hey there guys this is zigh with WTBGold and today we are going to be continuing off from
the last video on freehold powerleveling with the route of the dungeon as well as a few
specific things that can cause some problems in your runs so without wasting any time lets
get started
Depending on your gear, FH is done in 3-5 pulls trying to maximize the ammount of trash with
each pull and skipping all bosses other than the last one
On this first island what your gonna wanna do is mount up and run up these stairs pulling
all the mobs on this top platform LOS'ing behind this broken ship thing inorder to bring
the ranged crackshot mobs in and cleave them all down
next your gonna wanna run down these stairs at the back of the boss arena and you start
running your way back to the start of the dungeon pulling everything along the way and
LOSing the range mobs yet again on this tower
If you have higher gear you can attempt to pull both of these pulls together but if you
get too far away from some mobs they will evade teleport you to them and if you just
pulled another pack you can get ping pong teleported between the two diffrent spots
which can cause you to die, so if you're going to attempt this make sure you take a wide
turn on this top platform inorder to give the mobs time to catch up to you to prevent
this.
On this first island, there are 6 diffent mobs 3 of which cast important abilities - these being
the irontide enforcer, irontide crackshot, and irontide bonesaws.
The irontide enforcers have the highest hp on the island and are immune to CC. They also
have a cast that makes them stand still and stop running and knocks anyone back infront
of them and realistically it wouldnt be that impactful but if you get knocked up onto a
wall or onto a ledge you can get evade teleported and die.
The irontide crackshots are the ranged mobs and can be annoying to group up which is why we LOS.
They also throw bombs which put swirlies on the ground that knock back and can trigger
the evade teleport just like the enforcer knock back.
The last important mob on this first island is the irontide bonesaws which has two different
abilities. The first of which puts a debuff on you that decreases healing by twenty percent
which can stack up to four times and this is the main thing that can cause deaths here.
If you cant outheal the dmg when its stacked up chances are your gonna die. They also have
a healing cast which they start to cast if themself or any of their allys get low so
you want to save your aoe interupts or cc such as sigle of silence or shockwave inorder
to stop these casts if you can. But having these casts go off wont hurt you that badly
as most mobs will die before the cast finishes and they wont effect your clear time that
drastically.
After we finish this first island, we can mount up and make our way across the bridge to the
next one and prepair ourselfs for the next pull.
This next pull is basically just a big circle you run around outside of this pole here picking
up all the mobs and making sure to grab this rat patrol here bringing them back to the
middle poll of the room there are no ranged mobs on this pull so we wont be using the
pole to los them but we are here to kite the mobs around in a circle while we cleave all
the mobs down. Tthe reason we want to kite our mobs instead of standing still while burning
them down is because the duelist and the oarsman on this pull put swirlies on the ground; the
blue ones knocking you up in the air and the brown ones stunning you both of these stop
your dps for a few secconds and can cause deaths if you get hit with no defensive abilities
up.
The two trappers will also throw rat traps which will root you making it impossible to
dodge the swirlies and can be fatal.
Lastly the bilge rat padfoots put a healing debuff on you reducing your healing on you
by 25% and multiple of these applications can overlap but there seems to be deminishing
returns on the healing reduction so just keep running around and around and around untill
everything dies and then you can mount back up and head into the next pull
you want to head under these bridges pulling these three packs of mobs here before jumping
down the stairs and pulling these two. And you want to kite around the outside of the
building to pull these last two packs here, and LOS one last time to clump up the casters.
And then you jump down the ramp pull these two packs here LOS around this corner pull
these last two packs here and then LOS again to clump everything up.
Alternatively, just like the first island, if your gear is high enough you can pull these
two pulls together running down the middle of this corridor here and using your ranged
spells to pull everything before LOSing on this edge here.
These last pulls are, by far, the most difficult part of the run as you will be getting yanked,
stunned, slowed, all the time, and is the cause of the most deaths out of anything else in
the dungeon. The ranged mobs here are called bilge rat brinescale and just cast a frostbolt
like spell on you and can slow you with a cone of cold spell.
The giant irontide crusher will throw stun swirlies on the ground which seem to stun before
their cast bar even finishes.
And finally the cutwater harpooner will throw a spear at you and, in full Scorpion fashion,
yank you to them and when you have multiple of these throwing spears at you at any one
time you can be pulled in multiple diffrent directions making it hard to LOS and clump
all the mobs together.
And this is where the run splits into two different paths depending on your gear. If you're
already at 6 minutes or more at this point you want to take off all your gear and die
to one of the nearby trash mobs to be teleported to the start of the dungeon
if your at 5 minutes or under you can cross the bridge inorder to squeeze in alittle more
xp as you approach the 6 minute mark the mobs on this last platform dont do much we have
the knock up swirlys from before and a 75% healing reduction but basically you just want
to come up to this gold pike against the wall so the casters mobs come up on this main platform
and AOE down while focusing your single target abilitys on harlen
after the boss dies a friendly NPC will run up to you and if you talk to them they will
teleport you to the start of the dungeon so you can do a reset.
And that should wrap up any questions on the route or where deaths can happen within the
run and prepare you to start selling runs on your own. If you have any other questions
let me know in the comments down below or on the WTBGold discord which will be linked
in the discription, make sure to leave a like if you like this type of content and subscribe
for upcoming videos, and as always good luck and happy gold making!