Recently Browsing 0 members
No registered users viewing this page.
The seventh week of Mythic Season 1 is upon us, so we're looking at the most popular DPS specializations for Mythic+.
The data used in this article comes from benched.me. Reddit user OtherwiseUniversity7 plotted all keys available from the Blizzard API (excluding the CN region) on a single ridge plot to gather the data.
This Week's Affixes
Fortified Spiteful Volcanic Prideful Total Runs Recorded
We are looking at the total runs recorded for each DPS specialization during the seventh week of Mythic Season 1. Based on that, we filter out the most popular ranged and melee DPS specializations.
Most Popular Melee DPS for Mythic+
The top 3 melee DPS specs have now all surpassed 1 million runs in Season 1. The most popular melee spec is Unholy Death Knight, followed by Retribution Paladin and Havoc Demon Hunter. Arms Warriors have lost one rank to Outlaw Rogues. Assassination is the least popular melee DPS specialization for Mythic+.
1st: Unholy Death Knight - 1,392,175 runs 2nd: Retribution Paladin - 1,038,050 runs 3rd: Havoc Demon Hunter - 1,002,094 runs 4th: Outlaw Rogue - 979,662 runs 5th: Arms Fury - 954,967 runs 6th: Subtlety Rogue - 820,004 runs 7th: Windwalker Monk - 812,554 runs 8th: Enhancement Shaman - 563,078 runs 9th: Fury Warrior - 552,715 runs 10th: Feral Druid - 253,269 runs 11th: Frost Death Knight - 222,173 runs 12th: Survival Hunter - 57,977 runs 13th: Assassination Rogue - 52,554 runs Detailed Look at Spec Performance
The meta starts kicking in at around +16, where most specs start losing their share of representation to the metaclasses. Some non-meta specs stay stable in mid-range keys and only begin disappearing at higher levels.
Share of Melee DPS Specs at Each Key Level (Weekly Top 500 Runs)
To see how the meta changes during the season, we sample the top 50 runs for each dungeon (a total of 6,000 keys) for each week. Next, we count the number of times each spec appears in the weekly top 500 sample.
The data has a zig-zag quality to it. Spec numbers go up and down each week, which is the Tyrannical/Fortified split effect. On Tyrannical weeks, pushers are likely to bench their meta-class mains and play non-meta alts.
Most Popular Ranged DPS for Mythic+
Marksmanship Hunters surpassed 3 million runs in Season 1 so far, and the specialization remains the most popular ranged DPS spec for Mythic+.
In 2nd place, we've got Fire Mages, and third are Balance Druids. The least popular specialization is Demonology.
1st: Marksmanship Hunter - 3,097,371 runs 2nd: Fire Mage - 1,793,625 runs 3rd: Balance Druid - 1,774,883 runs 4th: Shadow Priest - 1,315,576 runs 5th: Affliction Warlock - 907,451 runs 6th: Beast Mastery Hunter - 850,003 runs 7th: Frost Mage - 758,086 runs 8th: Destruction Warlock - 570,644 runs 9th: Elemental Shaman - 536,505 runs 10th: Arcane Mage - 312,635 runs 11th: Demonology Warlock - 209,405 runs Detailed Look at Spec Performance
Share of Ranged DPS Specs at Each Keystone Level (Weekly Top 500 Runs)
We've all encountered/are regularly encountering bag space issues, it's just one of those things that comes with WoW and has been alleviated in many different ways over the years, from mount vendors to giant bags etc. However, Shadowlands decided to go a different route and drastically reduce our inventory size.
The anima items we get rewarded, while cool in terms of lore and immersion, with each related to the zone and (somewhat) activity we get it from, are becoming an issue, and Grayvves went and counted/listed them all. In total, there are 78 individual, non-stacking anima items in the game at the moment, with 39 35 anima ones, 24 5 anima ones, 14 250 anima ones and one glorious 3 anima.
This is just a little excessive, and it really feels like an oversight instead of an actual intentional design decision. We had the Artifact Power items that were very similar, and these are clearly a continuation of them, however it feels like somewhere along the line in the development process they added the "deposit to sanctum" mechanic, but then forgot what that would do to the many different types of anima item. The AP items were fine, as you could immediately use them, so they didn't really impact bag space, but once that immediate use effect was removed for anima items, things got messy. And while depositing a big chunk of anima into the sanctum reservoir does feel good and is a worthy addition in and of itself, the insane bag clutter really REALLY is not a worthy tradeoff.
One final argument that could be made for keeping them is the story enhancement they offer, as these small pieces of anima showcase the drought and how difficult it is to get any significant amounts of anima (especially compared to the numbers needed for sanctum upgrades etc.), but we kinda got the idea now, and with players buying cosmetic items for insane anima numbers, that's a little out the window anyway.
Hopefully this can get addressed in some way in 9.1, as currently the only real purpose of the items is lore/immersion related, and after this much time with the expansion, players don't seem to like the tradeoff, so... currency? We can still deposit it and keep the same sanctum mechanic, but do we really need seventy eight individual non-stacking items?
Players have recently discovered how to get Carpal, a battle pet native to Maldraxxus.
Here's how the pet looks like in the game.
“Nobody knows why all of these skeletal hands are from the left hand. Where did the right hands go?”
You must gather 3 parts to create the pet (Lend Me a Hand).
Animated Ulna - A rare reward from Maldraxxus Pet Battle World Quests. Animated Radius - Purchased from Nalcorn Talsen (51/53) for 250 Polished Pet Charms. Flexing Phalanges - Looted from Skeletal Hand Fragments at 47/62 in Maldraxxus. The objects are only visible when you have both Animated Ulna and Animated Radius. You can find more details about the pet on Warcraft Pets.
Blizzard clarified how PvP progression will look like when PvP Season Season 1 launches tomorrow.
We’ve seen several questions recently about how PvP progression will look over the next few weeks, and we have answers.
First and foremost, Honor is the new currency that was introduced with the Shadowlands Pre-patch. Players can earn Honor from honorable kills, Battlegrounds, Epic Battlegrounds, skirmishes, Arenas, and Rated Battlegrounds. Honor can be spent to purchase gear from Purveryor Zo’kuul in Oribos. This gear can be upgraded by Agressor Zo’dash for Honor. The upper limit of this kind of upgrade is determined by your Renown level, and players can hold a maximum of 15000 Honor.
Conquest is an additional PvP currency. Players can earn Conquest from Battlegrounds, Epic Battlegrounds, Arenas, and Rated Battlegrounds. Players can spend Conquest to purchase gear from Zo’sorg in Oribos. This gear can be upgraded by Agressor Zo’dash for Honor. The upper limit of this upgrade is determined by your current highest rating bracket in Arenas or Rated Battlegrounds:
Rating item-level Unranked 200 Combatant 207 Challenger 213 Rival 220 Duelist 226 There is a cap on how much Conquest can be earned during a season. This cap increases by 550 each week. This means that during week 1, the cap is 550. During week 2, the cap is 1100.
If you earn 550 Conquest during week 1, you will then be able to earn 550 Conquest during week 2. If you earn no Conquest during week 1, you will then be able to earn 1100 Conquest during week 2. If you earn 400 Conquest during week 1, you will then be able to earn 700 Conquest during week 2. Finally, you should not have to wait for Conduit upgrades. Conduits appear at higher rank on the vendor automatically when your rating increases.
While the Threads of Fate isn't the most popular alt-leveling system ever, it still has some big benefits, and the biggest one, in case you weren't aware, is the fact that there are a couple of ways you can test out all the Covenants while playing.
In case you didn't know, while in Threads of Fate you can actually swap your Covenant freely by talking to the Covenant NPCs in Oribos, same as you would after level 60, except this time there's no penalty or delay. There's no additional work to be done or anything similar, you can just freely swap your Covenants around as many times as you want while in Threads of Fate.
The second method might be even more handy, as you can simply decide not to choose your Covenant at all, skipping the Choosing Your Purpose quest, at which point you will receive the related Covenant's abilities when you enter a dungeon or world zone! You should be careful to actually pick a Covenant before you finish any of the long-term Threads quests, as you don't want to miss out on the Renown you get from them.
Both of these methods are extremely handy for testing out all your class Covenant abilities in your various specs under real circumstances, as you can freely swap while leveling and get a feel of how they fit in to each spec.