To try and stimulate some discussion of trinity comp strategies, here are my notes from my initial Mythic +0 run of The Motherlode. I use a blood dk/resto druid/BM Hunterx3 composition.
Nothing too outrageous here. The trash is very punishing if handled incorrectly, and chain pulling for speed will be very difficult here.However, its all very happily managed with properly knowledge of the mobs and their abilities. Stuns can be helpful to de-synch identical trash mobs to make them easier to interrupt. An example would be situations where there are multiple of the goblin Earth-binders in the same pack: by stunning one of them,they will not both try to cast earth lance at the same time, making it easier to manage interrupting it. In keeping with the dungeon as a whole, you do not want this ability going off: it hits like a truck.
Coin-Operated Crowd Pummeler: The hardest boss in the dungeon, but not an outrageously hard boss in the wider scheme of things. The only real mechanical problem with the fight is managing the footbombs. This might get frustrating: it seems completely RNG where they land and if they are incredibly spread out, its going to be difficult to kick them. I am generally charging around on the tank to manage them: if I get a good pattern I get all three, a bad pattern I only get one, most patterns I get two, which is fine. I can imagine that I will lose keys this expansion to bad placement. DH tanks will be fantastic on this fight due to Infernal Strike: happily jump around to each bomb and kick them no matter where they land.
Otherwise, I position the team in a clump somewhere against a wall, to mitigate any chaos caused by the unavoidable knockback, and have the tank being mobile around the arena, pointing the boss away from the clump and dragging him away from coin piles. If the fight is executed perfectly, it is incredibly quick with very little damage going out. I think Blizzard have tuned him to expect some fails on the footbombs and coins.
Azerokk: Once the adds are dead, the fight is a cake walk. On tyrannical weeks, I'm probably going to see this as Moroes Mk 2; CC three of the adds at the start, wipe them out one by one. A frustration is that, unlike Moroes, its pretty difficult to CC the adds without triggering the fight. I'm wondering if using the Camouflage talent on the BM hunters will make this much easier - I'll try it out next week.
Once the adds are dead, this fight is pretty much a Patchwerk fight.
Rixxa Fluxflame: Yet another fight where BM hunters and mobile healers shine. I have everybody follow the tank and just happily runaround like a headless chicken, placing and dodging the patches and getting the boss to blow them away correctly. Other than the chemical burn, the damage is quite manageable. With the quantity of nasty magical debuffs in BfA, I'm wondering if a team of dwarves might be effective in BfA. The knockback from propellant blast if nowhere near as nasty as, say, the Down Draft from Dresaron in Legion, so is not a huge cause for concern for me.
Mogul Razdunk: My first impression was "how on earth am I going to manage the homing missiles?!?". Then I pulled the boss and realized that the missile doesn't actually do all that much damage. Its worth mentioning at this stage that I did Motherlode second in my Mythic dungeon runs and was massively undergeared for it, with most of the party still unable to queue for heroics, so it wasn't a case of outgearing the content. Assuming that you dodge the other mechanics, I quite happily just tanked the homing missile shot each time and had the entire party follow the tank in a stack. This is a lot of moving around in this fight, both for gatling gun and for the red swirlies. If you have an immobile comp, this is going to be hell. On high keys,this might not be viable and this boss will become horrible, but I'm confident that some combination of Azerite armour and a cooldown rotation will help manage that.
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