Well locking the murlocks in a nova close to the melee is not a good idea, as we are aoeing the murlocks below Morogrim.
We could define an aoe spot, and lock them in a frost nova rotation and so on. But I found that less efficient and would like to stay with our current strat (paladin aggroing all murlocs with RF, tanking for a few seconds, preload with seed, and then instagib all of them with mages aoe+seeds)
I'm wondering if it wouldn't be possible to have melee dps stand way to the right of Morogrim and lock the murlocs to the left of Morogrim. All in range of Morogrim of course.
Sorry if I did not search enough, but is the scalding water still hit people in the water tombs after having killed Lurker?
We got Hydross & Lurker on farm, still Lurker to kill in this lockout and we put Morogrim 8% yesterday evening.
I am wondering what is the best order to maximize our chance tonight : Morogrim 2h, then assuring Lurker, or ?
Is it possible for a single healer to be in range/los of ALL water tombs at the same time?
We loose few ppl yesterday with bad timed water tombs, and I'm wondering if a single healer is able to focus on the lowest guys
2 watery grave healers, 1 paladin topping off the raid/tanking the murlocks, one healer topping off the paladin tanking the murlocks, one healer watching over the AoEers, that leaves 3 healers for Morogrim - and in case of shitty graves it can really ruin your day.
How many healers does everyone run with? We originally tried with 7 healers+1 prot paladin but I think we might have to add one.
Yup, we tested this last week. Even the water at Lady Vashj stairs boils, so I assume it's the entire zone, no matter how small a puddle of water.
A soft reset of the zone will result in the water being non-boiling again though, so unless you're planning on killing Morogrim and Lurker in the same night the order you kill them doesn't matter.
A soft reset of the zone will result in the water being non-boiling again though, so unless you're planning on killing Morogrim and Lurker in the same night the order you kill them doesn't matter.
Yup, that's what we did after first Morogrim wipe, where people was taking 4-5 extra ticks of boiling water while in watery grave.
It was time for a dinner break anyways ;-)
Currently you have to kill Morogrim before Lurker if you plan on clearing SSC (or up to Lady Vashj) in one evening.
2 watery grave healers, 1 paladin topping off the raid/tanking the murlocks, one healer topping off the paladin tanking the murlocks, one healer watching over the AoEers, that leaves 3 healers for Morogrim - and in case of shitty graves it can really ruin your day.
How many healers does everyone run with? We originally tried with 7 healers+1 prot paladin but I think we might have to add one.
We tend to run with only one grave healer, prefering to have everyone topped of before the graves happen. I got 3 -3,5 healers on me (Morogrimm), another 2,5- 3 halers are assigned to the camp with one priest on the graves. It did work out yesterday...but one reason for this was that our prot pala was there. Having 3 healers on the MT requires at least one backup who is ready to act in case two of the MT healers are graved, at least from my experience.
One priest on the graves. Two paladins gaining agro (incase one gets graved), the first one heals himself or he regens and is the primary murlock tank, the second heals the first, or he heals the MT when no murlocs are up. One druid on raid healing with priority given to the MT healers so they don't get two-shot from quake+grave. The druid also hots the paladins during murlocs and keeps hots on the MT most of the time as well. Leaving another paladin and a couple shamans on the MT. So 3+1+1 healers on the MT depending on the current situation, if one of the MT healers gets graved we call it out and people just handle it. Whether they switch targets for healing, use NS or cooldowns, last stand, who knows but it gets done.
We just killed this guy tonight. We had a hard time figuring out the right strat but here's how we did : 1 grave healer , everyone else behind moro ( tanked on the right side of karathress entrance ). Right after earthquake, paladins start healing healers ( everyone else bandage, or heal themselves with judgment ). This way we don't have murlocs going for healer's tank.
1 frost trap to the north entrance, no trap on south so both packs arrive approx. at the same time. Démoralizing shout, Thunderclap then one "tank" warlock ( 15.000hp ) start aoe first ( seed + shadowfury ) and gives the order to start ae for mage and others locks. 5 sec later and murlocs are no more.
From my understanding the water graves are a random effect, hitting any 4 people in the raid except for the tank.
How do you ensure that the healer assigned to the graves is not graved himself? Or do the other healers fill in if this occurs? Is there any way to position your assigned grave healer that will have him avoid the water graves?
I solo heal the graves every week and it works fine. A priest is probably the best class for it because of flash heal and shield. If a person gets teleported to a grave with low health a druid is almost definitely not going to get them up in time. It's rare for us that more than 2 people at a time with low health get teleported, but I can keep them all up fine through that. If everyone is topped up already, I'll time a greater heal to land on someone as they're flying in the air so they can just run back immediately. Top priority for this goes to MT healers and AOEers.
I'm not sure if I've just been extremely lucky every week, or if it has a range component to it but I haven't been graved since I was put onto grave healing. Here's where I line of sight all 4 graves from:
There are a couple of issues though:
1) When the grave I'm standing beside does the explode that launches people in the air it has a little bit of an AOE component to it so it can hit you if you are standing too close to it. It is easy to avoid though since the area is so small.
2) I yell at people when they immediately start running back to do damage to Morogrim because it generally screws with my line of sight around the rocks. When people take the damage and get thrown up in the air if you are standing in the right spot then you will be able to line of sight all 4 assuming no one moves. I generally tell people to hold off moving until I've brought them to at least half and then dropped a renew on them.
edit: I always heard that the explosion that launches you is affected by spell damage. Is this still correct? Or has it been changed since or just wasn't even true to begin with? I can never really tell just by looking at health bars and have never bothered to ask what a warrior or rogue takes from the grave compared to a mage or warlock.
We are using 2 priests on graves. Shield, PoM, Flash - noone ever die on graves. Probably can be done with 1, but its impossible to cover all grave spots with only 1 healer (either he will have los issues or will be in earthquake/graves range), so it's a risk.
I just posted an image of where I stand that gives LOS on all graves and out ranges those abilities. (well, I'm positive that earthquake is out of range there and I'm assuming grave range too, since I haven't been graved ever since I started standing there, this is after many many attempts but I suppose I could just be getting lucky)
edit: I always heard that the explosion that launches you is affected by spell damage. Is this still correct? Or has it been changed since or just wasn't even true to begin with? I can never really tell just by looking at health bars and have never bothered to ask what a warrior or rogue takes from the grave compared to a mage or warlock.
From our WWS, it would seem our melee classes get hit for 5-5.3k, while our casters get hit for almost 1k more. Which would prove spelldamage does add to it.
Since watery grave is actually performed by the person himself, abilities like defensive stance, playing with fire, etc probably are a double multiplier aswell.
I'm wondering why the base damage varies so much though:
00:51'45.669 Fs's Watery Grave Explosion hits Fs for 4931 Frost damage
00:52'27.057 Fs's Watery Grave Explosion hits Fs for 6482 Frost damage
From our WWS, it would seem our melee classes get hit for 5-5.3k, while our casters get hit for almost 1k more. Which would prove spelldamage does add to it.
Since watery grave is actually performed by the person himself, abilities like defensive stance, playing with fire, etc probably are a double multiplier aswell.
I'm wondering why the base damage varies so much though:
00:51'45.669 Fs's Watery Grave Explosion hits Fs for 4931 Frost damage
00:52'27.057 Fs's Watery Grave Explosion hits Fs for 6482 Frost damage
That is very interesting. I wonder if there's any merit to having some of your lower HP caster DPS like shadow priests and mages swapping +DMG gear for STA? We're having a fairly rough time with Murogrim and while I mostly think it's a lack of execution, losing DPS to 6.5k graves sure doesn't help.
If graves are getting hit by earthquake then Morogrim needs to be taken further away. They shouldn't be getting hit.
Yeah I agree, I thought based on where you were fighting him people would get hit by the earthquake in the graves. I am probably over-estimating his range.