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
Our raid had Morogrim well up onto the platform, and I was in a separate "murloc team" down amongst the waterfalls taking care of the murloc adds. All except one person in the murloc team was unable to loot the boss, presumably because we did no damage to the boss. Be sure to do at least one point of damage (or heal someone who did) if you're planning on full-time murloc duty.
Once Morogrim Tidewalker is killed these will no longer respawn.
Pack type 3
These packs occur on the bridge to Morogrim Tidewalker's room. Crowd control as many Greyhearts as you can, and keep an eye on the Greyheart Tidecaller's totems
* Combat Greyheart Tidecaller x 1 Has a magic buff that has a chance when hit to infect random raid members with a poison which ticks for a massive amount of damage, 2 ticks will kill most people; it can be spell stolen, mass dispelled etc. A felhunter with devour magic on auto cast can also remove this as soon as it is cast. The Tidecaller also summons totems linked to water elementals, kill these ASAP. (The Elementals can be banished.)
* Combat Coilfang Serpentguard x 2 Uses a spell reflect shield and an aura that reduces armour by 25%. However, the aura is not much of a problem, do not go out of your way to avoid it.
* Combat Greyheart Skulker x 1 Can interrupt casts next to them.
* Combat Greyheart Nether-Mage x 2 Preferably sheep these. They do a large AOE, have 3 different self buffs that increase spell damage done by 300~ or so, can be fun for mages to spell steal these buffs.
Pack type 4
There is 1 of these packs leading to the room where Morogrim Tidewalker resides. None can be CCed, the Coilfang Fathom-Witches mind control and AoE knockback. Using the convenient wall / platform to your left it's possible to train some of the mobs while you focus on the others. It is also a good idea to have dps hit the Coilfang Fathom-Witches quickly after the pull, they mind control people 2nd on their aggro table and if another tank is 2nd then you will have a loose mob
* Combat Coilfang Serpentguard x 2
* Combat Coilfang Fathom-Witch x 2
Tidewalker murloc pack
These packs run around near Morogrim Tidewalker's room, generally they are packs of 5-6 random murlocs. Their damage is fairly weak, so tanks can tank 2 without much trouble, it is possible to have a Paladin tank multiple groups of these monsters at once, however it is wise to have additional tanks ready to taunt the Tidewalker Warriors if / when they drop aggro due to Righteous Defense being on a 15 second cooldown.
As of 3.0.2 he has ~4million HP
First defeated by Death & Taxes of Korgath on the 7th of March, 2007.
He has a
on his butt in the 3D view >_>
As a Protection Paladin I found myself unable to get to this boss.
The healers from the murloc packs before him are extremely difficult to kill, since they can keep on channeling their AoE heal without cooldown, which can't be interrupted in any way.
I managed to kill a pack with one healer, but was unable to kill one with two healers as they HoT each other up too.
Soloed easily on my feral druid. Used my tank spec and DPS gear which is mostly BIS. Nothing special for the strategy really. Just tanked him in the back of the room near the hallway which leads to Karathress. Swipe down the murlocs when they come out, saving Barkskin and Enrage (with 4 piece t10 bonus) for them. My hp never got dangerously low. I used frenzied regeneration once about halfway into the fight, though I was only at about 66% at that point. Phase 2, I just kited him a little bit to avoid bubbles; there was no significant change to the strategy or positioning.
Guides explaining on how to solo a few bosses of Serpentshrine Cavern.
Hydross the Unstable & The Lurker Below
Leotheras the Blind:
There is one more boss that can be done but not by me. He is called:
Lady Vashj is possible now, but not by me
Nobbel 85 Paladin
Just soloed this on my SMF Fury Warrior, wearing full Prot gear (ilvl 355). Full Fury soloing spec (
), 153k HP, Mending enchant,
Total Damage done: 6.90M
Total Healing done: 1.62M
I did this is Defensive Stance with a shield on. I used Shield Block and Shield Wall on CD, although my Mastery trinket + Rallying Cry + Enraged Regeneration heals probably would've been sufficient. Used Bloodthirst on CD and kept Thunderclap and Demoralizing Shout up at all times. When Murlocs came out, I focused the boss and used Cleave and Thunderclap on CD. That was usually enough to kill all of them before new ones spawned. I tanked it right in the middle of the room.
In the final phase (<25% HP) I continuously kited backwards and used Heroic Leap to avoid the Water Globules. They don't move very quickly, so they're pretty easy to avoid. Focus the boss and continue aoeing down the Murlocs. The kill took about 12 minutes.
Just soloed this as frost dk in 50% tank 50% dps gear. Use your AMS on every other tidal wave and try to save your runes for the one you cant AMS. Dark succor glyph is a must on this one. When adds spawn i usually use Hungering cold if im afflicted by tidal wave, and when it wears out just use about 2 howling blasts and d&d and they're down.
Edit: Might not be possible as frost anymore due to the nerf to Dark succor glyph.
In order to completely avoid the globules tank him in the hallway leading to Fathom-Lord Karathress, the bubbles will disappear by the time they get to you.
No enrage timer
This is a very easy solo for a hunter if you have a boss mod that displays timers for add spawns and the teleport. Mend your pet just before you're being teleported to a waterfall, when you get free and start falling down, face away from the boss and disengage a second or two before hitting the ground. You'll end up with the boss in range and without taking fall damage.
When adds pop up, use Feign Death and they'll despawn.
Rinse and repeat and he'll go down quickly. You'll only take minor damage during the fight. Spirit Bond and Chimera Shot will easily make up for the damage taken.
Just Solo'd on a blood DK in ilvl 359 mostly pvp gear. be patient through his attack speed debuff, its a good time and place to practice this "rune tetris" i keep hearing dk tanks play. keep runes available for D&D once the murlocks get to you and if outbreak/pestilence is available too they're a moot point. As for globules, you Could do the hallway trick mentioned by Orcsmash, but i found them slow enough that i could just outrun them with glyphed bone shield.
Solo'd him as enhancement shaman, Firelands gear (normal and heroic).
Brought him at the entrance of the tunnel to Karathress, and never moved from there.
The Watery Graves never did anything, and the lurkers are taken down by some regular AoE (Flame Shock -> Lava Lash -> Fire Nova).
On Tidal Wave, only used the occasional Shamanistic Rage.
Used Feral Spirit on the first lurkers because Tidal Wave was up, but I never got under 50% health during the encounter otherwise.
Soloed as a MM hunter with a Turtle pet. ilvl390 raid finder and pvp necklace helm shoulders and ring.
The challenge of this fight is maintaining health of yourself. This would probably be easier as BM with spirit mend on yourself. Anyway..
I had my turtle tank him where he was, misdirected and popped
and trinket right away, bursted down 700kish. The
is the worst part of this fight but can be maneuvered with
. Time it so before you hit the ground you
, erasing the fall damage. The damage the
itself does it negligible. For the murlocs I feigned and they went to my turtle,
them to death and was back on the boss.
is extremely helpful for this. The multi-shotting and disengaging will reduce your damage but it's not a long-term problem. When you find breaks in the waves of murlocs use cooldowns again. For this entire fight I misdirected non-stop to my pet so as not to produce another problem.
Also if my health got low I used a
but make sure you have no dots applied to yourself. Be sure to bring a
Easy soloable as an Elemental Shaman ilvl 381
I used Stoneclaw Glyph and Healing Stream Glyph.
I pulled him to the tunnel to Karathress, dropped my totems and nuked him as hard as i could. I dropped stoneclaw totem everytime it was up. After my fire elemental was expired i dropped magma totem and used thunderstorm to deal with the adds. I had to cast some greater healing waves but was never under 50%.
90 BM Hunter / Ferocity pet (Spirit beast), Item level 465.
Phase 1: Zerg this boss and collect loot!
Soloed this fight with my 85 blood DK in unholy presence to take advantage of Glyph of Dark Succor which used to be good when this video was made but now sucks. Buff up with potions, food and Drums of Forgotten Kings.
Fight him on the platform near the door leading to Karathess. He'll hit you with
which increases the time between attacks by 400%. This isn't as bad as it sounds. It only lasts 15 seconds and the time between applications is long enough that you can do significant damage to him.
When Murlocs show up use Death and Decay and spread diseases using Roiling Blood or Pestilence.
When the bubbles start appearing just move around to avoid them. It was a long fight at 85 with Cataclysm gear. At 90 or with MoP gear it should be much easier. As long as you maintain aggro you should not get bubbled. If you're a pet class you will get bubbled if your pet is tanking.
Here's the video:
Soloed as 502 Shadow Priest (holy gear), he's kinda pathetic. Take Divine Insight, clear a few of the murlocs before starting, do your normal combo, and when he call murlocs then Shadow Word: Pain them. You get nonstop procs, which means nonstop Devouring Plagues. Even if you don't do that, he's still a piece of cake.
Buy the Tides!
They can be yours for only 19.99€!"
The only classic sea giant with violet skin and a dark purple beard
这个 NPC 能在这些地区找到：
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