Can a noob pug 3K Mythic+ in weeks?
51sThe premise of a self-proclaimed noob attempting an elite Mythic+ rating instantly hooks gamers who think it's impossible.
▶ Play Clip"Dramatic title but genuinely documents the final push to 3k with useful gameplay insights, despite a heavy Skill Cap plug at the end."
A World of Warcraft player documents the final push to 3,000 Mythic+ rating as a Retribution Paladin, using Skill Cap's coaching and UI. The video covers practical strategies for high-level keys, lessons learned, and a recap of the entire climb.
The creator partners with Skill Cap to reach 3k Mythic+ rating playing a class they've never played before (Retribution Paladin), using Skill Cap's resources to go from noob to pro in a few weeks.
A VOD review in the Skill Cap Discord revealed the player wasn't getting enough value from defensives, and offered ways to use utility more effectively.
The final push involves +12 and +13 keys. Each key level equals roughly 100 rating, so hitting 3k requires timing all dungeons on +12 and most on +13.
For Retribution Paladin, the damage rotation is critically important. High damage output is a core way to speed up dungeons.
Speed can be increased through smarter routes, such as intentionally skipping annoying mobs like the sentinels in Ecodome, which are tough and not worth killing.
You don't have to kill the entire pack before pulling the next one. Focus on killing priority dangerous mobs so the tank can chain pulls smoothly.
In Halls of Atonement, the player focuses Hound Masters because once they die, the remaining gargons are not scary, enabling faster pull chaining.
Higher damage means packs die faster, reducing the chance of deaths from kicks and other dangerous mechanics. Longer fights are generally scarier.
Practicing rotations on training dummies is underrated. Many high-level players practice to build muscle memory, allowing them to focus on kicks, utility, and positioning.
The creator spec'd into reduced cooldowns to use healing (Word of Glory) more often, finding that utility usage is a big part of playing Retribution Paladin well.
A pull after the Halls boss includes ankle biters that stack bleeds, an obliterator that must be kicked, and a tank debuff. This combo requires careful preparation and cooldown usage.
The player uses focus target to kick the obliterator, then saves a shaman with three stacks of the bleed using an external. They also use self-sacrifice to help others.
The push from 2500 to 3000 was faster than the earlier climb because higher keys attract more experienced players, while lower keys have less geared, less experienced people.
Over the entire journey, the player ran 57 keys, timing 46 and failing 11. Despite frustration, they kept going and found most groups to be good.
The player always tried to get bloodlust and battle res. They played with a wide variety of classes, not just meta comps, and didn't gatekeep.
The creator, normally an LUI user, was skeptical but ended up liking Skill Cap's UI, especially the Jundy's player profile and OmniCD setup. The profile gives all needed info without manual setup.
Even though some UI features may break in the next expansion Midnight, the creator believes Skill Cap will provide similarly good UI profiles.
Pushing to 3k Mythic+ rating is a mastery of damage, utility, and preparation, not just raw skill. With the right resources, persistence, and a good group, it is achievable even for players learning a new class.
How much rating does each Mythic+ key level roughly add?
Each key level is around 100 rating.
00:52
What was the main criticism from the VOD review?
The player wasn't getting enough value out of using defensives.
00:27
Why skip the sentinels in Ecodome?
They are a pain in the butt, scary, and not worth killing due to inefficient time/effort.
01:58
In Halls of Atonement, which mobs should you prioritize killing?
Hound Masters, because once they die, the gargons aren't scary and pulls can be chained.
02:26
Why is damage considered the most impactful thing in Mythic+?
Higher damage shortens pack duration, reducing opportunities for deaths to kicks and other dangerous mechanics.
03:08
What did the player spec into for more healing as a Ret Paladin?
They spec'd into a reduced cooldown for Word of Glory to heal more often.
04:15
How many keys did the player run total, and how many were timed?
57 keys total, 46 timed and 11 not timed.
07:23
What two things did the player always try to have in a group?
Bloodlust and battle res.
08:02
Why did the player invite Augmentation Evokers?
Because they bring Chaos Brand, which increases damage.
08:40
Chain Pulls by Killing Priority Mobs
Shows a concrete, actionable technique that improves dungeon speed beyond raw damage.
02:12Training Dummies Are Underutilized
Encourages deliberate practice of rotations to free up mental bandwidth for high-level mechanics.
03:35Preparedness on Dangerous Pulls
Illustrates how understanding pull synergies and using focus target or externals can save runs.
04:57Higher Keys Have Better Players
Provides perspective on why the climb gets faster after a certain rating threshold.
06:4357 Keys, 46 Timed
Concrete data showing that a high success rate is achievable with persistence and a numbers-game mindset.
07:23[00:01] was capable of pugging 3kio in Mythic Plus? For many of you, that may feel unachievable, but this season, I set out to prove just that. I've partnered with will be pugging 3kio playing a class that I've never played while using their
[00:14] resources on their website to take me from a complete noob to a mythic plus pro in just a few weeks. In the last episode, we left off with me hitting just above 2500 IO, as well as getting a VOD reviewed in the SkillCap Discord to
[00:27] Primarily, I'm not getting enough value out of using my defensives. And they also gave me some neat ways that I can get more value out of my utility. But in this episode, I'm going to be making my final push up to 3kio and figuring out
[00:39] exactly what it takes to push keys at this level. The nice thing about this episode is that we are finally out of the plus 9 and plus 10 range. It is a this, but I'm playing at around the time just before Turbo Boost came out, and
[00:52] we're going to be looking for 12elves and 13s. Going up each key level ends up being around 100 ratings. So, for us to hit 3k, I'm going to have to have pretty much all dungeons timed on 12 and most of them on 13. In our previous video, I
[01:04] running keys and what happened in each individual key. But for this video, I about what I believe is important for those trying to push 3K rating. I could go into each individual key again, but to be honest, it would feel more of the
[01:18] same. And at this level, it's really the nuance that starts to stand out a bit throughput. Now, this isn't anything new, but if you take a look at this Ara that due to Skill Cap's courses, at this point, I kind of crank. I'm definitely
[01:31] not the goat or anything, and I know that Rep Paladin has a reputation for your damage rotation is so important. Now, there are a couple of ways that you can increase the speed of a dungeon outside of just doing more damage. You
[01:44] just wildly inefficient and might even give your group too much count at the that you don't have to. For example, this route is pretty common now, but intentional effort to skip both of these sentinels here in Ecodome because they
[01:58] just suck to kill. They're a pain in the butt. They're pretty scary, and we'd mobs later on in the dungeon. Another way that you could speed up dungeons is don't actually have to kill the whole pack before you roll into the next pole.
[02:12] Most of the time, there's just often one or two priority mobs that are scarier chaining. Now, as a DPS, this could be nice for me to know because that means killing those mobs so that the tank is able to keep the pulls going. Now,
[02:26] normally these mobs are casters or mobs with some sort of unique ability that You'll notice in this Halls of Atonement that I am pretty much only targeting the is because this is a dungeon where chaining poles is pretty common because
[02:40] after the Hound Masters are dead, these guarans aren't particularly scary. They Masters, on the other hand, are annoying to group up if you don't have any grips. health, focusing on the Houndmaster makes it a lot easier to move into the
[02:54] you can speed up the dungeon without increasing your overall throughput is by bunch of other ways to speed up a dungeon, of course, too. But overall, one of the easiest ways to speed up a dungeon is to just do more damage. And
[03:08] that there's less of an opportunity for people to die to kicks or other dangerous mechanics. The longer a pack goes on, generally the scarier it gets. the most impactful thing that we can do is more damage. Of course, kicks are
[03:21] important and utility is important. But the nice thing about damage is that you training dummy. I do feel like dummies are underutilized by learning players. highle player stream. Frequently, they'll be hanging out by the dummies
[03:35] these are the people who probably know their rotation the best. And that's just muscle memory to make it a natural thing so that you can focus on things like your kicks or your utility or positioning. For me, as a rep paladin,
[03:48] something like the mage, for example, I do have a bit of utility that I can use something that I struggled with at first. Knowing how to keep track of my frames was pretty difficult. And in fact, I don't think I ever even used my
[04:02] rating. As I started to get more comfortable with these things though, it really became apparent how much of an impact that I could have. I enjoyed this part of Rhett so much in fact eventually I even speced into a reduced cooldown of
[04:15] someone once every minute in these later keys. I don't think my rotation was particularly hard. But I do think a lot of what sets a good rep paladin apart impact that they can have with your utility. Seemingly every single rep
[04:29] paladin that I see does damage. It is easy to do damage on red, but it's not easy to always know the moments in dungeons where they are dangerous and when someone else might be in danger when an overlap is happening. Now, it's
[04:42] around AUG and maybe adding another support class. In many ways, at least to me, Rhett kind of feels like a support class to play. I did find that it helps externals are likely to be needed so that I know what moments I should be
[04:57] looking to help. Take for example this pull after the Halus boss in Halls of with a dozen ankle biters and a few obliterators worked in. Now this is traditionally a very scary pull for a few reasons. The first is that ankle
[05:10] biters will leap onto random targets and place a stacking dot on them that can too many stacks. Along with this, the on the tank that reduces their healing received as well as just hits really
[05:23] hard. And then on top of that, the obliterators need to be kicked or CCd, that can go off and kill someone, especially if they already have a few stacks of that bleed. So all of these things together end up creating a pull
[05:36] you're not careful. That's why you'll see at the start of this pull, I place my focus target on the obliterator and land a quick kick. And then as soon as I notice our shaman gets three stacks of the debuff and is quickly losing health.
[05:51] Along with this, I actually bought myself, which I found out in my VOD I would take from sack, which is super nice to know. Honestly, I still don't with, but it is nice to not have to use bubble in situations where I don't
[06:05] really need to. You can also see on the cell profile that Skill Cap provided which is a really nice piece of information to have access to. After the shaman is safe for a bit. Shortly after, our mage gets three stacks
[06:18] [music] and doesn't pop anything, but last second I am able to save him with a our tank attempts to chain in yet another set of obliterators. So, you'll see I run out to land a kick just as our deathnight grips it. Either way, I'm
[06:31] that the mob runs into the group. And I'm doing all of this while doing 14 million DPS. And I think this pull is a really good example of what it takes to push 3k rating. It's a sum of everything. It's not just utility. It's
[06:43] not just damage. It's a mastery of everything. and knowing what pulls are dangerous and most importantly being prepared. I wish I could say that this difficult, but the truth is it was actually quite a bit faster than the
[06:56] push from 2k to 2500. I think it's just because once you get past 10, you're in a pool of players who actually want to push for raiding or push for those extra people who are just trying to scrape by to get vault keys, you're getting
[07:10] decently geared, inexperienced players instead. In a weird way, low keys are you definitely need to accept when your keys are going to be perfect. It definitely is a numbers game. Over the
[07:23] course of this journey, I ran a total of 57 keys. I timed 46 of them with 11 that I didn't time. I don't think that's too bad of a record, but even so, there were definitely keys that I was getting very frustrated. When you're trying to push
[07:36] demotivated when things aren't going your way. That being said, I don't think groups for the most part. You guys really didn't get to see how long I spent hours in queue during this challenge, but frequently I was just
[07:49] inviting the first player who signed up for my keys. There were a few important really did not want to break just because of how long it took me to get sometimes wait for a slightly more geared tank or healer. But when I
[08:02] really only a few things that I looked for. The first is, does their class fit I tried to always get a blood lust. But aside from that, mostly what I thought about was, does this class complement me in any sort of way? For example, on
[08:15] of most of the different groups that I played with. I don't know why it says I only ran 31 keys here since it says that I ran 46 on a different page, but if you look, you'll see basically every single comp was different. I played with
[08:27] survival hunters, warlocks, deavokers, outlaw rogues, feral druids, fury warriors. It wasn't all meta. I did see a comment saying that I was just gatekeeping during the climb, but that's just not the case at all. I will say I
[08:40] because they bring chaos brand, but that's just because I wanted to do more damage. Sue me. But yeah, as long as the group has blood lust in a battle res, you're good to go. Also, take it easy. You don't need to hit 3k in 2 weeks. The
[08:53] that you get. As things like turbo boost get added, I imagine it's probably benchmark right now and get their mount for the season. And I've personally got to say that after using Skill Cap's UI all the way to 3K rating, it's really
[09:07] hesitant swapping to it as I'm actually an LUI user, so I'm used to the UI while I'm still using LVUI on my main, I'm now using a lot of the same elements OmniCD setup. I like their Jundy's player profile that they provide. And
[09:23] profile is topnotch. It provides you with all the information that you could having to go through all of the setup yourself. And I know what many people are probably thinking. In Midnight, half of the stuff isn't going to work. But
[09:36] one thing that is true in Midnight is that there will be UI profiles that you land on for name plates, raid frames, and class cooldowns. I'm sure that Skill Cap's UI could still land on something almost as good in Midnight that we can
[09:48] use. For now, I'm probably going to keep using my LUI setup on my main just paladin and any characters that I decide to level going forward. Honestly, this been using it on my new remix characters. That's going to do it for me
[10:02] see my previous zero hero on Skill Cap's channel during Dragonflight, I still definitely a bigger noob back then. So, I highly recommend checking it out. And for watching. Click that link below if you want to get access to Skill Cap's
[10:16] you lose out on your chance to get your season rewards. I'll see you guys next season rewards. I'll see you guys next time.
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