Icecrown Citadel: Lord Marrowgar
After you have passed some annoying, but yet refreshing trash (not like the fast-loot pinata aka ToC), you will face to face with this giant skeleton called Lord Marrowgar.
This fight can be tricky on the start due to some spike damage on 1-3 targets, requires some movement around and a phase with moderate raid damage. But once you get the hang of the incomming damage and positioning then its a cake.
Phase 1 is mostly an almost-zero movement needed (after the correct positioning), followed by a transition phase 2 when he whirlwinds all over the place and people run away like headless chicken. For pulling 2(3) Tanks move in together to spread evenly the Saber Lash damage. Pre HoTs and Beacon up while running behind them also!
The Abilities
Saber Lash: A nice frontal cleave attack, it will occur several times during the phase 1, unless you are a Tank DO NOT stand on melee range and in his frontal cone hit box. As a paladin i usually beacon the OT and spam the MT to be safe (rotating between HL and FoL), save your mana regen abilities for the second phase.
Bone Spike Graveyard: Randomly casted on 1 (3 on 25 man) person, due to Saber Lash mechanics once the tanks got hit by it they gain immunity to this. DPS needs to break this ASAP, a BoP is handy also to prevent damage on the target if its your other healer. For Grid users you can add the Debuff: “Impaled” to see a visual of it ( I personally preffer GridStatusDebuffs does the job already). A change in Hard Mode is that this ability will be casted also during Bone Storm phase. We save our BoPs for those cases.
Coldflame: In my guild we stack everyone on melee, except for the hunters /sigh, doing this the ammount of movement and raid damage during phase 1 is reduced by a lot. Have your frost aura up anyways and be ready to move a bit while passes under you. On the 2nd phase he drops regularly doing an “X” effect, move away fast!
Bone Storm: The 2nd phase on this encounter, he will go nuts and start whirlwinding the place doing regular damage if people arent fast enough, don´t tunnel vision here, move away, Divine Guardian and Aura Mastery if needed, a BoP can be used also and remember aggro is dropped on the transition back to phase 1, so let your tanks grab him, reposition and then resume DPS.
From there on its a rinse and repeat, its a fun fight but can turn into a nightmare if people arent paying attention (or lack movement skills), a few more tips:
1) Keep your judgement of light up here on phase 2.
2) Chain raid mitigation cooldowns. Divine Plea on phase 2.
3) BoP any Impaled player that is not getting out of the spikes.
4) Transition between 2->1 has an aggro wipe, check your timers and move close (but not in front) of your tank.
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