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How to Climb Mythic+ on a Fresh Account | The War Within Season 3 Zero to Hero Ep. 1

0h 12m video Published Sep 2, 2025 Transcribed Aug 1, 2026 S Skill Capped WoW Mythic+ Guides
Intermediate 8 min read For: World of Warcraft players interested in Mythic+ addons, UI customization, and fresh-character progression.
AI Trust Score 63/100
⚠️ Average / Some Fluff

"Title promises a climb and mostly delivers, but it's a gameplay diary, not a how-to guide."

AI Summary

Retribution Paladin testing Skill Cap's one-click Mythic+ UI from a fresh account with no Raider.io score, documenting the setup, early gearing via Delves, first pugs, and the strengths and weaknesses of the UI. The episode covers his first week: installing the UI, rebinding keys, learning the class, and reaching about 1,000 rating.

[00:02]
Testing Skill Cap's one-click UI

He is testing Skill Cap's one-click Mythic+ UI as his base, on a class he's never played (Ret Paladin), without linking his Raider.io, to simulate a genuine fresh-account experience.

[01:09]
One-click install through WOWUP

Installation is simple: go to Skill Cap's website, import via WOWUP, click install, and the add-on configures itself in-game almost entirely.

[01:35]
Rebinding keybinds for muscle memory

He rebinds everything: kick on F, defensives on E/R, rotation on 1-5 and Q, and cooldowns on Ctrl+1-3, so abilities stay consistent across characters.

[02:31]
First week limited to Delves and Mythic 0s

Since Mythic+ isn't open in week one, he ran Delves and Mythic zeros to fill the vault, scaling from level 1-2 to level 8 and learning his class.

[02:59]
First real challenge: level 8 delve boss

The final boss forced him to use BoP on Brann, taunt the boss out of puddles, bubble-res Brann during add phases, and practice repeatedly—even running out of lives.

[03:37]
Great Vault starts well

He got a tier helm and tier pants from the vault, which is strong because Ret's four-piece tier set is very impactful this season.

[04:16]
Low rating makes +2 pugs painfully slow

With zero rating and low item level, waiting 15 minutes for a +2 group was common, and groups often fell apart after a bad pull. He empathizes with players who have no friends in M+.

[06:02]
Main complaint: information overload

The UI is information-dense and impressive, but new players won't know how to fully utilize the group stop trackers, externals, and other features while still learning their class.

[06:55]
Party cooldown tracking helps plan pulls

The UI tracks party offensive and defensive cooldowns on the left, letting a tank know when to do bigger pulls or when someone lacks a defensive for a mechanic.

[07:47]
Cell shows mechanic indicators on party frames

Cell displays when party members are targeted by mechanics or have debuffs, making decisions like using Blessing of Protection on a hunter much easier.

[10:30]
Halls of Atonement was a bricked key

The key fell apart due to frustrating mobs: gargoyles with knockbacks, Hound Masters that must be kicked, and Reavers applying Mortal Strike—making it an unfriendly tank dungeon.

[11:09]
Plater profile color-codes kick targets

Light blue health bars in the Jundy Plater profile mean the mob has a kick and casts bolt-like abilities, making it easy to identify priority interrupt targets.

[11:49]
End-of-week milestone: 1,000 rating

He reached roughly 1,000 rating and a +6 Floodgate key, stopping there to keep the climb sustainable and to experiment with the UI at a normal pace.

A pre-built UI can remove setup friction and expose powerful information, but it can't replace class knowledge and experience—and pugging from zero rating remains the real filter.

Mentioned in this Video

Study Flashcards (8)

What class did the creator play for this Mythic+ climb?

easy Click to reveal answer

Retribution Paladin.

00:42

What keybind layout does the creator use for kicks and defensives?

medium Click to reveal answer

Kick on F, defensives on E or R.

01:50

What is the main purpose of light blue health bars in the Jundy Plater profile?

medium Click to reveal answer

They mark mobs that have a kick/interrupt and cast a lot of bolt-like abilities.

11:09

What was the creator's main complaint about the Skill Cap UI?

medium Click to reveal answer

It is information-dense and overwhelming for players who don't already know their class or the UI's features.

06:02

How did the creator track party offensive and defensive cooldowns?

hard Click to reveal answer

The Skill Cap UI displays them on the left side of the screen, allowing tanks to plan bigger pulls or use externals.

06:55

What happened when the creator ran Halls of Atonement?

medium Click to reveal answer

The key was bricked due to frustrating mobs like gargoyles with knockbacks, Hound Masters requiring kicks, and Reavers applying Mortal Strike.

10:30

What milestone did the creator reach at the end of week one?

easy Click to reveal answer

Around 1,000 rating and a +6 Floodgate key.

11:49

How does Cell's indicators help in Mythic+?

medium Click to reveal answer

It shows when party members are targeted by mechanics or have debuffs, enabling quick decisions like using Blessing of Protection.

07:47

💡 Key Takeaways

🔧

Consistent keybinds across classes

Keeping keybinds consistent makes multiclassing significantly easier, a principle many advanced players rely on.

01:35
💬

Empathy for pug life

The creator acknowledges the pain of queuing with no rating and no friends, a genuine quote that resonates with solo players.

04:42
💡

Information overload is a real problem

A powerful UI is only useful if the player understands it; this insight applies to any complex tool, not just WoW addons.

06:02
🔧

Tracking group cooldowns enables smarter pulls

Using group cooldown awareness to time pulls and externals is a high-level technique that can elevate any tank or support player.

06:55
📊

Color-coded nameplates for interrupts

Color-coding mobs by interrupt priority turns visual noise into instant decision-making information.

11:09

[00:02] IIO using Skill Cap's brand new one-click UI. This UI is said to give the ranks of Mythic Plus, complete with player profiles, class specific weak oras, any add-ons that you'll need in Mythic Plus, and so much more. That's

[00:15] all fine and dandy, though. But does Skill Cap's UI stand up to the test of Mythic Plus? Well, that's what I'm going to find out. During my climb, though, we obviously, is that I'm going to be using their base UI. I am allowed to make

[00:28] customizations and optimize it based on what I feel my needs are, but I'm not add-ons or tools to change it up a bunch. Basically, what you see in these videos is what you get. And if I do end up making any changes, I will tell you

[00:42] what I did and why. I also will be doing this as a class I've never played worse, I'll be doing this without having my character linked to my Raider IO so that I can get the real experience that a player like you might have trying to

[00:56] climb a Mythic Plus. And that's it. First things first, though, let's set simple. All I had to do is go to Skillcap's website where they walked me through each and every step. Go to WOWUP, import the add-on, and click

[01:09] install. Then in game, it basically did all of the work, and bam, I had a new UI. There also is a video they made that walks you through the setup here and why it's so good. Out the box, there were a few tweaks that I made. For example, I

[01:22] button to organize my add-ons a bit more. And then I also ended up moving some of the elements on my screen slightly. But yeah, for the most part, it was that easy. After I got the add-on installed, I noticed that my keybinds

[01:35] that they had. So, I did have to rebind everything. I also had to go into sell and set up my click cast keybinds that I wanted. This is pretty standard when do try to generally keep all of my keybinds familiar. So, for example, my

[01:50] kick goes on F, my defenses on E or R, my rotational abilities on 1 2 3 4 5 and Q, and then my cooldowns on control 1, 2, and three. This just helps make multiclassing significantly easier since I know that certain abilities will

[02:04] always be on the same keybinds. One other optimization I made for my weak oras was I had already set up my rotational abilities from the one time that I played Rhett while leveling and I was used to having my abilities in a

[02:16] weakaura. The nice thing about the Luxos weaka packs that it installs for you customizable. So I was actually able to go in and reposition where these appeared in the order that was consistent with my keybinds. And after

[02:31] there wasn't really much to do this first week. The first week of the season, Mythic Plus isn't open, so the only thing really for me to do was run some delves and Mythic Zeros to fill my vault. This is nice, though, because it

[02:44] pressure since I can get some gear and learn my class a little before diving had a lot of fun progressing through these delves this first week. Doing a delve on one or two was pretty easy, but I quickly scaled up to doing eights. And

[02:59] this is where I actually met my first challenge as a rep paladin. The trash didn't seem too bad to clear, but the final boss in this delve gave me a level, I really had to push my class to its max, which forced me to learn quite

[03:12] a bit. I actually even ran out of lives this first time because I was determined to beat him. I tried saving my cooldowns for ad phases, boppinging Bran when ads came out. I had to taunt the boss out of puddles because Bran would tank it in

[03:25] the goop. And I oftent times would bubble res Bran during ad phases if he died. I basically had to practice this fight over and over. And by my eighth delve, I felt like I was pretty good rolling into the season and ready to

[03:37] wake up to a full vault and start my challenge. As week one began, I was very excited to open my great vault. I got pretty lucky with getting myself a tier helm and tier pants in my vault to start the season. And this is great because it

[03:50] Rhett's tier set I know this season their four set. So, I wanted to hold off on picking a piece until I ran my raidfinder. But unfortunately, after clearing the three bosses this week, I

[04:03] didn't get any loot. That's okay, though. We will take our hero track helm then and start the season off right. From here, I did encounter my first first day of the season, which meant that pretty much everyone had already

[04:16] progressed past running plus two keys almost instantly. Since I'm trying to do this process solo without bringing on help from my friends, it was actually kind of annoying since it could take a really long time to get anyone to sign

[04:28] potentially try signing up for someone else's group, but honestly, my item level is still a little low and I have no rating at all. I can't imagine my little rep paladin looks so appealing to others. And already I'm being given a

[04:42] really empathize with people trying to get into mythic plus who maybe don't have friends to play with because oh my goodness, I would wait in these cues for 15 minutes to do my 2 key and then not even 10 minutes into the key, the tank

[04:55] would do some sort of crazy pull and we would all end up dying and then someone complaining about this exact same thing in Mythic Plus, I just want to say I hear you. It sucks. But I do know from experience that it does get better if

[05:09] you can tough it out a little bit. So, I waited for my group to form and off I some of the nice things that this UI pack does, though. For starters, you'll that I still have some old weak oras left over for my other characters.

[05:23] Sorry, Skill Cap. I know that this is a little annoying. For example, on the top weak aura that notified me when my potion was ready, just because I found I would often forget or not realize when it came up. But then you'll notice skill

[05:36] and a tempered potion tracker right above my character frame which essentially serves the same purpose just in a way cleaner fashion. Over to the left of my UI, I try to take advantage of the click castings I set up on Cell,

[05:49] even making use of my hand of sacrifice and blessing of protection on the hunter offhealing is also a pretty great thing that I can do as Rhett, but honestly, I found it kind of hard to keep tabs on my holy power while looking at my party

[06:02] frames since I'm so new to rep paladin. In fact, this was kind of one of my biggest complaints with the UI as a whole. It's actually super awesome all to, but if you're setting it up with one button for most players, you're not

[06:15] going to know how to fully utilize all of this info to begin with. For example, let's take a look at the UI up here. We have all of the group stops, which is coordinated groups, but I'm not fully sure how I'm supposed to utilize this

[06:28] yet as a pug. Down here, we can see externals, though, which again is pretty definitely benefit from this more because they can call for it if they mentioning that when I am brand new to Red Paladin, I also hardly even know

[06:42] what my buttons do. So, the thought of actively utilizing any of this information to me right now just feels a little unrealistic. That being said, utilize here as a pug is that this UI actually tracks your party's offensives

[06:55] and defensive cooldowns on the left. This means I could potentially see if somebody doesn't have a defensive up for a mechanic and then I could toss them a hand of sack or maybe a word of glory to help them out. Not only that, but

[07:07] keep tabs on your group's offensives to know if it's maybe time for you to do a larger pull to get full value out of those cooldowns. Now, I think this sort a tank since not always are you going to want to do the exact same pulls in

[07:21] dungeons the exact same way. Sometimes it's better to adapt based off of the cooldowns that your group has available, especially in pugs where there's a bit party's frames, you'll also see that we have an interrupt tracker as well to

[07:34] available all around. Basically, just all of the information that you could possibly need available to you with almost an infinite skill ceiling to learn how to use it. There's also some really nice indicators on Cell that will

[07:47] showcase if your party gets targeted by mechanics or maybe has a debuff that is make the decision to use bop on our hunter. I noticed that he had a bleed on mechanic. And I'm not actually sure if it saved his life or was more of an

[08:00] inconvenience than anything. But without something set up like this, there's no way I would be able to inconvenience my hunter nearly as easily. Now, as able to make use of all these tools right now. I just don't know what my

[08:13] However, this could be cool for someone like you who maybe has their class down. could basically give you all of the tools that you could ever need, which is super sick. And if by chance there's anything in this UI that you don't like,

[08:27] can add things, remove things. It is all up to you. It's just a good starting I was in fell apart. Later on, I tried to run it again, waiting in queue a second time for quite a while before a tank messaged me to join. They didn't

[08:41] said that they were new to tanking and looking to give it a shot. Honestly, I'm not super picky with who I invite to groups, especially not for a two key. I dice a lot of the times. You can't always predict what players are good and

[08:53] what players are bad. And honestly, some of the more confident tanks I've queued with tend to be the ones who break the keys anyway. This tank did great. He was out since I did have to time my two key to get out of this plus two jail that I

[09:05] was in, but honestly, they did fine. You'll notice during this key, I also old weak aora pack that is cluttering my UI. This one is a bloodlust and battle res tracker. This is a weakaura that I'd still probably like to keep. I believe

[09:20] on top of it, but it's not always visible for my frames positions. I would it doesn't overlap with elements of the skill cap UI, but I just wanted to their UI and it shouldn't be a concern for most of you. All things aside, we

[09:36] boosting it to a plus three eco dome. It's kind of funny that lower keys are a depending on your group, they can actually be a little bit more demanding. For example, this plus three felt great, and honestly, I didn't really make use

[09:50] really at all. I kind of just slammed through the dungeon, focusing a bit more on my rotation, actually doing some decent DPS in some of these packs. This the plus two that we did earlier where I felt like I really needed to be so much

[10:04] reality is though, if I'm not comfortable enough with my rotation, really get the value out of my class that I need, which is why I really need a chance to focus a bit more on myself in these middle keys before I really

[10:17] need to be a team player in the higher keys. We ended up plus twoing this five halls of atonement. You really can't get too invested into each individual key. It definitely is a lot easier to put together a group for a

[10:30] five than it is for a two. But honestly, this key bricked pretty quickly as well. We had a lot of trouble with the AICS on this one. Admittedly, Halls of Atonement tanks. There is a lot of really frustrating stuff in this key. These

[10:43] gargoyles have knockbacks that really suck. The Hound Masters are a ranged mob that needs to be kicked otherwise you'll basically die. and reavers later on in this dungeon apply a mortal strike just all around making this a very unfriendly

[10:55] tank dungeon after our key drop down to a four though coincidentally we just got breeze through this entire dungeon plus twoing it another thing I will say that is very nice about this UI is the player profile that it sets up I believe this

[11:09] is Jundy's plater profile and it makes it really easy to figure out what the mobs actually do for example the light blue colored health bars means that that mob has a kick generally these are mobs that cast a lot of bolt-like abilities

[11:21] such as these obliterators. This means when running into a pack, I can place my super easy for me to kick them while targeting a priority mob. The other there's a different color for the cast bar if your kick is off cooldown,

[11:35] looking at them if you're able to kick the mob in the moment. And I find that this helps a ton in keys. Finishing the halls brought me to a six floodgate, a,000 rating, which I think is actually where I'm going to stop for this week.

[11:49] full vault this first week, I'm also trying not to sweat too hard with this things at a normal pace while I experiment with this new UI. If you want though, as I climbed to Keystone Hero and higher using Skill Cap's one-click

[12:03] then be sure to give the video a like and let us know what you think in the comments below. Other than that, I will catch you guys in the next video.

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