Wednesday, May 5, 2010

Lord Marrowgar HardMode

Lord Marrowgar is a great introduction to hard modes.  It is twitchy and confusing and simply great!

There are several changes to the encounter.  The most important one is that now bonespike happens all the time, so during the whirlwind phase, yes, RNG can happen so you are spiked, fired and spun upon all at the same time.  There is not a lot you can do about that sometimes.

So, phase1 is business as usual.  Marrowgar, of course, hits harder.

Phase 2 is where things get fun.  Since people can be bonespiked, it is imperative that you get them out asap.  Also, the whirlwind thing hits a lot harder, so you cant plant your feet and heal youself through it.

So, you divide the raid up into 2 groups, one goes left one goes right.  Spread out a bit, but make sure you are in range of heals.  The idea is to ping pong marrowgar left and right between the two groups.  Try and avoid the blue fire on the ground, and as soon as you see Marrowgar heading in your direction, run away.  I cannot emphasize enough how important it is to move as SOON as you see marrowgar swap targets to someone on your side.  However, keep the group together, so having 2 designated spots to run between on your side can help with this.  If anyone on your side gets spiked, get them out as soon as you can, and healers, try to keep them alive.

But really, that's it!  Heal hard, get those people out of the bone spikes as soon as possible, and ping pong Marrowgar between the raid groups, while staying away from his spinning blades of death, and not standing in fires.

Comments (4)

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Another option is phase 2 is to have your three tanks (in 25-man) or two tanks and a ranged DPS (in 10-man) fan out west, east and south (by the entrance gate), and the rest stay in the middle of the room stacked. If executed correctly, while in bone storm phase, Marrowgar will only target those 3 players and leave your DPS and healers the chance to do more damage / heal without having to move!
3 replies · active 787 weeks ago
Have you done that in 25s? The one mechanic I can't quite figure out is now marrowgar determines his spin target. Do you know?? If that can be controlled effectively, yours sounds like a much more elegant solution to the problem.
Yes, that's what we do as our normal strat in 25. I have no idea how he selects his target, but when the 3 tanks are in position, and the rest of the group in the center, Marrowgar just spins to the tanks. Sometimes, if the tanks aren't quick enough, he'll select someone in the middle, but quickly goes back to the tanks after that.
Nice - will suggest it as an option to try out next week to our Managing Directors. I assume you position the tanks so his spinning from one tank to the other misses the middle group entirely? I can see issues with the fire if the group has to move too much?

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