Why Zero IO is a Problem
When you search for a Mythic+ group on the Group Finder, you'll see listings that require "500+ IO," "1000+ IO," or higher. A freshly dinged player with 0 IO simply cannot join these groups. You're locked out of the content needed to build the score that unlocks the groups you need.
This is the M+ access paradox. The solution is either finding a guild that runs new players (rare for consistent scheduling), farming +2s with friends and building slowly (takes weeks), or using a carry to break through the initial threshold.
What Gear Do You Need to Start M+?
For Mythic 0 (no key level, flat difficulty): any combination of Normal raid gear or crafted gear that gets you to 580–590 ilvl is sufficient. For +2 to +4: 600–610 ilvl. For +7 to +10: 615–620 ilvl is the sweet spot.
You can get to 580+ ilvl entirely through LFR, world quests, and crafted gear without spending gold on boosts. The gear floor is accessible. The IO floor is the actual bottleneck.
The Optimal First 1000 IO Path
Complete all 8 dungeons at Mythic 0 (no key) for free practice and the base IO. Then run each dungeon at +2 timed — this is the entry point where IO starts building. Once you have at least one +2 time on each dungeon, move to +4 on the two easiest dungeons of the season (check Raider.IO tier lists). Build from there systematically.
The 1000 IO threshold requires approximately +8s timed across all 8 dungeons, or +10 timed on 4 dungeons with +6 on the rest.
Using Carry Services to Break Through 500 IO
The 500 IO threshold is where most group finder listings start accepting players. If you have 0 IO and a fresh character, a +2 to +5 carry package gets you 500+ IO in a single evening.
With 500 IO, you can now join any normal progression group. With 1000 IO (achievable in 1–2 more sessions), you're competitive for any non-elite pug group. The carry investment eliminates 2–4 weeks of solo frustration.
Playing Your Role Correctly in M+
Before spending on a carry, make sure you understand your role basics. Tank: know your interrupt, maintain aggro, control pull size for your healer. Healer: track cooldowns, pre-heal large pulls, communicate mana. DPS: interrupt on assigned casts, use personal defensives, know your stun.
Carry sellers expect buyers to be functional in their role — not expert, but not completely disruptive. A DPS who breaks crowd control or tanks who pull uncontrollably will have their carry completed but waste the seller's cooldowns covering for it.
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