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
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+ 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.
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.
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 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.
Stuck on something here? Post a note on the Academy Learning Board — someone aboard has been exactly where you are.
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Guides start the conversation — the crew finishes it. Pin a note to the Learning Board and someone aboard will sail it with you.
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