Tacc 1. Morogrim Tidewalker
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Tacc 1. Morogrim Tidewalker
Morogrim Tidewalker
Abilities
3-5k melee damage (8k+ crushing) on tanks, roughly 12k-13k hits on cloth.
Tidal Wave
A 35 yard range attack dealing 3938-5062 frost damage and reducing attack speed by 400%. Frontal arc. The debuff lasts 15 seconds. 2s cast time. Can be resisted (binary spell).
Watery Grave
Teleport 4 players under the waterfalls. ~6000 damage after 6 seconds, and some falling damage. ~50 Yard Range from Morogrim Tidewalker. ~ 30 sec cooldown. People close to the watery grave target will also take damage.
Earthquake
3000-4000 damage. 45-60 sec cooldown. 50 yard range.
Summon Murlocs
After each earthquake, Morogrim Tidewalker summons 2 packs of 6 murlocs. They have low HP (~17000) and hit for ~800 on plate. Around 1400 on cloth.
Summon Watery Globules
At 25% Morogrim Tidewalker stops casting Watery Grave but begins summoning Watery Globules. He summons 4, one from each grave spot, they move slowly towards a fixed player and explodes for 4000-6000 damage on impact.
_____________________________________________________________________________________________
This fight is agro sensitive, thus Blessing of Salvation and Tranquil Air Totem should be used liberally
Setup
The raid should stay well away from the waterfalls, so that nobody takes collateral damage from watery graves. A good spot is on top of the stairs to the next room. It's possible to sneak past the boss and pull him from there.
Watery Grave
Two healers should be designed to take care of the watery grave victims. These need to be within healing range of the waterfalls. If nobody is currently in the watery grave, they can heal the raid. These healers must be extra careful not to draw aggro on the murloc waves
Murloc waves
The main problem in this fight is to control the murlocs after the earthquakes. The murloc waves come from the north and south. A paladin tank is quite useful here, healers must be careful not to draw aggro, and resist their urge to immediately get the earthquake damage under control.The murlocs can be killed by traditional AoE, and/or by warlocks using Seed of Corruption. A paladin tank should use his usual means (Retribution Aura, Consecration and Holy Shield), and can also create a lot of healing aggro by healing the earthquake damage. If needed, some warlock can Lifetap - as warlocks can increase the healing they receive, spamming max rank Holy Light with Righteous Fury generates a lot of healing aggro.
When Murlocs come, the Paladin pulls them. Once they get to him, he drops a Consecration, and waits about 5 seconds before calling for AoE. The AoEs, at the top of the ramp, have been DPSing Morogrim this whole time, simply rotate in their spot, lay their Seeds/FlameStrikes, then rotate back around to DPS Morogrim.
At 30% the Tank will move Morogrim into the next room to get out of range of the Globules. The raid stands behind and continue as before.
_____________________________________________________________________________________________
Healers vs. Murlocs
Understanding murloc behavior is critical for healers, as healers are the "natural" targets for the murlocks. Two groups of murlocs start ~40 yards down each of the north and south passageways, and will charge to the opposite side until they aggro something.
Any team member that does nothing and stands aside will be ignored.
Healers assigned to Watery Grave victims can normally finish their heals before the murlocs appear and thus will be ignored. In order to find out whether the murlocs have taken notice of a healer, that healer can stand to the side and if they follow. If they do, the healer must run to the raid.
It is possible for a Watery Grave healer to put HoTs on the raid in the north, run south, and still be ignored.
All other healers will aggro both the north and south murlocs when:
spamming the tank (all times)
raid-healing (DPS during AOE, and between earthquakes)
Abilities
3-5k melee damage (8k+ crushing) on tanks, roughly 12k-13k hits on cloth.
Tidal Wave
A 35 yard range attack dealing 3938-5062 frost damage and reducing attack speed by 400%. Frontal arc. The debuff lasts 15 seconds. 2s cast time. Can be resisted (binary spell).
Watery Grave
Teleport 4 players under the waterfalls. ~6000 damage after 6 seconds, and some falling damage. ~50 Yard Range from Morogrim Tidewalker. ~ 30 sec cooldown. People close to the watery grave target will also take damage.
Earthquake
3000-4000 damage. 45-60 sec cooldown. 50 yard range.
Summon Murlocs
After each earthquake, Morogrim Tidewalker summons 2 packs of 6 murlocs. They have low HP (~17000) and hit for ~800 on plate. Around 1400 on cloth.
Summon Watery Globules
At 25% Morogrim Tidewalker stops casting Watery Grave but begins summoning Watery Globules. He summons 4, one from each grave spot, they move slowly towards a fixed player and explodes for 4000-6000 damage on impact.
_____________________________________________________________________________________________
This fight is agro sensitive, thus Blessing of Salvation and Tranquil Air Totem should be used liberally
Setup
The raid should stay well away from the waterfalls, so that nobody takes collateral damage from watery graves. A good spot is on top of the stairs to the next room. It's possible to sneak past the boss and pull him from there.
Watery Grave
Two healers should be designed to take care of the watery grave victims. These need to be within healing range of the waterfalls. If nobody is currently in the watery grave, they can heal the raid. These healers must be extra careful not to draw aggro on the murloc waves
Murloc waves
The main problem in this fight is to control the murlocs after the earthquakes. The murloc waves come from the north and south. A paladin tank is quite useful here, healers must be careful not to draw aggro, and resist their urge to immediately get the earthquake damage under control.The murlocs can be killed by traditional AoE, and/or by warlocks using Seed of Corruption. A paladin tank should use his usual means (Retribution Aura, Consecration and Holy Shield), and can also create a lot of healing aggro by healing the earthquake damage. If needed, some warlock can Lifetap - as warlocks can increase the healing they receive, spamming max rank Holy Light with Righteous Fury generates a lot of healing aggro.
When Murlocs come, the Paladin pulls them. Once they get to him, he drops a Consecration, and waits about 5 seconds before calling for AoE. The AoEs, at the top of the ramp, have been DPSing Morogrim this whole time, simply rotate in their spot, lay their Seeds/FlameStrikes, then rotate back around to DPS Morogrim.
At 30% the Tank will move Morogrim into the next room to get out of range of the Globules. The raid stands behind and continue as before.
_____________________________________________________________________________________________
Healers vs. Murlocs
Understanding murloc behavior is critical for healers, as healers are the "natural" targets for the murlocks. Two groups of murlocs start ~40 yards down each of the north and south passageways, and will charge to the opposite side until they aggro something.
Any team member that does nothing and stands aside will be ignored.
Healers assigned to Watery Grave victims can normally finish their heals before the murlocs appear and thus will be ignored. In order to find out whether the murlocs have taken notice of a healer, that healer can stand to the side and if they follow. If they do, the healer must run to the raid.
It is possible for a Watery Grave healer to put HoTs on the raid in the north, run south, and still be ignored.
All other healers will aggro both the north and south murlocs when:
spamming the tank (all times)
raid-healing (DPS during AOE, and between earthquakes)

Charlii- Posts: 13
Join date: 2008-03-03
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