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4.TWENTY-FIVE PLAYER RAID ZONES-4.3Tier Two,Serpentshrine Cavern-6

Morogrim Tidewalker
To get to Morogrim Tidewalker’s room, go down the corridor between the third and fourth circular platforms that surround the Strange Pool. Follow this platform to the right to enter the corridor that leads to Morogrim Tidewalker’s room.
Abilities
Morogrim Tidewalker has approximately 6,000,000 hit points. He is a sea giant boss that does an average of 5,000 damage points to a tank per hit and crushing blows that are over 8,000 damage points if a tank is unable to block the blow.
Earthquake: This spell does between 3,000 and 4,000 damage points to everyone within the raid. It is on a 60 second cool down and summons murlocs.
Summon Murlocs: Two packs of 6 murlocs each spawn after each earthquake. One pack comes from each entrance. Each murloc has about 17,000 hit points and hit for 1,4000 damage points on cloth wearers.
Summon Watery Globules: Once Morogrim Tidewalker’s health is down to 25 percent, Morogrim stops casting Watery Graves but casts these globules instead. Four spawn from each grave spot and move slowly towards a target. Each one explodes for 6,000 damage points when reaching the target.
Tidal Wave: A frontal arc spell that deals 4,000 to 5,000 frost damage points to any players within a 35 yard range in front of Morogrim Tidewalker. It also applies a debuff on the player that reduces attack speed by 400 percent and lasts for 15 seconds. This spell can be resisted and has a 30 second cool down.
Watery Grave: Morogrim teleports a maximum of 4 players into waterfalls spread around the room. Each person takes 6,000 damage after 6 seconds and falling damage. People that are within range of the watery grave targets also take damage.

The Pull and Position
Clear all the random murloc trash running around the room. If coming from the corridor from the main large area of Serpentshrine Cavern, where The Lurker Below and Hydross the Unstable are, most raids literally commit suicide and run to the entrance of Morogrim’s room. Once there, they kill any adds down the hallway before pulling Morogrim Tidewalker.
When getting ready for the pull, the raid hides behind the columns while the tank engages Morogrim. A hunter can also Misdirect Morogrim to the tank. The tank pulls Morogrim back towards the entrance and stops at the threshold. Meanwhile the raid comes around the corner and spreads out behind Morogrim, avoiding the possibility of being in the frontal cone’s target area.
Battle
For this fight, a paladin or feral druid tank may be more effective while learning the fight due to the number of a warrior’s shield block charges. Earthquakes eat one of the charges, which may leave a warrior at risk of a possible crushing blow. Paladins simply have more charges for their block abilities and feral druids are designed to literally eat such charges. If healers are on the top of their game, however, it should not be a problem. Generally, the main tank needs to have four healers healing at all times while other healers focus on raid healing and the murloc tanks.
Earthquakes and Murlocs
Damage on Morogrim should be steady. Melee players stand behind Morogrim at his feet. Ranged damage dealers and healers stand behind them in a tight group. Damage Morogrim as a normal boss until the first earthquake comes. Once the murlocs spawn, the begin running to the raid. Set up a Frost Nova rotation to lock all of the murlocs in a set area, such as the middle of the ramp near where Morogrim is being tanked. All AoE caters then burn down the murlocs. Mages can also cast both Flamestrike and Blast Wave. Warlocks should cast Seed of Corruption on each murloc as well as Shadow Fury if available. Hunters should use Multi-shot and Volley. Paladins can use Consecration spells and Warriors should Cleave, use Piercing Howl, and Demoralizing Shout.

It is easiest for paladins to gain aggro on the murlocs. When an Earthquake occurs, healers stop healing. The paladins do most of healing to gain aggro. Other healers should heal lightly if they need to heal at all during this time. Once the murlocs aggro on the paladins, regular healing begins again. Protection Paladins should use Blessing of Sanctuary, Improved Righteous Fury, and Retribution Aura. They heal everything they can and then start using Consecration as soon as the murlocs are within range. Keep in mind the paladins are going to need healing during this time.
Feral Druids and warriors are also able to grab aggro and multi-tank the mobs but it is easiest for protection paladins. Because of the possibility that a paladin can be graved when the murlocs are about to spawn, assign two paladins to this job or other back tanks such as warriors or feral druids..
Watery Graves
Every 30 seconds, Morogrim encases at the maximum four targets in water graves. These graves are spread around the water openings in middle of the room. Three are close to the side where Morogrim is being tanked while the fourth is at the water opening nearest the other entrance.
There is usually a primary healer on the watery grave targets, as well as a secondary healer. These two healers must stand away from the raid to reach all of the targets. Do not stand in the water but at the very edge of the largest water opening in the middle of the room. There is a sharp point that points inward to the center of the water opening. From this point, the two healers can heal the Watery Grave individuals. If these two healers get murloc aggro due to an unlucky Watery Grave teleport right after an Earthquake, they should run to the Frost Nova area and to the Paladins and be ready to move quickly once the mobs are locked in place. Shamans are great at healing Watery Grave targets as are Druids using HoTs but need to be particularly careful to not go wild on raid healing to avoid aggroing the murlocs. HoTs need to put onto the Watery Grave targets before they start taking damage. Use a combination of Rejuvenation followed with Lifeblooms and/or Regrowths. Essential players and those with already low health take priority. Generally a druid’s HoTs should not pull aggro from a paladin that is actively healing but it has happened.

The actual Watery Grave targets should avoid going back to the platform until they have more than 5,000 hit points so that the Earthquake ability does not kill them. Also

keep in mind that healers are able to cast instant heals on themselves as they are being teleported into the air and can use Health Stones once they land. Watery Graves do not target the main tank. Paladins can use their Divine Shield to break out of it and mages can use Ice Block. Players essential to the fight that are graved should inform the rest of the raid. Examples of such players are mages or paladins during earthquakes and the healers.
Watery Globules
Once Morogrim’s health drops to 25 percent, Watery Globules are cast instead of Watery Graves. Just move away from them as they move through the raid.

 


   
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