Third boss in Serpentshrine Caverns, a 25 man raid instance in Coilfang Reservoir. He has yet to be downed by any guild.
In the strat we use, we have a single Tree of Life druid (i.e. me) assigned to heal people affected by Watery Grave. I stand just behind where the boss originally starts so I can heal any of the people affected and I am out of earthquake range.
When the graves occur, I quickly check the affected people and throw off a quick regrowth or rejuv on those that weren't at full health depending on how severe the deficit. After the watery grave damage is dealt, I use a combination of regrowth and rejuv on each person affected. The HoTs will heal them back to full shortly after they return to the fight.
Once the globules spawn at 25%, I move up to the platform and begin doing spot heals.
Do you recieve any sort of reputation bonus when killing a boss in SSC?
Morogrim the Tidewalker walks into a bar. The bartender says "Do you know you have a steering wheel in your pants?" Morogrim the Tidewalker says "Yarr! It be drivin' me nuts!"
Shamans: Be careful not to have Earth Shield on the MT, as when the murlocs come that heal could make them aggro the MT and potentially wipe the raid. It is, however, a good idea to use Earth Shield on the paladin that is tanking if you are using this strategy.
if your tank has around 30% Block rating and spams shield block he should never get crushed. I use
as my trinkets and have never been crushed by him.
I'm pretty sure there's a bug here displaying morogrim's wealth as 573g. I'm not 100% sure but i think his wealth is around 100g
The only enemy in this fight is randomness. If you want to guarantee minimal learning time and maximum repeatability in this encounter, pick a strat that will minimize the randomness. Here is one such strat, which requires 1 holy paladin and 1 warlock, and is much easier with 2 more holy paladins and 1 improved blizzard spec mage:
Introduction: Groups and Positioning
Tank Morogrim in the north-east corner of the room, facing the east wall. Use a hunter to misdirect him to the tank. Have the ranged dps + healers stand ~30 yards west of him, pretty much in the entrance to the north hallway.
Have an AoE group consisting of 1 holy paladin tank with Improved Righteous Fury with full plate healing gear, and 2 holy paladin healers (paladin healers are optional but still recommended) for him. Have 3 warlocks and 2 mages in the AoE group, and have one of the mages spec full Improved Blizzard. (once fight is learned you can use less AoE and may not require Imp Blizzard)
The holy paladin stands at the very bottom of the north ramp. The Mages, Warlocks and healers stand ~20-30 yards south of him. (towards the middle of the room) With this positioning, no one in the AoE group will get earthquake or get watery graved the entire fight. This has been tested and proven as of patch 2.2. This strategy thus eliminates the randomness of the AoE group getting graved, and also saves the raid ~32000 damage to heal up every minute.
Additionally, same as other strats, have a Watery Grave healer stand in the middle of the room to heal the graved players. We use a tree of life druid, but any class will work so long as they have quick reflexes.
Phase 1 (100%->30% )
Between murloc packs and at the start of the pull, one warlock (pre-determined with Blessing of Light, Amplify Magic and Fel Armor on) will lifetap himself to minimum health. As soon as Morogrim casts earthquake, the paladin tank should start healing the Warlock with Holy light. (the lock should continue to lifetap while being healed) After 3 holy lights the murlocs will reach the AoE tank, and the tank should now heal himself only. The two AoE healing paladins join in with max-rank heals to keep him up. It is helpful for aggro if the AoE tank casts consecrate just before or when the murlocs reach him.
The Imp Blizzard mage waits until all the murlocs are hitting the paladin, then casts Blizzard on the murlocs. At this point the warlocks spam-cast SoC, and the other mage can either Flamestrike+Blizzard, or spam Arcane Explosion. The murlocs will die quickly becasue even if the murlocs aggro the AoE, they will not hit them immediately, thanks to the 75% slow of blizzard. The AoE can safely backpedal to kite the murlocs as they die (although this will happen only rarely) The Imp. Blizzard protection allows the AoE to go full out on damage once dps begins, minimizing the healing needed and conserving mana. After murlocs are dead, the lifetapping warlock should again lifetap to low hp to be healed up for the next round.
The main group dpses the boss/heals the main tank. The tank should remember that Tidewalker has a high parry rating (~15% estimated on Elitist Jerks forums) and therefore if the tank's hitpoints get low, he should stop attacking the boss. Parries by bosses cause up to 50% haste on the next melee attack, and can cause your tank to be spike-damaged to death. By stopping attacks, you minimize burst damage on you until the healers get you to full health again.
The main tank and raid healers should be watching who gets watery graved. If it is 2+ healers, then all raid healers should switch to main tank healing and Tidewalker dps should bandage to heal through the Earthquake damage.
Phase 2 (29%->0%)
Although Tidewalker stops watery graving at 25% and casts the watery globules, the AoE group should move before hand so they don't risk getting hit at all. After the last Murloc pack before 28-30%, the AoE group should move to the north-west corner, hugging the west side of the room. The tank should stand in the corner, and the rest of the AoE group should stand 20-30 yards south, against the west wall.
At this point, before each earthquake, have a hunter drop a frost trap against the west wall of the north hallway. This will slow that murloc pack so it reaches the AoE tank at approximately the same time as the south group. Continue as before, while keeping an eye out for watery globules.
If the healers can keep the tank up through Morogrim's potential spike damage, this fight can be a 1 or 2 shot kill for almost any guild with this strategy. It will take ~9-11 minutes to kill him with this method, if dps is reasonable. Stacked group melee dps on the boss are favored with this strategy.
So Morogrim Tidewalker walks up to Vashj, and she says, "Morogrim! You have a steering wheel on your crotch!" And Morogrim responds "Arrr, it's drivin' me nuts!"
The best part by far though is when he farts and pops the bubble. Priceless.
Ohw man he is Gross,He farts bubbles
Fairly easy after some attempts of knowing what to do.
Make sure you keep the mages up aswell as the maintank. It's a bit tricky if you have few healers, as the tank will die if he doesn't get alot of heals, and so will the mages.
Morogrim Tidewalker is a boss in Serpent Shrine Cavern (25 man). He is accessible after passing Hydross the Unstable and The Lurker Below (not necessarily after downing them). There are potentially only two very dangerous things about this encounter: His very strong melee and the murloc packs he summons (12 each pack).
According to our tank, not only does Morogrim hit very hard, he seems to have a "thrash" ability that enables him to hit a couple of hits almost instantaneously. Adding his frontal frost attack, you need a lot of heals going on your maintank at all times. In fact, I recommend you to use a feral druid to tank him if you're having too much trouble keeping your warrior tank up. He should be tanked atop the ramp behind where he's facing.
He has two special moves, the first one of which he randomly teleports 4 people under the small waterfalls that you see around him. After a few seconds, the 4 will be dealt around 5k worth of damage and be launched in the air, taking a bit of fall damage. It is recommended to have a healer standing at the bottom of the ramp to spot heal these people as they run back up to dps. At 25%, he will stop teleporting people and instead summon watery globules from the waterfalls that go towards a specific target and explode for much damage, the targets just have to run away from them.
His second ability is the important one. From time to time he'll knock everyone down (not interrupting casting, however) and deal 3-4k damage to everyone (due to this, it is recommended that the people that get teleported to the watery graves to heal up first before running up to this ability). Then, 2 packs of 6 murlocs will come in (one from front, one from back). They hit cloth for only about 1k, but since there are so many of them, controlling them is the key to winning this fight. What we do is to have everyone stacked on top of one another, and have the paladin healers have righteous fury up to draw initial aggro on the murlocs. Then, when they reach the group, the prot pally we have drops his consecrate and starts gaining aggro (perhaps a tank-geared holy pally if you don't have a prot one). The mages and warlocks then spam their aoe (constant, small ones such as hellfire are recommended).
If you can manage to let your tank live through Morogrim's attacks and have your team survive the murloc packs, you have this fight in your pocket :).
Got the strategy just about right, for a paladin help gain aggro, we have a certain Warlock eat himself. A Paladin's heals needs to be effective heals, because overhealing does not draw aggro. Also, that paladin is half in healing gear, half in tanking gear, and has a few points spent in Protection to help ensure his survivability. We do have a second "backup" Paladin, because it is very possible that your Paladin tank is caught in a Watery Grave.
And yes, it has happened where both Tankadin get caught in watery graves. At that point..... good luck!
The potential for watery graves is 50 yards, just keep your pally out of that range and he should be fine to hold aggro on the murlocs.
My guild just can't seem to down him. we have been on him for a couple weeks now and usually we have bosses down by now. on the lurker below we got him down in a week because we always knew the problem and figured out ways to fix it but on this fight we just dont know what the problems are and can't fix them no matter what we try.
We just killed him tonight, took two evenings to get the tactic right, we used a specced prot paladin and feral druid to tank the adds. The paladin heals a lifetapping lock to get aggro from the north packs, the druid demos and gains aggro of the south pack, drags them over to the pala consercrating, after about 8 seconds of aggro gain mass AoE beings. We rinse and repeat this to 25% then we just run into the tunnel to outrange the explosive orbs.
- Bear in mind, this fight is a test of endurance, we took just under 16 minutes to do it and had to face 15 Packs of Murlocs, also all dps should have at least 5 bandages per attempt to heal grave/earthquake dmg to conserve mana.
Nice, i just respecced feral and i gather up murlocs with a prot pally, about the same as your stratagy, and we killed him first try
You can actually do this with just one paladin, of any spec (though prot makes it a lot easier). The paladin and the lifetapping warlock can stand out of the range of watery graves and earthquakes (see the diagram in my link).
Now a prot pally can tank the adds by himself just fine -- if you have a holy pally try to do it, though, he'll probably lose aggro when AOE starts. But because the murlocs die so fast, if you have a few mages and their timing is good, they can keep the murlocs perma-rooted in the AOE with a frost nova rotation. I'd recommend a nova rotation going regardless of the pally's spec.
There are directions for both of these tricks at
We got this boss down to 1% last tuesday - he had 1004 health left when he reseted. Kinda irritating :7
When we downed him one of our Murloc tanks ( paladin ) was sent too Watery grave, as long as your tank can get a Consecrate down the Murlocs will follow him/her, the funny thing is that when we downed him a load of murlocs came and wiped the raid ^^ we only just managed too get back because of respawns :D
Good luck all who try him
lol a giant dwarf
I am so ninja'ing this.
While there are multiple ways to deal with the murlocs he spawns, the easiest is to take advantage of a paladin's ability to control their healing aggro. You can have a paladin tank the murlocs out of the range of Tidewalker's abilities.
For full details on the positioning and strategy involved:
DnT downed him, crazy sword dropped :|
Morogrim himself is simple to deal with. You just tank him facing away from the raid, and then you can virtually go AFK. The problem comes when he summons 12 murlocs in well under a minute, repeatedly and constantly throughout the fight. You need to freeze them in position and AoE them down really fast before the next batch arrives.
Detailed information about how to deal with this, and his other 3 abilities, in
Morogrim Tidewalker Strategy Guide
when you look at Hydross. Down after 4 Trys ^^
he dropps very good items, which buffed with the new patch properly nice. :D
Edited, May 18th 2007 7:51pm by BaelgunFreak
This is for Classic TBC (current) 10/7/2021
This is a Tanking POV centered primarily around Druid Tanking, but really would work with any kind of tank.
This boss is a test of healing; you need to have many, 3 or 4 healers on your tank. It is important to have a druid and a priest in combo. A druid should use hots (healing over time) to balancing out the others heals, and the priest needs to be spec’d into “
To make use of Inspiration Bear armor cap is 35880, so 20% of 30,000 would be 6,000 so you would be maximizing this buff. For warriors and Paladins, this is not so much of a concern. Put on as much armor as you would like, but block rating is more important to survive the thrash.
Balancing the group, you should make use of all possible damage reduction
Druid (Tree +25% healing), Paladin (Devotion Aura +861 Armor), Shaman (Grace of Air +77 Agility), Warlock (Imp +70 Stamina), Warrior (Commanding Presence +1080 Maximum health)
Because tank will be going over the top on mitigation, hit will be impacted, the raid will need to wait for threat to be established, since this fight is a race against time, a life saving trinket, and a 2000 armor (Ironshield) potion should be used on pull. It lasts 2 minutes; you may need to use another. If you are a bear, don’t risk it, even if it is a .001% chance you will wipe macro. Pop your Nightmare seed + Ironshield Pull and hit your mitigation trinket (Badge of tenacity or Pocket Watch) Use agility scrolls and if you need them armor scrolls.
Ask your raid to let you establish Agro off the rip, after that with the murlocs constantly coming in, threat will be less of an issue, continue to maintain your cooldowns like your trinkets, and other lifesaving abilities.
Additional comments for off-tanks -
(Add Tank) Have a (Pulling threat on adds) prot pally heal a warlock who is lifetaping (specifically designated lock) This is important, because the rest of the raid has to learn how NOT to take damage. I went through the logs of more than 28 different raids, and there is 1 thing in common with success, only the tanks take damage outside of watery graves, and quakes. (bring mana pots pallys and shadow priests)
According to a Bluepost Blizzard added new Items for this Boss. Anyone know what those are?
这个 NPC 能在这些地区找到：
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