I may have missed this in thread above and I apologize if it is mentioned already but what would you say is minimum one could get away with on the Paladin tank for Murlocks as far as gear. Or what would be minimum stats for the Paladin to shoot for?
We use the Pally "lightning rod method" where the Paladin tank heals a Warlock to get the Murlocks' attention right after the quake and it's worked okay so far but sometimes it takes a couple of tries to get just right. The problem is our Pally tank doesn't play much, so I end up getting on him and having to fuss with his gear a lot. He is a personal and trusted friend of mine. Sometimes he is specced prot (because he tanks heroic 5 mans) and so I put on about 1k +Heal gear with leftover tank/stam gear and in 2 Holy Light (Rank 11) casts on our Warlock all the Murlocks head to me. If he is specced Holy/Ret (cause he likes to pvp in this spec) then I end up putting on mostly his tank gear (full T4 + badge tankadin stuff) hit Divine Favor and in just 1 cast of Holy Light (Rank 11) upon our Warlock, I get the Murlocks' attention.
Now I have a Paladin of my own which I use as a Combat medic in BG's and for some Arena fun. This alt is geared in mostly pvp/arena gear giving him 300 resilience and about 12k Health. Recently we used him to tank (in Holy spec) the trash adds on way to Solarian. I healed on him during the Solarian fight but am thinking of having him tank the agents next time. I am also thinking of having him tank the Murlocks on Tidewalker and so wonder what to do to prepare better without having to go get a full set of Tankadin gear. Should I even try in pvp gear or start working on the tankadin gear for these AOE tanking needs we have on certain encounters? I honestly do not like imposing on my friend but I do realize we need AOE tanking in some places. I also do enjoy healing on my Paladin and would rather keep him Holy and so primarily have focused on healing gear thus far. And before you say "get a full time prot Pally" I want to mention we have three excellent prot. warriors and a feral druid OT that I can not just dump to make room on the tanking team at this point.
I may have missed this in thread above and I apologize if it is mentioned already but what would you say is minimum one could get away with on the Paladin tank for Murlocks as far as gear. Or what would be minimum stats for the Paladin to shoot for?
We use the Pally "lightning rod method" where the Paladin tank heals a Warlock to get the Murlocks' attention right after the quake and it's worked okay so far but sometimes it takes a couple of tries to get just right. The problem is our Pally tank doesn't play much, so I end up getting on him and having to fuss with his gear a lot. He is a personal and trusted friend of mine. Sometimes he is specced prot (because he tanks heroic 5 mans) and so I put on about 1k +Heal gear with leftover tank/stam gear and in 2 Holy Light (Rank 11) casts on our Warlock all the Murlocks head to me. If he is specced Holy/Ret (cause he likes to pvp in this spec) then I end up putting on mostly his tank gear (full T4 + badge tankadin stuff) hit Divine Favor and in just 1 cast of Holy Light (Rank 11) upon our Warlock, I get the Murlocks' attention.
Now I have a Paladin of my own which I use as a Combat medic in BG's and for some Arena fun. This alt is geared in mostly pvp/arena gear giving him 300 resilience and about 12k Health. Recently we used him to tank (in Holy spec) the trash adds on way to Solarian. I healed on him during the Solarian fight but am thinking of having him tank the agents next time. I am also thinking of having him tank the Murlocks on Tidewalker and so wonder what to do to prepare better without having to go get a full set of Tankadin gear. Should I even try in pvp gear or start working on the tankadin gear for these AOE tanking needs we have on certain encounters? I honestly do not like imposing on my friend but I do realize we need AOE tanking in some places. I also do enjoy healing on my Paladin and would rather keep him Holy and so primarily have focused on healing gear thus far. And before you say "get a full time prot Pally" I want to mention we have three excellent prot. warriors and a feral druid OT that I can not just dump to make room on the tanking team at this point.
First I'd check this thread: Prot Pally and you. Great stuff over there. I wouldn't try in PVP gear. It's basically terrible as far as tanking stats go. But, given that your guild is fairly close to out-gearing TK/SSC, you should easily be able to tank Solarians adds in whatever plate gear you feel like, and the murlocs in some hybrid gear as well. Your life will be easier with full tanking gear, to be certain, but it's not required.
Second, a full-time prot paladin will make your life easier going forward. 3 Prot warriors is going to be serious overkill on some fights, and you'd be better off diversifying your tanking class, and rotating the warriors. You guys look like you're getting pretty close to Hyjal, which basically screams prot pally for the first 4 bosses.
Just to emphasize how important it is for your healers to be queuing up big heals even if the tank is at 100%
A snippit of the log from our first try last night. Only our 2nd kill FWIW. Wow Web Stats
07:24'00.640 Morogrim Tidewalker's Melee hits Triman for 3633
07:24'01.140 Morogrim Tidewalker's Tidal Wave hits Triman for 4830 Frost damage
07:24'01.937 Triman's Mangle (Bear) parried by Morogrim Tidewalker
07:24'02.281 Morogrim Tidewalker's Melee hits Triman for 6004 (crushing)
07:24'04.218 Morogrim Tidewalker's Melee hits Triman for 5312 (crushing)
07:24'04.796 Triman gains Heightened Reflexes
07:24'05.359 Triman's Lacerate parried by Morogrim Tidewalker
07:24'05.718 Morogrim Tidewalker's Melee hits Triman for 4029 (crushing)
07:24'06.765 Morogrim Tidewalker's Melee hits Triman for 4621 (crushing)
07:24'07.562 Triman dies
We use a feral druid, but sometimes the 0.05% chance of 4 crushing in a row will happen at the worst time. 28.4k damage and he died by 1000 hp (yes i yelled at healers afterwards to be ready for these kinds of spikes)
1 regular hit, 4 crushing and 1 Tidal wave in 6 seconds can happen. This kind of thing can also happen to a warrior (would have likely been 2 crushes in the above example) which will hurt even worse than 4 crushes on a feral so I still think ferals are the best tank for Tidewalker.
This is the tactic i used in my previous guild aswell as current guild and it works wonders. You can read some more detailed information on my site here : Macca's Morogrim Tactic
So how does it work?!!?
Tanking Druid sets himself up in a position shown in the screenshot above.
Misdirect from hunter positions the boss correctly.
Ranged DPS then move into position ensuring that they are in Line of sight of the Tanking Paladin. The reason for this is because that Paladin needs to be able to reach you with his heals so he can generate some quick aggro.
The tanking Paladin has ran himself 35 yards or so from the DPS group making sure he is more than Max distance from Morogrim. hopefully 50 yards or more.
Watery Graves hit...They target the 2x Water grave healers...Oh but they are at max distance which means 'No people watery graved'
EQ hits and the murlocs run in. Healing stops on the raid and only resumes once adaquate aggro is on the murlocs.
Warlocks spam SoC, mages AoE. The adds die in seconds guys.
Having the Paladin stood next to Morogrim is just asking for trouble in my opinion. The damage done to the boss is nothing like the damage done on Hydross for example. It has far too many negatives.
Move him away from the raid out of Watery Grave ranged mentioned many times in this thread and you are laughing.
I'd recommend 8 healers at the start until u get it down, but you can easily do it with 7 and having only 1 healer on the watery graves. The more healers u have, the less change your MT will die allowing you more time to get to know the fight.
So how do you handle the globules and 25% with this strat?
So how do you handle the globules and 25% with this strat?
Though I haven't tried his positioning, we use the same strat (we just put Morogrim in the FLK hallway). What happens for us is the globules can only go so far before they despawn (right before the hallway entrance roughly). At 25%, since he no longer watery graves, everyone including my group gathers at his feet, which is basically out of globule range. The difference here is that you don't want your warlock to lifetap below around 8k, cause he will be eating an earthquake now.
Since I haven't tried the positioning of the poster you quoted, I don't know if it is exactly the same, but I imagine at 25%, they all group at morogrim's feet, and the globules probably despawn before they reach the raid.
I may have missed this in thread above and I apologize if it is mentioned already but what would you say is minimum one could get away with on the Paladin tank for Murlocks as far as gear. Or what would be minimum stats for the Paladin to shoot for?
...
Now I have a Paladin of my own which I use as a Combat medic in BG's and for some Arena fun. This alt is geared in mostly pvp/arena gear giving him 300 resilience and about 12k Health. Recently we used him to tank (in Holy spec) the trash adds on way to Solarian. I healed on him during the Solarian fight but am thinking of having him tank the agents next time. I am also thinking of having him tank the Murlocks on Tidewalker and so wonder what to do to prepare better without having to go get a full set of Tankadin gear. Should I even try in pvp gear or start working on the tankadin gear for these AOE tanking needs we have on certain encounters? I honestly do not like imposing on my friend but I do realize we need AOE tanking in some places. I also do enjoy healing on my Paladin and would rather keep him Holy and so primarily have focused on healing gear thus far. And before you say "get a full time prot Pally" I want to mention we have three excellent prot. warriors and a feral druid OT that I can not just dump to make room on the tanking team at this point.
As long as you are wearing full plate, I suggest you largely ignore armor for the murlocs, and gear specifically for Block Rating and Block Value. ZA gear and 3/5 T5 will give you the fastest numbers you need, throw in a crafted belt, badge block gear, and a really good caster dps weapon, you should be good to go. You should be able to get 25-30% block and 500+ block value fairly easily this way. 584 block value for me has me full blocking murlocs occasionally, with the remainder of the blocks resulting in 1-200 damage each. Keep defense just above 490, but don't worry about uncrushable. Socket pure stamina in everything, unless there is a socket bonus for block rating or block value, then shoot for the bonus using spell damage / stamina for red sockets and spell hit / spell damage for yellow sockets.
SSC/TK is somewhat muddled ground for seeing the need for a full time prot-pally. There are only a few pulls in each instance in which having a prot pally is REALLY useful. And it pains me to say this as my guild's full time Prot Pally, but it is true. So if you CAN get by without a prot pally for SSC/TK, then by all means, do so. But if you are willing to add a prot pally to the tanking group, you will find that Alar, Solarian, and Tidewalker specifically will get easier, as well as several otherwise-chaotic pulls around those bosses.
I highly suggest you shift your raid-composition outlook by the time you get to Hyjal though. Hyjal is doable without a prot pally, the same way that Netherspite is 'doable' with only 1 tank. You CAN do it, but it is very perilous, highly risky, and prone to have tons of problems. Your tanks have to be REALLY good to be able to handle the trash waves without losing 2 or 3 of the raid on most waves in the horde camp. And I'm not talking about gear, I'm talking about controlling all the mobs and keeping track of who has what, splitting them all up effectively among the tanks, and each tank working on high threat for more than 1 target. Once every 2 minutes 8 times in a row. Having a prot pally makes any fight with lots of adds much much easier. Our usefullness drops slightly for BT, but there are still a bunch of AoE pulls in there, specifically before Supremus and Teron, and during Akama. If I am not available for raiding, my guild always has our Ret pally respec prot for the night. They value the contribution of a prot pally that much. We run with 2 or 3 prot warriors, 2 feral druids, and 1 prot pally. Any time we don't need tanks, I shift to healing first, followed by ferals to DPS or healing (depending on current 'offpsec'), so we still contribute to the fights.
When we [prot pallys] switch to healing, we don't lose much healing power, we mainly lose healing efficiency and duration, from less kickback and smaller mana pools. Chain-chugging pots, shaman totems, and shadow priests can all help offset this, if it is that critical that they be a core component of the healing team.
My guild has been having some trouble with phase2. We have everyone go up into FLKs hallway, but sometimes the murlocs were killing healers before our protadin would have time to get his 2 holy lights in.
I'm wondering if anyone has tested PoMing the protadin before the earthquake to get initial aggro on the murlocs. Do the murlocs spawn in time to be affected by the aggro from the PoM?
I looked through WWS from a random old raid, and it seems that PoM does not trigger at the same instant as the damage taken by the tank, but shortly afterwards. So, it seems to me that it should definitely work. This also seems that it would have the added benefit of always giving the paladin aggro at that time, requiring healers to surpass his healing threat by 30% to rip aggro off him. We do not allow hots besides LB (which has significantly reduced threat for no good reason), so the PoM should always take aggro from the murlocs, since a big heal cannot land immediately after the earthquake, since the EQ knockdown will interrupt any big heals that might have landed before the PoM could go off. Obviously we will still have our protadin cast holy light, but this well timed extra aggro seems like it would make everything a lot easier, especially if the transition is running late.
Is my logic sound here? Does anyone actually do this, and can confirm that the protadin will get initial aggro from the PoM threat every time?
My guild has been having some trouble with phase2. We have everyone go up into FLKs hallway, but sometimes the murlocs were killing healers before our protadin would have time to get his 2 holy lights in.
I'm wondering if anyone has tested PoMing the protadin before the earthquake to get initial aggro on the murlocs. Do the murlocs spawn in time to be affected by the aggro from the PoM?
I looked through WWS from a random old raid, and it seems that PoM does not trigger at the same instant as the damage taken by the tank, but shortly afterwards. So, it seems to me that it should definitely work. This also seems that it would have the added benefit of always giving the paladin aggro at that time, requiring healers to surpass his healing threat by 30% to rip aggro off him. We do not allow hots besides LB (which has significantly reduced threat for no good reason), so the PoM should always take aggro from the murlocs, since a big heal cannot land immediately after the earthquake, since the EQ knockdown will interrupt any big heals that might have landed before the PoM could go off. Obviously we will still have our protadin cast holy light, but this well timed extra aggro seems like it would make everything a lot easier, especially if the transition is running late.
Is my logic sound here? Does anyone actually do this, and can confirm that the protadin will get initial aggro from the PoM threat every time?
I apologize that I can't answer your question with PoM, but I can give you the tactic I use if it will help any: (Positioning morogrim is the same as the images earlier in the thread)
I wait at the entrance to the hallway for the earthquake. About 2 seconds after the earthquake, just as the murlocs are spawning, I consecrate in their path to the healers, then turn and run for the other side of the group, targeting the leading murloc from that side as soon as I can. As soon as I have it targeted and get 30yards range, I cast my shield. MY consecrate CD is up as both packs get to the healer group, however the murlocs from the first side have 2 ticks from it on them, and I have definate aggro from 3 of the 2nd side. I lay another consecrate as the groups come together, and hold them all as they get AoE'ed down. The few murlocs from the 2nd side get no more than 1 hit off on a healer (normally our un-salv'ed holy pallys) before they are solidly on me. I have tried the healing-aggro method, and it just doesn't seem to be as reliable for me as landing holy damage on the murlocs before they get to the group.
If PoM applies threat to the protadin in time, then it should work, additionally assisted by the threat generated from the mana kickback from receiving heals.
I apologize that I can't answer your question with PoM, but I can give you the tactic I use if it will help any: (Positioning morogrim is the same as the images earlier in the thread)
I wait at the entrance to the hallway for the earthquake. About 2 seconds after the earthquake, just as the murlocs are spawning, I consecrate in their path to the healers, then turn and run for the other side of the group, targeting the leading murloc from that side as soon as I can. As soon as I have it targeted and get 30yards range, I cast my shield. MY consecrate CD is up as both packs get to the healer group, however the murlocs from the first side have 2 ticks from it on them, and I have definate aggro from 3 of the 2nd side. I lay another consecrate as the groups come together, and hold them all as they get AoE'ed down. The few murlocs from the 2nd side get no more than 1 hit off on a healer (normally our un-salv'ed holy pallys) before they are solidly on me. I have tried the healing-aggro method, and it just doesn't seem to be as reliable for me as landing holy damage on the murlocs before they get to the group.
This is basically what I told our group to do, but the execution failed. We're gonna slow down the murlocs coming from FLKs room with a slowing trap, and try to keep that phase as close to phase1 as possible. We never had any problem with the paladin getting healing aggro - he was healing me tapped down 10k health. This fights kind of fun. There's a lot of ways to do it .
My guild uses a combination of Paladin healing a tapped lock (or tank if we don't have a lock that night...) gaining initial aggro, warlocks seeding on inc (assuming they're there!), and a frost nova rotation, down by the cubby across from the console in Moro's room. We have two tanks down there and a hunter who lays frost trap where the murlocs converge. The paladin backs out as soon as the murlocs converge, then the frost nova rotation fires up, and with two warlocks seeding efficiently, after the second nova the murlocs will often just fall over dead at the same moment thanks to the chain seeds going off. Any that get loose are picked up by the tanks (who are debuffing the murlocs on inc). If we don't have two warlocks, or we decide to leave one up with moro to debuff him, we will have one or both of the tanks intentionally take melee hits from the murlocs so the paladin has a large HP pool to heal on next inc.
At 25% we actually just stay put. Globules are about the least scary thing I've ever seen. We had players down there actually trying to get hit by globules unsuccessfully for a month before someone finally found one that was targetting them and got hit. They are not enough of a factor to move, and as soon as we tried this our Morogrim kills stopped getting chaotic under 25% and started going smooth as silk.
This is not a max DPS method, but it is very, very repeatable. If you are new to this fight and having difficulty with the murlocs I strongly recommend it, it keeps the hard part of the fight completely under control.
If you have no warlocks you can do this but of course the AE is a little bit more touchy, and we've had the bottom tanks take off gear right before the pull so they are at half health or so. Likely most guilds don't have the same problem with warlocks that we do =\