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DPS in Mythic+

Priority targets, kicks, cooldown planning, and staying alive — what a damage dealer actually owes a key.

Written by Blackwake Armada · Published September 18, 2026 · Updated September 18, 2026 · 1 min read

Mythic+DamageInterrupts

Mythic+ DPS is a triage exercise disguised as a damage contest. The meter rewards the wrong instincts — what the key actually needs is controlled violence in the right order.

Kill the right things first

  • Every pack has priority targets — casters with dangerous spells, healers, enraging mobs. Identify them before the pull and focus them.
  • Splash damage is free; tunneling the wrong target while a caster winds up is not.
  • Ask or check a guide for which casts in each dungeon are must-kicks — the list is shorter than it feels.

Interrupt like it is your job — it is

A kick rotation with your group prevents the two killers of mid-level keys: overlapping casts and un-interrupted heals. Call your kick assignments on dangerous pulls and do not double-kick the same cast — three people kicking one cast means two wasted interrupts.

Cooldowns on the schedule

Fire cooldowns on big pulls and bosses, hold them for the next dangerous pack only when it is close. A two-minute cooldown used twice beats a perfect usage once.

Stay alive

  • Deaths cost five seconds plus the runback — the single worst thing you can do for the timer.
  • Use defensives proactively on dangerous casts, not after you are already low.
  • Standing in something to finish a cast is never worth it.
Stuck on something here? Post a note on the Academy Learning Board — someone aboard has been exactly where you are.

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DPS in Mythic+ — The Academy | Blackwake Armada