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Mythic+Getting Started

Mythic+ Group Roles

What tanks, healers, and DPS each owe a key — beyond the job descriptions from normal dungeons.

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

Mythic+RolesTeamwork

Mythic+ is a five-person relay. Each role carries an extra responsibility on top of the normal job, and keys succeed when all five treat the timer as a shared budget.

The tank owns the map

Beyond holding threat, the tank owns pacing and the route — which enemies, in what order, at what size. They are also the de facto shot-caller for dangerous pulls. Good tanks talk; great tanks also listen when the healer says wait.

The healer owns the budget

Mana is time. The healer decides when the group can afford a big pull and when it cannot, and is the first line on dispels and panic. In keys, a healer who says 'need a second' is doing the most valuable communication in the run.

The DPS own the details

  • Interrupts and stops on dangerous casts — the difference between a clean pull and a cascade.
  • Priority damage on the targets that threaten the group, not the ones that pad meters.
  • Personal defensives and self-sufficiency — every death costs five seconds plus the run.

Everyone owns the timer

The clock does not care whose job a mistake was. Keys are lost to hesitation and blame more than to weak play — recover fast, communicate, and keep moving.

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