Morogrim Tidewalker
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SPECIAL NOTES TO REMEMBER AT ALL TIMES: Phase 1: Positioning In this image the tank will move into position and the hunter will MD Tidewalker to the MT. Everyone else will fall into posititon afterwards. Phase 2: Murloc Waves This happens immediately after the "Earthquake" ability. Pallies are there to gain passive healing aggro and consecrate aggro on all adds. **ALL OTHER HEALS MUST CEASE PRIOR TO MURLOC INCOMING** Thus pulled safely from the raid, all multi-target dps (Fury warriors, Warlocks, Mages, Hunters, and Resto Shams) will break off from Tidewalker and focus on the adds. 2 Warrior tanks will be used to generate aggro on loose murlocs and attempt to keep them off the squishies. After the adds are down resume stage 1 dps. Watery Graves This depicts the locations of Watery Graves. 4 random players will be summoned to these points and held up in the air, impacting for 1k dmg after 3200 frost dmg. The way you handle this event is simply to take the damage. From these locatons later on at 25% is where "Water Globules" will spawn. Think of them as Void Reaver arcane balls. Simply avoid them to avoid taking 4-5k dmg.
Watery Grave - Will randomly effect raid members throughout the entire fight.
Healer Aggro - Just before Murlocs storm the boss platform pallies will continue to heal the main tank while all other passive aggro stops. NO HEALS EXCEPT FROM PALLIES.
Pally tanks (holy or prot) will be back and to the left and out in the open. They MUST maintain max range.