To try and stimulate some discussion of trinity comp strategies, here are my notes from my initial Mythic +0 run of Freehold. I use a blood dk/resto druid/BM Hunterx3 composition.
On a fundamental level, this instance is pretty straightforward, with easy enough trash and pretty easy-to-understand bosses.However, the problem is that when the bosses go wrong, they almost immediately cascade out of control, and RNG elements don't help manage this.
Skycap'n Kragg: Phase one is incredibly straightforward: Igroup up the entire team and just sidestep out of the boss's telegraphed charge.
Phase two is a bit harder. I spread the team widely and position the boss roughly in the centre, so that his Azerite Powder Shot only hits one character. Then, when vile bombardments creates bad under somebody or sharkbait tries to divebomb somebody, I move the entire formation slightly to the right. When I run out of space, I move back a bit, then go left and make adjustments so nobody ends up standing in bad. Interrupting the boss' heal is,of course, really important.
EDIT: With another couple of kills on this guy, I actually find it much less chaotic to spread the team evenly around the encounter area pre-pull, mark each team member to be able to quickly identify each then manually move them each out of the bad with a quick window shift. Makes P1 slightly harder, but P1 is easy.
Council o' Captains: Not sure it matters a great deal which captain is on your side: the fight is a bit of a clown fiesta regardless. This is one where I have everybody on follow and desperately kite the boss around,weaving out of mechanics when necessary. If Raoul is up, nuking the blackout barrel is incredibly important.
I generally try to nuke Eudora to death first: Grapeshot is a lot of difficult-to-avoid damage and the fact we are moving around most of the time makes it difficult to heal up. Resto Druid is an MVP here: Rejuvenation +Photosynthesis does a great job of keeping everybody up alongside Swiftmend for spot healing whilst remaining 100% mobile.
I believe it will be easiest when Eudora is on your side: Thestun doesn't require you to do anything special to take advantage and itremoves grapeshot as a factor. I believe this will be happening next week.
Ring of Booty: An incredibly easy fight on normal mode. The chum mechanic makes it significantly more prone to catastrophic meltdown. My strategy is my standard one: have everyone follow the tank and run around like a madman. This makes normal-mode RoB the easiest normal mode boss in the game,as the sharks aren't fast enough to do anything, and Shark Tornado (inexplicably not called Sharknado) is incredibly easy to dodge it you are mobile.
On mythic, however, they are incredibly quick and need to get kited through the chum. Note: The chum slows you, but doesn't actually do damage. Sadly, if you just go and stand in the chum, the shark doesn't seem to eat the chum when he lands on top of it. The shark actually has to move INTO the chum in order to hit the trigger for him to eat it. This requires a bit of finesse, positioning yourself so that when a shark gets thrown out, you can immediately step through some chum so he chases you into it. Once he does so,its easy. The problem is that if it goes wrong, it goes wrong really quickly:as you are all stacked up, the shark tends to kill the entire ranged stack at once. Immunities (like Turtle) might help mitigate errors.
I get the feeling this fight might be a little bit like an easier Serpentrix this expansion: difficult to get the hang of initially, but a strategy that I can execute flawlessly later in the expansion once I've had some practice. I'm also giving serious thought to gathering an Azerite set for each character that has a movement speed bonus on each one. With Mythic+0 gear,it should be about a 15% increase to base movement speed, if your stats are high enough, and fights like this one might very well be a LOT easier with it.
Harlan Sweete: Easy. I position the ranged group in a stack well away from the pile of gold, and tank him somewhere in the middle. When the cannon barrage comes out, I move the ranged group as a unit to the side, then forward, then to the other side and so on to cause the flames to fill the back of the area. By stacking the entire group up, the buff he gets at 60% doesn't make a huge difference. If the swiftwind saber happens to be going towards the ranged stack, by positioning as far from Sweete as possible gives the most time to dodge. In addition, when the adds spawn, it gives you as much time as possible to nuke them down.
On high tyrannical keys, the tank damage that he does upon reaching 30% is going to be crazy. Bloodlust and external tank cooldowns will need to be saved for this moment.
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