|
 |
 |
| Permalink to this page |
Morogrim Tidewalker Strategy Guide |
| by Fergie |
| This is the main guide for this boss. We will attempt to keep it up to date, so feedback is appreciated. This is copyright material. Please respect the work of the author and ourselves and do not copy it. |
 |
Raid SetupThe general raid setup is:
4 Tanks (there are 2 Tank setups: 4 Warriors for Method 1; 1 Warrior MT + 2 Feral Druids + 1 well geared Protection Paladin for Method 2)
9 Healers
12 DPS (at least 3 mages and 3 warlocks. An extra mage and warlock will make the fight even easier. A fury warrior is also nice for method 2)
You can swap 1-2 Healers for DPS and vice-versa depending on how the encounter works out of you. It's quite flexible.
 Gear RequirementsIf you've already managed to get through Hydross the Unstable and got this far, you've already passed the gear check to the instance.
No resistance gear is necessary.
Having at least 9k health on every raid member when fully buffed is not required, but can save your life and make the fight easier as it enables raid members to survive the Earthquake if they aren't healed or do not bandage after a Watery Grave.
Buffs and Consumables Use the standard raids buffs. Blessing of Salvation and Tranquility Totem are good for keeping non-paladin groups low on aggro.
Every member in the raid should have absolutely all potions that help them do their job.
Flask of Mighty Restoration is very helpful for the healers.
Flask of Fortification for the MT and for the Method 2 tanks is a must, and Flask of Supreme Power is mandatory for the Mages and Warlocks.
In general you should have everybody fully potted and flasked.
Boss Abilities
Health: 5,500,000
Hits for about 4k-6k on a well geared tank.
"Tidal Wave"A frontal, 35 yard range attack dealing 3938-5062 frost damage and reducing attack speed by 400%. The only person it should ever hit is the main tank.
"Watery Grave"

"Morogrim Tidewalker sends his enemies to their watery graves!"
Every 30 seconds Morogrim teleports 4 random targets to the highlighted locations and encases each of them in a bubble for 6 seconds. After 6 seconds the bubble bursts, dealing 3200 frost damage to the target and people near him and throwing him up in the air, after which he takes about 1000 falling damage.
Watery Grave does not target the Main Tank. Paladins can use Divine Shield to get out of it, and mages should be able to Ice Block out of it too.
"Earthquake" "The violent earthquake has alerted nearby murlocs!"
A 35 yard AoE ability that hits for about 4k, knocking down affected people every 40 seconds. In addition it spawns 2 packs of 6 Elite murlocs with approximately 17,000 health, each of which hits for about 200-400 damage on plate. One pack comes from each entrance. They need a few seconds before they come within visible range. These murlocs will need to be AoE-ed as explained further on.
"Watery Globules" "Morogrim Tidewalker summons Watery Globules!"
At 25% he will stop using Watery Grave and instead summon Watery Globules from the Watery Grave points. They are slow-moving bombs which explode for about 4-5k damage when they reach a person.
Method 1
Positioning

Ranged DPS and healers are positioned behind Morogrim.
Melee DPS are at his feet.
There are two or three Paladins at the left of the raid. They will be taking aggro on the murlocs when they spawn for Method 1.
One random healer is positioned to the right side as shown. If he is a Paladin he should be treated as a normal healer and will not be taking part in the Murloc tanking.
The Pull The pull is pretty simple. Have the MT stay in his tanking position as shown on the picture and have a hunter Misdirect Morogrim on to him.
Healing Assignments You should have about 2-3 paladins, a Tree of Life druid and a shaman or priest focusing on the Main Tank. Assign more if you're having trouble. The rest of the healers should be around the back of the raid, healing people as they come back from the Watery Grave and healing when the murlocs are getting AoE-ed.
The Fight
Phase 1
After Morogrim is positioned on the main tank, the MT should need about 5-6 seconds to get a good hold of aggro, after which DPS on the boss starts.
The first Watery Grave should come about 30 seconds into the fight. The Earthquake should hit 10 seconds after Watery Grave.
After you are released from the Watery Grave DO NOT go up on the platform back to Morogrim unless you have more than 5k health or else the Earthquake will kill you. Wait until you get healed or bandage yourself up and move back to the raid.
When the Earthquake hits, everyone except the paladins stop healing and the paladins chain-cast heals on the MT and (only if they think they can) the rest of the raid as well, in order to accumulate aggro on the murlocs. Remember, healing causes threat only when your heals actually fill up health and not when you're healing targets already on full health.
As soon as you see the murlocs incoming, about 10 seconds after the emote, and if they're targeting the paladins, the rest of the healers can carefully resume their healing, trying not to heal too much and thereby aggro the murlocs.
If you do see murlocs comming at you, move to the paladin's spot.
When the murlocs are going past the MT's position, the warriors run in and use Piercing Howl and Demoralizing Shout. Warlocks and mages run in and Shadowfury / Frost Nova the 2 packs of murlocs just before they converge on the aggroing paladin.
the warlocks should then start to chain-cast Seed Of Corruption on every murloc they can, along with Shadowfury; and mages should use Flamestrike / Blast Wave. Hunters can use Multi-shot and Volley to help out; warriors should Cleave and paladins use Consecration. Use any kind of AoE to take them down as fast as possible.
Use Shadowfury / Frost Nova again if the murlocs break out of it to control them and make sure they don't kill the clothies.
Most of the murlocs should be dead about 15 seconds after they are hit by the Frost Nova/Shadowfury.
Kill off any remaining murlocs and resume DPS on the boss.
The Watery Grave will hit again after some time and the process repeats itself until 25%
Phase 2
At 25% Morogrim will stop doing Watery Grave and will begin casting "Watery Globules" instead. Just move away from them if they come towards you and kill the murlocs as usual.
Keep dealing with the murlocs the same way and DPS the boss until he's dead.
Method 2

Use Method 2 only if your protection paladin has over 13-14k health fully buffed and flasked with Fortification and a decent amount of Block/Parry/Dodge mitigation.
Positioning is similiar to Method 1 except that everyone in the raid is tightly packed behind the boss, especially the protection paladin and feral druids.
Method 2 differentiates from Method 1 mainly in the way the murlocs are killed.
Since you have one less holy paladin now, assign an extra shaman or priest to the MT.
Healing Assignments
Same as Method 1.
You should have about 2-3 paladins, a tree of life druid and a shaman/priest focusing on the main tank. Assign more if you're having trouble.
The rest of the healers should be around the back of the raid, healing people as they come back from the Watery Grave and healing when the murlocs are getting AoE-ed.
Phase 1
When the Earthquake hits, all healers besides the paladins stop healing for a few seconds in order to not aggro the murlocs.
The protection paladin should have Improved Righteous Fury, Blessing of Sanctuary and Retribution Aura on him and should be concentrating on healing anything he can, especially the main tank, while the other healers are pausing, in order to grab aggro on the murlocs.
As soon as the murlocs get near, the protection paladin opens up with Consecration and keeps it up constantly.
The 2 feral druids should start Swiping and Demoralizing Roar-ing the murlocs.
The point is for the paladin and druids to grab and hold aggro on all the murlocs.
After the murlocs are on the protection paladin, healers resume their normal healing assignments, except that now the non-MT healers focus more on the protection paladin and feral druids since they'll be taking a lot of damage.
After about 10 seconds the paladin and druids should have considerable aggro on the murlocs.
Then the DPS stops attacking the boss and AoEs the murlocs just behind the boss so he can also take extra damage from the AoE.
As soon as the murlocs are dead, resume DPS on the boss.
Phase 2

When Morogrim goes down to 25% , the MT moves to either the left or right as shown, and the raid repositions behind Morogrim. This way the Water Globules should be despawning by the time they reach you and you can keep killing the murlocs without much movement.
Keep dealing with the murlocs and DPS-ing the boss until he's dead.
Miscellaneous Notes
The one problem that can come with Method 2 is if the protection paladin gets the Watery Grave after the murlocs come. If this happens the feral druids distance themselves a bit from Morogrim and use Demoralizing Roar, or, if that doesn't work, Challenging Roar, to pick up and swipe the murlocs until the Paladin gets back. If the paladin's Divine Shield is on cooldown and he's stuck in the Watery Grave, the druids and fury warrior (with a shield + Cleave) must hold aggro on all the murlocs so they can be AoE-ed.
Class-by-Class Overview
Main Tank The MT tanks Morogrim facing the entrance as shown on the positioning diagrams. The MT doesn't need to use any special abilities other than simply accumulating aggro. The only other thing he needs to do, if he's using Method 2, is rotate Morogrim to one side.
Avoidance is great in this fight, but even with high avoidance you will take a few crushing blows from Morogrim. His attack speed is higher than the cooldown on Shield Block, so you are going to take some spike damage (for example hit, hit, crushing blow, Tidal Wave in quick succession).
DPS Warriors Keep DPS-ing Morogrim until the Earthquake hits. If using Method 1, as soon as you see the murlocs incomming, DPS warriors disengage Morogrim and use Piercing Howl and Demoralizing Shout on both packs, before they reach the aggroing Paladin. After the murlocs are Frost Nova-ed or Shadowfuried, start Cleaving the murlocs. If you're Arms you can use Sweeping Strikes.
For Method 2, Cleave/Sweeping Strike the murlocs in order to help AoE and maybe grab aggro on a murloc or two to spread out the damage from them.
Rogues Rogues should focus on DPS-ing the boss and not pulling aggro. However if the raid is having trouble dealing with the murlocs fast enough, you might need to help out on them. Otherwise just focus on DPS and not aggro-ing the boss.
Hunters Hunters DPS the boss. When murlocs come and are controlled (Frozen/Shadowfuried for Method 1, paladin has established aggro for Method 2), start Multi-Shotting and Volleying the murlocs and generally helping on taking them down. You might use Misdirect with Multi-Shots for Method 2 after the murlocs are on the paladin to help him out with holding aggro, but it shouldn't be required. Pets should be ok to use as long as you make sure they don't aggro Morogrim.
 Mages Mages DPS the boss. If using Method 1, when the Earthquake hits, Mages keep DPS-ing the boss until they see the murlocs incoming. The Mages must then Frost Nova both packs of murlocs before they converge on the paladin or else they'd pretty much kill him in one or two hits. As soon as the murlocs are affected by Frost Nova, spam Flamestrike on them to take them down as fast as possible.
If using Method 2, just wait until the Paladin thinks he has enough aggro on the murlocs, usually about 10 seconds after they've engaged him, and AoE the murlocs. After that resume DPS on the boss.
Warlocks Warlocks DPS the boss. If using Method 1, when the Earthquake hits, warlocks keep DPS-ing the boss until you see the murlocs incomming. Then cast Seed of Corruption on as many murlocs as you can. If any warlocks have Shadowfury they should use it with the mages' Frost Nova or save it for if the murlocs break from the Frost Nova, though the timing doesn't make much of a difference since they should die relatively fast. For Method 2 ,just wait until the Paladin thinks he has enough aggro on the murlocs, usually about 10 seconds after they've engaged him, and AoE the murlocs. After that resume DPS on the boss.
Priests You should use Prayer of Healing to quickly heal up group members after an Earthquake and stop healing the MT if you're assigned to him, in order not to pull aggro on the murlocs. Use Fade to lower your aggro on the murlocs when they spawn. However, if you do get aggro from them, run to the paladin's spot. If Prayer of Healing causes too much aggro for you, minimize its use.
Shamans Focus healing on your assigned targets. When the Earthquake hits, use Chain Heal to quickly heal the raid afterwards and stop healing the main tank if you're assigned to him. However if you can't pull off the heal 1-2 seconds after the Earthquake hits do not risk it and stop all healing until the murlocs are frozen or tanked, as you have no active threat reduction. If you do get aggro from murlocs, run to the paladin's spot. For Method 1 you can use Earthbind Totems at the lower platform stair and the entrance, where the two packs will come from. For Method 2, Stoneskin or Grace of Air Totem in the protection paladin's group will help him in mitigating the damage.
Paladins Focus healing on your assigned targets. For Method 1, make sure the left side paladins have Righteous Fury. When the Earthquake hits, start chain healing the main tank in order to grab healing aggro on the murlocs. You'll be the only people healing him so using +heal trinkets and Divine Favor is recommended to keep the MT alive. When the murlocs are Frozen or Shadowfuried, move out from between them and let the raid deal with them.
For Method 2 the only paladin with Rigtheous Fury should be the protection paladin. If you're that person, heal as much health as possible (on people with non-full health) in order to grab healing aggro on the murlocs. Use Retribution Aura, Consecration, Avenging Wrath, Holy Shield, a spike on your shield and basically anything to establish and hold aggro on the murlocs. The healing paladins should be able to continue healing the whole time due to the little aggro they cause.
Druids Focus healing on your assigned targets and make sure you have people HoT-ed before the Watery Grave hits. Your HoTs shouldn't really pull more aggro than the paladins after the Earthquake so use them at your own discresion.If you do get aggro, run to the paladin's spot.
For feral druids in Method 2, you have to use Demoralizing Shout on the murlocs when they run in and start Swiping them to accumulate aggro in case anything happens to the paladin, and also to grab aggro on a few murlocs to spread out the damage. If the murlocs break out of the AoE, get some distance from Morogrim to avoid affecting him and use Challanging Roar to pick them up.
Anything missing from this guide? Anything unclear or wrong? Got any questions or comments about it? Discuss it with us:
Morogrim Tidewalker Discussion
|
 |
|
|
|
|
<- Back to Fathom-Lord Karathress
|