“Raid gear is simply better than anything a dungeon drops”
Every season someone in guild chat says it with total confidence, usually right after a weekly reset. In Midnight the truth is messier and, for most players, more interesting. Raid pieces and dungeon pieces live on the same ladder of upgrade tracks, and the number that matters is the item level you end up with after spending crests, not the building the piece fell out of.
What raids do offer is a short list of items nobody else sells: special effects, a few strong trinkets, and tier pieces that shape how a class plays. Season 2 of Mythic+ offers its own sources, and a well-chosen dungeon trinket can beat a raid trinket for your specific build. So the claim is half true at best. Raids are the better place to hunt for particular things. They are not a magic tier of loot sitting above everything else.

A practical test: open your character sheet, look at your lowest slot, and ask which activity is the quickest route to improving it this week. Often the answer is a dungeon. Sometimes it is a raid boss. Rarely is it an argument on a forum.
“Doing keys is a detour if you really want to raid”
This one comes from people who treat the eight-boss Venomous Abyss as the only real goal of patch 12.1. Yet the reverse path is common and sensible. Keys teach you to stay alive while the group moves fast, to interrupt on cue and to read a pull before it happens. Those habits carry straight into a raid pull where a mistake costs the whole room.
Keys also feed your gear in a steady stream. A week of a few dungeons gives you crests to upgrade the pieces you already own, plus a chest at the end of the week. Players who skip that step and queue for raid finder with bare-minimum gear often find the first boss takes longer than expected. Treat the dungeon week as practice with a paycheck.
“Crests are only for the best slot, so hoard them”
Hoarding feels clever. You wait until you find the perfect weapon, then pour everything in at once. The trouble is that a week without upgrades is a week where your group sees you as the weak link, and a missed timer on a key is a more immediate cost than a theoretical future weapon.
A better habit is to upgrade whatever you are actually wearing and likely to keep for a few weeks. Boots, belts and bracers are boring, but they are item level you carry into every pull. Save a small reserve if a piece you truly care about is close. Beyond that, spend as you go, because the next patch will make today’s hoard look overcautious.

“Group finder will put you with strangers who know nothing”
Sometimes, yes. Group finder is a lottery, and anybody who has queued at midnight knows the sinking feeling of a tank who leaves after the first wipe. Still, the tool is better than its reputation when you use it with intent. Write a clear note in your own listing, ask for what you need rather than hoping, and look at the leader’s history before you click apply.
The deeper point is that this myth hides a choice. Some players would rather not roll those dice every week, and they arrange a run with a fixed team instead. A few go further and hire a WoW Mythic Carry, where an organised group handles a dungeon while the buyer comes along for the loot and the experience of watching it done well. Others just gather friends. All three are normal ways to spend an evening in Midnight, and none of them is a verdict on your skill.
“Delves are a side game, not real gearing”
Delves began life as solo content you did while waiting for a group. In the current season they have become a respectable lane of their own. You can tackle them alone or with a small party, the difficulty scales in tiers, and they give rewards that feed the same upgrade system as everything else. If your evenings are short and your guild is asleep, a delve is a perfectly good hour.
It is true that a delve will not hand you the best raid item. It is also true that it will fill your bags with useful pieces and let you practise your rotation without the pressure of a timer. Think of it as the gym session between matches.
There is also a social side. A weekly delve with a friend or two is easy to arrange because nobody has to be on time for a full roster. It keeps a guild talking between raid nights, which is worth more than the odd upgrade.
“If you miss a week, you are behind forever”
The weekly cycle makes everything look urgent. Reset arrives, a list of tasks appears and a missed Tuesday feels like a failure. In practice, catch-up mechanics in Midnight are generous, and the gap between a player who started late and one who started early closes faster than the forums suggest.
What actually leaves people behind is stopping altogether. Do one dungeon, one delve and one raid boss in a thin week and you are still moving. Pick one achievable target, finish it, and let the rest wait for a better evening.

“Crafting orders are for people who love professions”
You do not need to enjoy gathering to benefit. Crafting orders let you post a request, supply some materials and let another player make a piece for you. For gear you plan to wear for a while, that is a handy route to a solid item with chosen stats. It also saves you the walk to the auction house.
The only trap is overspending on an item you will replace next week. Order the slots that stay put, and leave the rest to drops.
Patch 12.1 did not change this logic. A new raid adds a new place to look for items, and the seasonal dungeon pool adds fresh timers to chase. Neither rewrites the idea that steady weekly progress beats bursts of effort followed by silence.
What to take from all this
Most of these myths survive because they are short and confident. The real picture asks you to hold two ideas at once: that raids and dungeons both matter, and that how you spend your time matters more than where you spend it. Pick your lane for the week, spend your crests, ask for help in whichever form suits you, and log off while the game still feels like fun.