitive fishing.. there's so much to do and so many ways to enjoy the game. This is our favorite hobby and we'd like to play with you if it is yours, too.

      Progression Goals
      6/8H, 8/8N Uldir.
      We strive for a fun environment that takes the challenges of mythic seriously and giving the content the respect it deserves. Our aim is, as all mythic teams, full clear of content but with always keeping the friendly spirit of camaraderie alive. Performance matters, but so does staying positive and finding the fun in the difficulty of a raid. We do not require mythic raid experience to join our team but we do expect mythic-level dedication and accountability from all of our raiders. You must be able to take constructive criticism and have ownership over your level of play, and be willing to put in the effort to be a contribution to the team.

      Raid Days/Times
      Our mandatory raids are:
      Tuesdays 8:45pm PT - 11:45pm PT
      Thursdays 8:45pm PT - 11:45pm PT
      Optional:
      Sundays 8:45pm PT - 11:45pm PT
      Sundays are for farming the previous raid difficulty.

      Recruitment Needs
      Healer: Holy Paladin or Disc Priest preferred. DPS off-set a bonus.
      DPS: Will consider mythic capable ranged DPS.
      Interested? Next steps: 
      Please check out our team's wiki on the <Karma Horde> subreddit.
      Read the Guild Code of Conduct
      Complete and submit a New Raider Application
      Join the guild's Discord server
      Add the Raid Leaders on bnet:  joat#1832 & lambkill#1856  
      Looking forward to hearing from you!
    • By Stan
      Bellular is back with a new video for new and returning players, highlighting additional features of the game, including Professions, the Auction House, transmog, Pet Battles, achievements, events and micro-holidays.
      New and Returning Player Guides
      Part One: What is World of Warcraft? Part Two: Character Creation Part Three: Movement & User Interface (UI) Part Four: Leveling Up & Mounts Part Five: Social Features & Communities Part Six: PvE Content Part Seven: PvP Content
    • By Starym
      Method's WF and Limit's W2nd G'huun Kill Videos
      Uldir Race Day 9: Two 8/8s, Wipe Counts, Nerdscreams and More
      Congratulation Tweets, Hall of Fame for Method's WF
      Method Gets the G'huun World First! - Kill video from the stream, wipecount and more.
      Uldir Race Day 8: 4.1% G'huun Lives to the Second Week - Method get the boss down to 4.1%, Limit may have extended their lockout and we get World First and second Mythrax kill videos.
      Uldir Race Day 7: G'huun Down to 12% and Nerfed - A 12% try from Method and a nerf to the big worm.
      Uldir Race Day 6: Method Catch Up, Mythrax Video - Method and Exorsus catch up and we get a Mythrax kill video.
      Uldir Race Day 5: Limit World First 7/8 - Limit head to the top and take a strong lead with their Mythrax the Unraveler World FIrst.
      Uldir Race Day 4: Zul Down, 6/8 by EU and US - Method get the World First on Zul, Reborn and Limit catch up to them quickly.
      Uldir WF Race Day 3: US 5/8, Devourer Down - Limit grab the World First after some more hotfix nerfs to Fetid Devourer.
      Uldir Mythic WF Race Day 2: Fetid Devourer Endboss - EU guilds catch up but no one can get past the 5th boss, Fetid Devourer and 8 guilds are stuck at 4/8.  Uldir Mythic WF Race Day 1: 4 Bosses Down - Big Dumb Guild and Limit get 4 bosses down before EU servers come up, Blizzard nerfs Fetid Devourer and we get to see three WF kill videos. ____________________________________________________________________
      The gates of Mythic Uldir have opened and the US and OC servers are coming up after maintenance. Now it remains to be seen who will go in early and grab those World Firsts before the EU an Asian guilds have had a chance to enter the first raid of Battle for Azeroth. As always, we'll have summary posts for each day early in the EU morning.
      Of the possible contenders on the US/OC scene we have Wildcard Gaming, formerly Easy, who have already taken a WF in Heroic, with their G'huun kill, and seem eager to get their new name heard, so they might just be the leading US guild. On the other hand, Limit has been a dominant presence in the US/OC scene for a long time now, grabbing most WFs and being the only real competition to the EU and Asian guilds in the endgame. We also have SNF and Big Dumb Guild who have gotten some World Firsts in the past, and have been known to raid early, so the competition for those first few kills should be high. Blood Legion also seem to have returned after a long hiatus, as they will be raiding "semi-competitively" in BfA, but it remains to be seen what exactly that means.
      As always, we'll be using Method's raid progress coverage for our own summaries and you can head on over to their site to follow the race live, both today with the usual updates and tomorrow with the guild itself streaming the race live. For other streams of the progress race, head on over to twitch's WoW page and you'll be sure to find tons of players showing off their journey through Uldir.
      We'll also be using this article as a hub for all the race summary posts.

      The race is about to begin and you can check out all of our coverage right here.
    • By Starym
      Just when you thought they were gone, the hotfixes make their comeback! Today we get some Tol Dagor nerfs, some fixes and improvements for Island Expeditions, including some achievements now being account-wide and a brand new World Quest to win one! There's also the usual PvP and quest fixes, as well as another Heart of Azeroth tweak.
      September 21 (source)
      Dungeons and Raids
      Tol Dagor Overseer Korgus’ Incendiary Rounds’ damage and Blast Rounds’ pushback decreased by 25%. Island Expeditions
      A new world quest has been added to win one Island Expedition. Click on the map and set sail for adventure! Some Island Expedition achievements have been made account-wide. Resolved additional issues that could prevent players from gaining progress in Island Expeditions for the weekly quest “Azerite for the Horde / Azerite for the Alliance”. Items
      Fixed bugs that were preventing Truffles in Stormsong Valley from behaving as expected. Heart of Azeroth Ablative Shielding is no longer reduced by Stagger. Player versus Player
      The Weekly Quest "Something Different" can now be completed by participating in Shado-pan Showdown, as intended. “Something Different” now grants a 340 item level Dread Gladiator piece of gear from the Brawl Footlocker. Players who have already turned in “Something Different” this week can now complete it a second time. World Quests
      Fixed an issue where the "Pest Problem" did not count towards the Storm's Wake emissary. There are now a greater number of Ancient Texts that are “Past Due”. Previous Hotfixes
      September 18th September 17th September 14th