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Icecrown Citadel - Lord Marrowgar

 
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phortwenty
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PostPosted: Wed Jan 27, 2010 6:02 pm    Post subject: Icecrown Citadel - Lord Marrowgar Reply with quote





Lord Marrowgar will need to be tanked in the middle of the room about where he stands, and the raid should spread out evenly behind and to the sides of him to all be in range of eachother for healing and bone spikes when they happen. Melee DPS should take advantage of his huge hit box and spread themselves out in a half circle directly behind the boss. It is possible for Melee DPS and healers to stand far within his hitbox to avoid getting hit by the flames altogether, however this runs the risk of them getting Saber Lashed instead of the tanks and so it is not advisable, as dodging the flames is very simple and doesn't leave possible insta gibs to chance. If your raid is having much trouble dodging the flames however, it is something you can try. Range should avoid standing infront of Marrowgar even at a distance, as this also seems to put you at risk of getting hit by Saber Lash.

There are three distinct abilities to keep in mind during this phase.

First off, Lord Marrowgar does an attack called Saber Lash, this does 200% of his normal melee attack damage and spreads it between the tank, and the closest ally to him and prevents them from being impaled by Bone Spike Graveyard. This is the reason for having two tanks, as you don't want a single tank taking the full attack, nor a random dps getting hit by this at all. For this reason, both tanks should stand within five yards of eachother infront of the boss, and should do their best to stay that way throughout the entire fight's duration.

The second ability to be aware of is called Cold Flame, Marrowgar will occasionally spit out lines of fire that target a particular player, and move in a straight line toward them until gone. While in the fire a player will take 6000 frost damage every second for three seconds. This is very simple to avoid as all you need to do is side step out of the way and let it go by you. Melee should pay particular attention to this as they can find a fire right on top of them at any given time. Despite being flames, they do frost damage so it is a good idea to run frost protection aura or a totem.

Finally, Lord Marrowgar performs an attack called Bone Spike graveyard. What this does is impales a random raid member and traps them into one of these graveyards. These graveyards deal 10% health per sec in damage, as well as immobilize whoever gets hit, so they need to be broken out of it immediately before a flame overwhelms them or they die from the tick in general. Range DPS should be divided between the left, right, and center behind the boss, and their priority is to break people out of the graveyards before resuming DPS on the boss. Melee should assist with any that appear near them, or if your range is having trouble breaking people out on their own, Melee should assist with all of them.

Eventually you will get an emote that says "Lord Marrowgar creates a whirling storm of bone" this signals Marrowgar is about to go into a whirlwind which is phase 2. DPS should continue as normal. When Marrowgar goes into his whirlwind he will begin targetting random people and moving very fast back and forth between them. The whirlwind itself does an insignificant amount of damage and can easily be healed through, however while he is doing this he will shoot out cold flames at four different angles at an accelerated rate, so it is important that everyone is paying attention and moving to avoid these fires. The whirlwind last for 30 seconds and the tanks need to be right there when he wears off to pick him up, because his aggro will reset once its finished. DPS should allow the tank a couple of seconds to restablish aggro and position before resuming DPS.

Once the whirlwind is done, he goes back to normal and phase 1 begins again. From this point on its just rinse and repeat until he is dead.
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