---
title: 'The Mythic Plus Tutorial'
source: 'https://youtube.com/watch?v=XdueyXR9To8'
video_id: 'XdueyXR9To8'
date: 2026-07-28
duration_sec: 1662
---

# The Mythic Plus Tutorial

> Source: [The Mythic Plus Tutorial](https://youtube.com/watch?v=XdueyXR9To8)

## Summary

This video is a comprehensive guide to Mythic Plus in World of Warcraft, covering everything from basic mechanics and affixes to role responsibilities, score, add-ons, and how to apply for or host keys. It is designed for players of all levels, from beginners to those pushing higher keys.

### Key Points

- **What is Mythic Plus?** [00:44] — Mythic Plus is an endgame dungeon mode where players use a Keystone to increase difficulty, with a timer and enemy forces requirement. Clearing under time levels up the key; failing levels it down.
- **Affixes Explained** [02:20] — Affixes are modifiers that make keys harder. At +2: seasonal effect. At +4: Tyrannical or Fortified. At +7: Challenger's Peril (death penalty). At +10: both Tyrannical and Fortified active. At +12: seasonal effect replaced by flat 10% difficulty increase.
- **Dungeon Learning** [04:21] — Heroic dungeons are great for learning. Mythic 0 is similar to +2. The dungeon pool includes 4 current and 4 past dungeons per season. Use the dungeon journal (Shift+J) for boss mechanics.
- **Team Responsibilities** [07:26] — Everyone is responsible for their own health bar, controlling mobs (crowd control and interrupts), doing mechanics, and dealing damage when not handling other tasks.
- **Tank Role** [11:31] — Tanks lead the route, pull enemies, maintain threat, and use active mitigation and cooldowns to survive. They also set the pace for stops and kicks.
- **DPS Role** [12:41] — DPS must understand their damage profile (single target, cleave, AoE, priority) and use abilities like funneling. They also need to use defensives, dispels, and healing when needed.
- **Healer Role** [14:55] — Healers triage who to save, manage mana and cooldowns, and contribute damage when possible. They should use add-ons like Details to analyze deaths and damage taken.
- **Score and Player Expectations** [17:36] — Raider.io tracks Mythic Plus score. Key levels have expectations: 2-5 beginner, 6-7 license test, 8-9 high-end gate, 10+ portals and both affixes, 12+ perfection required. Gear matters but skill is 70%.
- **Add-ons** [21:46] — Recommended add-ons: Raider.io (score visibility), Details (damage/healing/death analysis), and DBM/BigWigs (mechanic alerts).
- **Applying and Hosting Keys** [23:23] — Use group finder to host or apply. Ensure group composition (1 tank, 3 DPS, 1 healer) and bring consumables for +7+. Use ready check and countdown timer before starting.

### Conclusion

Mythic Plus is a challenging but rewarding endgame activity that requires teamwork, knowledge, and practice. Start with low keys, learn mechanics, and gradually push higher as you gain confidence and gear.

## Transcript

welcome to the Mythic plus guide for
World of Warcraft we will be covering
everything from group and individual
role responsibility how to actually get
into Keys the systems of a Mythic plus
run and more the table of contents is
down below but if you're not sure where
to start this video is formatted to be
coherent from start to finish and if you
want to just know how to actually apply
to get into a key there is a section at
the end of the video If you're looking
for that also there will be some big
changes potentially season 2 or season 3
of the war within to the Mythic plus
system if there are major changes I will
re-upload this video and make all the
corresponding adjustments that being
said my name is Bowser the Healer get
subscribed if you like World of Warcraft
and hey I appreciate you what is Mythic
plus Mythic plus is a form of endgame
content alongside raid PVP and delves
you go into dungeons on the Mythic
difficulty and put your Keystone into a
font of power that will determine the
difficulty of the dungeon you'll hear
throughout this video me say things like
PL plus 5 or + 12 every plus is another
step up in difficulty more Health on
enemies more damage from enemies and
various suffixes that get harder as the
Keystone grows from completed runs the
goal is to clear enough enemy forces
known as mobs or trash and take out all
of the bosses all within the timer of
the dungeon provides if you clear under
time the Keystone levels up if you fail
you can still get gear but the Keystone
will level down Mythic plus is
essentially Co-op speed running
fast-paced dungeons with lots of damage
profiles for the DPS to blast through
healing profiles and mistakes for
healers to fix and mobs that need to be
managed and respected by tanks every
role shares responsibilities in dungeons
as well as having their own unique roles
and every class and spec plays
differently in Mythic Plus classes
sometimes change drastically between
raate to Mythic plus and While others
will stay very familiar in both learning
Mythic Plus in order to play Mythic plus
you you will want to have some
experience under your belt but you do
not need an expert or even be Advanced
at the game to play if you've leveled to
80 maybe run a few delves then you have
what you need to start other than the
gear let's go over the various things
that you can learn from Mythic plus and
take it one step at a time you don't
need to have all of this memorized let's
start with the affixes fixes make keys
harder and as the key level goes up you
will get more of them at the Keystone
level 12 they will stop changing and
remain the same although the key level
can still go up at plus two the first
level of key you get the seasonal
effects this hasn't been around since
season one of dragon flight and in
future Seasons it might go away again we
don't know but it seasonal effects will
be unique to the season and The Story
season one of the war within zotth shows
up and makes us do something like
collecting orbs breaking balls killing
some additional enemy if we do it right
we get a buff if we fail the enemies get
a buff this is typically known as a kiss
curse effect in World of Warcraft these
affixes aren't too hard to do and if you
mess them up in a low key level the
repercussions aren't too bad but in a
higher level key messing them up can be
detrimental at a plus4 tyrannical or
fortified will turn on you get one each
week and it will swap to the other on
the next week tyrannical makes the
bosses hit harder and have more Health
fortified makes the enemy forces or the
trash as we know them have more health
and deal more damage at a plus seven
challenge Peril will make dying take 15
seconds off the timer instead of the
normal five making deaths far more
punishing and at plus 10 fortified and
tyrannical will both be online and while
we talk about score in a later section
note that clearing a 10 will count for
both your fortified and your tyrannical
weeks at a plus 12 the seasonal effects
will actually turn off and instead the
dungeon is a flat 10% harder on top of
everything else once again at the lower
level keys the fixes can definitely hurt
a run but they aren't nearly as
impactful as you get into that plus
seven and Beyond territory you will
really start to feel that difficulty but
you also tackle harder dungeons with
more gear and knowledge so they're more
approachable than you might think stick
to low-l keys until you're prepared to
move up to harder content more on that
later the dungeons before we head into
how to learn a dungeon let's start by
just mentioning heroic dungeons are the
seasonal dungeons for Mythic plus now
meaning heroic is kind of a great place
to gear up and learn these dungeons for
when you're ready to finally go into
Mythic plus and while we're at it a plus
two is essentially the same difficulty
as a Mythic zero or a non Keystone
Mythic dungeon the plus two just adds
the timer in the enemy Force requirement
the dungeons per season used to be the
eight or so dungeons found within an
expansion but as of Shadowland season 4
they've expanded to older dungeons as
well right now we seem to be in a flow
of four dungeons from the expansion
that's current and four from the past
Dungeons and expansions season 3 of
dragonflight was all past Dungeons and
then season 4 was all dragonflight
dungeons this could change but this is
likely how the dungeon pool will play
out in the war within the various
dungeons for each season can be found in
your adventurer's guide shift J by
default I believe while some of the
dungeon is easiest learned by playing
through the dungeons bosses are probably
the most important thing to learn
your dungeon Journal will actually tell
you what each boss does and what to look
out for as each roll and the bosses on
easier difficulties are of course going
to be not too hard but as your
difficulty level goes up and your key
level goes up not only are they doing
more damage from that Keystone level but
you will also see their mechanics maybe
more than once maybe you'll see all the
mechanics maybe you'll have to do two or
three rounds of the mechanics having a
route through the dungeon is also
important there are weekly routes on the
website radar.io which I'll talk about
more but it's where your M plus score is
located most dungeons however have a
strat that I like to call the whole W
where you can just kind of look at the
map and take out enemies while running
to a boss and that's usually enough to
get started but many dungeons present
you with options and wasting time on a
higher key level can be what fails a run
early on Mythic plus is very flexible
enemy forces commonly known as mobs or
trash will also require some learning
but usually these mobs aren't very compc
at so running into them a few times is
probably all you need and you can see
what spells hurt the most if you want to
know what's going to be dangerous at a
higher level just think to yourself if
that move hit me three times harder
would it kill me and that's going to be
what helps you understand what's going
to hurt in like a plus 10 or A+ 12 if
you're ever feeling confident with your
dungeon knowledge feel free to run a
higher key level but I would never move
too past the plus five or plus six
category until you are confident and
pretty well geared from the dungeons
that you've already played if you're
ever watching this guide before the
start of a season things work a little
bit differently Week 1 and week two
players will go in blind and push their
keys up as fast as possible so if you
have good gear and even good score going
into a season or an expansion's first
Mythic plus season you will find you
might start hopping up your key level
quickly find your limits if you do this
and wherever it's comfortable that's
going to be where you want to grind team
responsibility this may be the most
important part part of this video for
anyone actually playing Mythic plus
everyone has responsibilities in M plus
and roles also have more specific
responsibilities but we are going over
group responsibility first as those are
the core of Mythic plus gameplay the
sooner you learn this the better first
responsibility your health bar is your
responsibility the healer is there to
fix you up from unavoidable damage in
accidents use your defenses before the
mechanics and the Damage hit you use
your heals into spells after the damage
and the effects have gone off if you
have nothing left in your tank it's up
to the Healer to keep you alive use your
health pots your self heals and
defensives to survive when the going
gets rough and you're worried your
healer will not get to you in time or if
you have something low coold down like
impending Victory or Crimson file you
can use those often to help take some of
the burden away from the Healer also
healers need to make sure they don't die
too I've seen them worry about others so
much and they end up knocking them out
in the process to do this so healers
make sure you keep yourself alive next
responsibility everyone must control
mobs there are two kinds of controls
crowd control and interrupts also known
as kicks crowd control are all things
from soft CC like slows and roots to
hard CC like stuns or sleeps when it
comes to soft CC you might be slowing an
enemy that's fixated chasing after a
teammate or rooting a mob so that it
doesn't walk in Du all when you're in
the middle of a fight but we're really
talking about hard CC when we're talking
about what we call stops hard CC are
things like stuns sleeps disorients
knockups and more anything that is also
likely to stop a spellcast cast bars or
certain abilities when a mob is hard CC
it either can't attack or do damage or
it can't do more than Auto attack we
call this a stop because it stops a move
the tanks will usually lead the stops of
a pole but it's on everyone to prevent
moves from going off especially ones
that would be lethal to the party
members but there's another way a move
can be stopped interrupts also known as
kicks are abilities that specifically
say the either silence or prevent a
school of magic from being cast so if an
enemy fire Mage is casting a fire spell
and you kick their fire spell with your
interrupt it will lock them out of said
School of magic for a time this is
usually called like fire lock this
forces mobs to either swap schools of
magic or if unable to start walking into
Auto attack
it's critical to interrupt moves to
prevent incoming damage but it's also
good for organizing the mobs some moves
are more important than others to
interrupt and sometimes you'll find that
a stop doesn't put a move on cool down
and you must interrupt to get the enemy
to actually stop casting the move for a
little bit in mobs that can't be crowd
controlled might be kickable if a move
is kickable it is a colorful and often
times yellow cast bar if a move can't be
kicked it will be gray or silver some
mobs that can be CCD can't be kicked but
can be stopped and of course vice versa
next
responsibility everyone needs to do
mechanics there are fights and mobs
where maybe there's one person who's the
best pick for the job but there are
times where your healer has their hands
occupied or a tank can't move anymore
and it's up to everyone else to get
their back mechanics are anything that
goes off in a fight or even in a dungeon
from swirlies to having to solve a maze
removing a curse off you with a black
hole or even jacuzzi bosses bosses that
can't move but need something in range
or they'll probably wipe the whole party
and as a final responsibility everyone
must fight when you don't have a
personal responsibility left like
healing mechanics Etc it's time to blast
healers do damage tanks try to optimize
as much as they can and DPS are playing
to their specs abilities I'll talk more
about all of this in the individual
section coming up but especially to any
healers I just scared I promise you I
got you
let's talk individual role
responsibility however if you didn't
watch the last section talking about
team responsibility that is the most
important thing you can ever learn a
Mythic plus so make sure you've at least
checked that out tanks your job is to
have a basic route or at least lead the
group along the Route trust you are
sometimes just making it up but you're
the opener you will generally be the one
to pull the enemies with your attacks
get threats on them and keep the team
safe threat and survival are the the
most important things to you if you
don't do enough damage threat means that
enemies won't be looking at you they'll
be looking at your DPS and healer if
you're not managing your active cooldown
mitigation tools and your cool Downs you
might get flattened it's a really tough
balance but every single tank has active
mitigation their standard defensive
tools and their cooldowns bigger buttons
to rotate in and out of poles to either
stay alive or to do more damage and
establish more threat I did mention this
earlier but you also set the stop and
kick pacing when you open a pole feel
free to be the opening crowd control in
kicks and then save maybe your next
potential kick for an important spell
that you know you want to stop DPS your
job is obviously to do damage but it's a
lot more Nuance than that DPS have
profiles of damage outside of
augmentation of ochre and if you want to
learn more about that spec I have an
hour and a half guide on that in Mythic
plus you want to have a good area of
effect build or damage setup because
you're typically not fighting one mob
you're fighting multiple mobs at a time
but sometimes you do end up with a pack
of one mob or a boss two to three mobs
or a bazillion mobs sometimes there's an
enemy that's stronger than the rest of
the pack that has more health and not
every DPS is good at dealing with AOE or
priority damage Etc so every DPS needs
to know what damage profile they're good
at the standard damage profiles are
single Target 2 to three Target cleave 4
to five Target AOE and then massive AOE
there's also priority Target as an
example Shadow priests do damage through
their psychic link Shadow crash will hit
eight enemies with vampiric touch to
provide this psychic link for damage and
while you can manually Target more
enemies with vampiric touch for more AOE
how worth it is it to set that up when
you could already be doing damage to the
eight targets that you've already hit
arms Warrior has sweeping strikes which
makes their single Target moves hit two
Targets instead of one there is a break
point where the move clear would be
stronger in AOE than their single Target
move mortal strike hitting two Targets
depending on the target Count Their tier
set and Etc this one might change which
move is more important and when and of
course when sweeping strikes goes down
you'll also change your button priority
again this list goes on forever and
every single DPS can think about this
one highle technique is called funneling
which allows you to get your DPS
resources on multiple enemies and funnel
them into one Target feral Druid has an
ability that allows their bleeds to give
them a chance at a free bite their
strongest single target attack so they
can make multiple enemies bleed and then
get more procs on bites that they can
all put into a single priority Target
like a higher Health mob study your spec
and learn where your tools go and what
you're good at and while you're looking
at your tools don't forget about your
dispels your healing and your defensives
while you're at it healers I might have
scared you earlier but let's start with
the basics Trio
triage is the concept of who you can
save and who you can't save sometimes
when the going gets rough you need to
pick who can live and who's going to die
you and the tank are two of the most
important targets to keep alive followed
by anybody with a battle Resurrection
ability tanks will need your help
sometimes but the tank is 80% of the
time going to be fine on their own so if
the tank is looking okay you can focus
on yourself and the DPS more if a tank
requires too much healing from the
Healer either they're going through some
crazy damage mechan pic or the healer is
going to start running out of resources
and then the DPS that need to be healed
will likely be in danger it's not Mana
efficient to heal your tank forever and
much like DPS you actually have healing
profiles and cooldowns are you healing
one person two to three Target cleave or
many people each healer manages this
kind of healing differently usually with
a limited amount of AOE healing you also
have cooldowns that can be used to
either make it through a tough bit of
healing or what I like to call emergency
cool Downs that can save lives when the
going gets rough you will learn as the
dungeons get harder where you can save
on healing cooldowns and mana and when
you need to send your resources to keep
people alive if the damage was
unreactable and someone died or almost
died instantly it was likely a mechanic
a needed kick or stop or something that
was avoidable that they stood in and
don't take those personally it's not
always directly your fault one
recommendation is using the add-on
details which is typically a damage
meter you can set it to check death
deaths or damage taken this can at a
glance give you an idea of what's
happening to your teammates and what
moves are dodgeable versus undodgeable
and you'll understand if it's the pugs
standing in circles or if you might have
missed a heal on a homie who absolutely
needed you healer DPS is important if I
get another comment telling me how it
isn't so help me God healers can take
minutes off a run seconds off priority
targets Etc healer damage is also
usually not complicated if you're new
just throw damage out whenever you can
and truly never stress about it but if
you're in that plus seven or Beyond key
level I'm going to be the meanie who
says it you should absolutely know how
to do your damage as a Healer and send
it when you can sometimes you can't
though the world's on fire and you got
to be healing but trust me as you get
confident and comfortable the damage
will come you just don't actually heal
every second of a run at higher levels
and all the damage that you can do is
still time saave we always want that as
a team anything you can do helps healing
first damage second Bowser what is score
you're often going to hear me talk about
score or other players Mythic plus is
tracked with the score for how well
you've done in dungeons purely based on
how fast you clear raider.io is a
website that works with blizzard as a
partner to track these scores letting
you check out how well you're doing I am
not sponsored by radar.io but I was on
their front page recently and I
absolutely love the people who work over
there that score is iname game as well
as on the website score also is what
people look at when you apply to keys or
post your key we get to know how much
score you have what your best runs are
for that dungeon and what your gear
score or item level is let's talk about
understanding player
expectations the difficulty of Mythic
plus goes up as high as you want it to
go there's nothing wrong with sticking
to low keys while you're learning or if
that's just what you enjoy if you want
to push yourself I have some tips coming
up for that but as the key level goes up
there's more expectation so you know
what you're doing so let me help you
figure out the numbers and the item
levels of keys and expectations from
other players now I just want to note
this section is entirely biased in my
own opinion but it's someone who pugs
almost every day of their life I have a
really good grasp on this stuff and I
want to share as much as I can when it
comes to key levels 2 through 5 that's
beginner territory it's okay to learn
here I recommend having at least done
every key at a 2 to three before going
to maybe fours and fives as fours when
tyrannical or fortified starts to apply
and the difficulty goes up quite a bit
key level 6 through 7 is my license test
key level you know the keys you know
most of the mechanics and you're
comfortable with your spec and your role
players will expect that you know how to
interrupt and stop incoming damage if
you don't at this level you might burn
out taking too much damage as a team
eights but mostly nines are what I like
to call the high-end gate if you can
clear all the dungeons on a nine you're
ready for the next big challenge of ATT
10 10 players will expect not only good
mechanics but good damage and a more
competitive item level whatever the
higher end for the season is they're
going to want to see you getting closer
to that in season 1 of the war within
615 and up is kind of what I look for
out of nine some people are pickier and
look for higher but you can get away
with keys at lower key levels but it's
not about if you can do it it's about if
the team you're applying for will
actually take you 10 will give you a
portal to the dungeon if you time them
but fortified and tyrannical will both
be online so it's the ultimate test of
Performing both weeks of difficulty
players expect the same from you from
nines but with even more Perfection you
can't wipe or die too often at this key
level and 10 will really punish you for
it 12s is the next big gate players will
want to see you have done all the keys
on 11 before they even start taking you
into 12 Perfection is sort of mandatory
here I want you to think 90 to 95% of
this dungeon has to go great
item level this is going to change from
season to season but here's the short
version heroic dungeons should get you
Geared for Mythic plus if you have
mostly heroic gear on you're probably
good and Whatever item level that is
probably the top of Adventure or the
bottom of Veteran gear is about where
you want to be now just to we're clear
you can run Mythic Plus on a pretty low
item level we're going to talk about
that in a second but players do expect
to see a decent amount of gear on you if
you're fully kitted out in all Hero gear
that's fully upgraded a plus 10 for a
midcore player is going to be on the
breezier side so gear score really does
make a difference however let's be
honest 70% of Mythic plus is going to be
skill early on and only 30% of it is
going to be gear within a season a plus
10 this season can be cleared at 608
item level I know because I'm pretty
sure that's when I cleared it that being
said most pugs aren't going to see you
in 608 gear and go oh yeah they can run
a 10 the expectation of the players is
that you're putting in the work so
having a decent gear score is also
useful just like having a good dungeon
score so while you might be running a
lot of keys early on to get that initial
score you're eventually going to want to
have enough gear that players aren't
worried you're just going to fall over
in a dunge run all right let's talk
about add-ons I don't want to spend too
much time here because I have an entire
interface video but there are three I
want to talk about first of all
raider.io has their own add-on this just
lets you see a bunch of extra detail on
people
like what scores they have you might be
able to see what their main score is if
they're on an ALT very useful
information details I mentioned earlier
as well as just a DPS meter you can also
use it to track things like healing done
or if anyone in your party is actually
interrupting any spells there's a lot of
very useful information here in healers
I highly recommend details just so you
can check data like why people are dying
or what kind of damage they're taking so
you can become a better healer or not be
gas lit by the pugs you are telling you
that you're not healing them when
they're standing in a swirly then
there's another add-on that you have
some choices of deadly boss mods or big
wigs and little wigs I'm currently on
little wigs and Big Wigs because I
really like the default out of thebox
experience but these add-ons will call
out mechanics to let you know what's
going on it doesn't play the game for
you it simply adds audio cues to things
dbm will default to voiceovers while big
wigs and little wigs will default to
sound effects I don't care how good you
are at this game reducing cognitive load
by any amount is going to be useful for
any player and we see that across all of
Esports and Competitive Gaming they're
also extremely customizable so you can
have it change certain alerts or notify
you when a Spell's about to go off in
case you're say playing discipline
priest and you want to give yourself a
little bit of a ramp window you can set
an alert up to help remind you hey I
should start ramping right now very
useful stuff okay this section we're
going to go over how you actually apply
for a Mythic plus key or host your own
key I'm going to go over everything here
and I'm going to try to have all the
relevant footage so bear with me before
we even apply to a key this is a good
time to get consumables right if you're
at a key level I would say plus seven
and Beyond that's probably the time to
start bringing consumables to a dungeon
not going to go over consumables and if
you're new to the game or doing lower
level Keys you really don't need to be
wasting gold on more things so don't
even worry about food until a little bit
later in your journey so let's get our
consumables and now it's time to group
find her if we're posting our own key
simp simply create a group in the group
finder page which I want to say is
default is I or o I can't remember what
button I'm pressing you're going to just
go to dungeons start a group and it will
probably automatically try to list your
key but make sure it's a Mythic plus
Keystone make sure the dungeon's correct
and that the level difficulty is correct
most players will write the dungeon
number here or plus and then whatever
your Keystone is post the group and then
players will start showing up and you
can start forming your team if you're
applying for a group it's a similar
process but you look for groups you
search and then you can use the search
bar to like say search certain
parameters like different difficulty
keystones or a specific Keystone that
you want to run you can apply up to five
groups and when it comes to hosting or
joining a key you do kind of want to
think about group composition early on
don't even worry about this but of
course you want one tank three DPS and a
Healer typically speaking you want one
battle res and a blood lust and of
course if you're a tank or a Healer and
the group already has a tank or a Healer
or you're a DPS and the group already
has 3 DPS then you probably shouldn't
even apply for the key once you've
applied to keys or you've posted a key
and you've gathered your players
together say hello when you join and
it's time to go to the dungeon if the
dungeon is in current expansion you'll
likely have to actually fly to the
dungeon so go do that otherwise you can
go over here T when Lind dormy is and
you can either talk to her to lower your
Keystone level or go through the portal
to go to one of the areas where the old
dungeons are located once you make it to
the dungeon use the summoning Stone to
gather your allies for the party and
then head on in and it's time to get
ready if you're hosting a key you're
going to do things a little differently
here but make sure everyone's inside
once everyone's inside use any
consumables you want to have prepped
before the run if you're hosting you're
going to use the little side menu to
initiate a ready check and just make
sure that everyone's ready to go then
when everyone's ready click on the font
of power put your Keystone in and then
on that little menu start a countdown
timer play ERS have preols that they
want to use before The Dungeon starts
this allows them to time it once you hit
0 on the timer or you hear the ding hit
the button and start the Run do note
that a lot of players expect this
countdown timer and a lot of people lose
confidence in the run when they don't
see a countdown timer as it shows a
player who isn't familiar with Mythic
plus while I'm normally for breaking
tradition this is one that I think is
pretty safe to go for please try to
always do a countdown timer after a
ready check to sure that all your
players are on the same page page get in
there and start blasting the Tank's
going to lead the DPS are going to do
damage and the Healer will keep people
upright and do damage whenever they can
my only tips for you at this point is to
have fun use your damage cooldowns as
often as you can and learn there are
many players you can watch guides you
can reference to learn more about Mythic
Plus Check twitch check YouTube and
maybe just watch some top players do
some runs and have some fun and finally
finally go get your ass kicked wow is an
incredibly tough game it might start on
the easier side but learn make mistakes
make friends and have a wonderful time
if you have performance anxiety and
you're worried about how others might
treat you I have a wonderful video
linked below about that topic that I've
poured my heart and soul into and I hope
it helps trust me this kind of content
once you get the hang of it I think it's
some seriously Peak MMO endgame push the
limits learn and have a great time
that's going to do it for this one if
you have any other questions about
Mythic plus feel free to drop them below
and of course on Twitch bows of the
Healer all one word I'll always try to
talk to new people who show up whenever
I can maybe help them with the Mythic
plus Journey thank you all so so much
for watching and I'll see you in the
next one
