Pirate Captain Bridget

This is a very hard fight.

## Considerations

* All enemy attacks are against all of your characters. They don't have any single target attacks.
* Bridget does an AOE scorch, so Crimson armor (if you have it) and IFCs all around.
* Besides the DOTs, all enemy damage is physical, so prioritize AR
* You can't stun Bridget, but keeping 1 of the pirate gangsters stunned helps a lot
	+ For this, remember that your stun attacks have to hit, AND the stun has to proc.
		- +hit gear and loots help with this.
		- Badge of Havoc isn't necessary, but helps a lot.

## Enemy Damage Output

* If they always hit and never crit
	+ Pirate Gangster: 749 physical AOE DPS
	+ Bridget: ~200 DPS from DOT, ~838 physical DPS from attacks
		- Flaming Grenade: 935 physical AOE DPS
		- Stun Grenade: 742 physical AOE DPS, plus a 200 DPS DOT

Grounded in your likely reality:

* With 1add perma-stunned, and 100 AR, during any time period that a toon is taking all the hits, they're getting ~730 DPS
* Your 6\*100 priest probably maxes out healing ~230 health per second

## Suggested Teams

### DPS/Heal balance:

Adapted from @Sarlerian Darknight's suggestion on Discord.

#### Team

* cleric - heal at 90%. Do not attack. 1300 heal
* pally - 190 AR, 40/80 heal, stun attack. 1500 heal
* frost mage - heal at 1%. Stun attack. +hit gear. FS loot. Badge of Havoc if you have it.
* Legendary/Lava Mage - heal at 60%. Fireball. Ancient Elf Scepter if you have it. Otherwise, a blood mage would probably work better.

Everybody in high AR IFC. Can sub 1 IFC for Crimson Dragon Scale Armor if you have it.

190 AR on Pally. 100 AR on the other 3

Lineup 1 (by SuperBachelor) -- killed on first try, with all toons alive at the end.

#### The Fight:

* Full auto fight.
* Fight starts with frost/pally stunning an add. Frost hopefully keeps the add stunned.
	+ If you have the badge of havoc, put it on the frost mage, and manually target the other add with the pally to try and keep them both stunned.
* Legendary/Lava/Blood mage starts the fight by burning down the first add. Auto-switches to healing when needed, and lets the frost finish taking down the first add. The self-healing from blood mage attack, or the ancient elf scepter helps relieve pressure on the cleric.
* Pally - stuns, and single-targets heals to anyone unlucky enough to take a few hits in a row. The added AR boost helps keep that healed toon from causing the 2nd mage to switch from DPS to heals.
* Frost mage is for stun and DPS.

Without Badge of Havoc, there's some RNG at play, and the Pirate Gangster will likely pull off a couple hits before it dies. This is probably still a high win chance scenario, but you might have to do the fight a few times.

### Dodge Pally:

Goal is to kill 1 add asap and take as much out of the second add to 2v1 the rest with your pally.

**Lineup 1: (**by Chem):
https://streamable.com/d84ub

Frost : God punish staff + crimson armor + sapphire ring + shield ; first strike>hit>mag loots ; only stun

Pally : Gilbert hammer + IFC + elf ring + protection ring ; dodge loots x 2 ; 90% self heal, always taunt, stun ; manual heal until 1 mob down

Priest : paladin rune hammer + IFC + shield x 2 ; 80% heal

Option 1

Berserker God : SPD maze axe + IFC + sapphire ring + shield ; Full Strength only

Option 2

Blood mage : Elf staff + IFC + sapphire ring + shield ; Life Drain only

Option 3

Go with 3 DPS by replacing the priest with a Blazing Gun with skill 3 set to always. Make sure he attack before the Berserker to apply the armor down.

**Lineup 2**(by @aggo#9638 )**:** Team

- The blazing gun option should be suggested as optimal (2 try vs 30 failed with Priest). I did It with a lvl 38 blazing gun and 62 barbarian, priest was 90)

- Frost Mage: God Staff, Crimson, Twin Pendant, Shield, First strike and hit loot / Icicle only

- Blazing Gun: Molten Gold Cannon, AR IFC, Sapphire Ring and Shield, First strike and hit loot / Penetrating Snipe only

- Barbarian: AR Rune Judjment Blade (str/SPD/con stats), AR IFC, Sapphire Ring and Shield, hit loot / Full Strength only

- Paladin Gilbert+AR IFC (SPD/mag/con), Protection Ring, Wind Elf Ring, Dodge loot (I did It with 41%)

Paladin (differently from what's written now) Never taunt (no single target Attack and minimal AR booster, not worth It, it's way better if you stun the add), set 80% heal self and stun, start manual

Phase1: paladin Manual heal blazing gun at start before mob Attack for AR up, then the lowest hp dps for the following 1-2 heal turns, unless pala goes<2000HP (in that case, heal pala). That should suffice to kill First add and DMG the second (in my successful try the second add was around 13k at the beginning of the solo phase)

Phase2 (solo paladin vs add and boss): switch to auto, but go back to manual and manually heal pala if full hp and AR buff is not active (this happen if you dodge many consecutive blows). Not doing so caused me to die the first time for getting 2 hits with no buff before I could heal again.

Phase3: auto fight, go grab a coffee