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Archive for the ‘Morchok’ Category

A big rocky loot piñataThe Situation

With Dragon Soul in hand, you and your raid have safely escorted Thrall to Wyrmrest Temple.  However, upon arrival you have found it under siege by Deathwing and minions of the Old Gods themselves.  Before you can end Deathwing once and for all, and prevent the fall of all things mortal, you must work to break the siege.  Your first obstacle is the most powerful elemental still in the service of Deathwing, Morchok, who is busy attempting to bring down the Wyrmrest Temple by destroying its foundation.

The Requirements

  • Two tanks
  • 5-7 Healers
  • A balance of DPS, even though ranged has, at times, the advantage.

The Mechanics

  • Stomp: Morchok stomps the ground, dealing 2.3m damage split between all players in 25 yards.  The two closest targets take double damage.
  • Crush Armor: Tanks take a hit worth 120% his regular attacks and reduces their armor by 10% for 20 seconds.
  • Resonating Crystal: Morchok summons an explosive crystal which targets the 7 closest raid members.  After 12 seconds, the crystal will explode, dealing massive shadow damage to all targeted raid members.  The closer you are to the crystal, the less damage you take.
  • Furious: A soft enrage at 20%.  Attack speed increases by 30% and his damage increases by 20%.
  • The Earth Consumes You: Morchok draws all players in the raid to where he stands.  All players take 5% of their life every second for 5 seconds.  While this is going on, Morchok also casts:
    • The Earth’s Vengeance:  Earth shards spring up around Morchok in a rough circle.  If you’re standing near one (within 2 yards), you’ll take 15,000 physical damage.
    • Black Blood of The Earth: Black blood erupts outwards from Morchok.  Standing in this black blood will deal 5000 nature damage, and increase nature damage taken by 100% every second.  This effect stacks up to 20 times.

The Execution

Morchok is about as easy a fight as you’re going to find in the Dragon Soul Raid.  This fight is considerably easier than any other within Dragon Soul and acts as a barrier to all but the most inept of groups.  If you cannot down Morchok with a little time and practice, you seriously need to reconsider your raid makeup and dedication.  The fight comprises two time-based phases, and while awareness is the key, most of the mechanics are fairly forgiving.   In fact, the fight is so simple, the only category I can figure it factors into is the ‘Mails you the loot once a week’ bosses, keeping Alizabal and Void Reaver company.

Phase Zero: Pre-Pull Setup

Beyond your group’s standard actions, you may want to mark a raid member for following during phase two, and/or mark a position for the raid to stand on the ground during phase one.  In addition, your raid leader should select seven (three on 10s) ranged and/or healers who will not suffer from excessive moving and assign them to crystal duty.

Forgive the UI. This was the best picture I had at the time. There's a resonance crystal in the foreground. Our tanks are in front and the rest of the raid is stacked up behind him.

Phase One: Morchok Smash!

Phase one positioning for Morchok should have the tanks side-by-side, with Morchok facing towards Wyrmrest Temple.  Melee DPS should be located behind Morchok at maximum melee range.  Ranged and healers should then stack on the melee.

Morchok uses three mechanics during the first phase: Stomp, Crush Armor, and the Resonating Crystals, all three of which happen at a consistent rate at roughly even durations.

Stomp (All): Every 10-15 seconds, Morchok will stomp the ground for ~2.3 million damage, split between all players within 25 yards.  This is Morchok’s main damage-causing ability to players other than the tanks.  The catch is that the two closest players will take double the damage.  Positioning your raid as above will ensure that the two closest players will be your two tanks, as well as give healers ample opportunity to bomb the raid with AoE heals.

Crush Armor (Tanks/Healers):  Crush armor is Morchok’s tankswap mechanic.  It requires that the healers and tanks both pay attention.  As Crush Armor stacks, the tank in question will take more and more damage.  Tanks should watch their health and call for a taunt when they reach a level they feel uncomfortable taking any more stacks at.

A good example of a resonating crystal, with all targets at medium range.

Resonating Crystal (All): The Resonating Crystal is the fight’s awareness check.  About every 15 seconds, Morchok will throw down a Resonating Crystal somewhere on the ground.  That crystal will pick the seven closest people (three on tens), and their screens will go very technicolored.  A swirling beam will connect them to the crystal, which looks like a pink hunk of quartz surrounded by a red barrier.  At this point, the team of ranged on crystal duty should run over to the resonating crystal, and stack on it.  When the yellow border on their screen goes away, they’re close enough.  The crystal will explode after 12 seconds.  When it detonates, it knocks everyone up into the air and disappears.  These people should be healed as the next crystal comes down.

A note on the resonating crystal: The Dungeon Journal says that the targets should be random and unchanging.  The fact that they change could be a bug.  If that’s the case, then the selected people should go stack on the crystal.  The selected could be anyone.  So far this is not the case, however, and should not be worried about.

Phase Two: Hide and Seek!

Use the earth spikes to break LoS and avoid the Black Blood of the Earth!

Phase Two consists of the remaining mechanic and its sub-mechanics: The Earth Consumes You, The Earth’s Vengeance, and Black Blood of the Earth, and will last approximately 30 seconds.

The Earth Consumes You! (All): After a certain amount of time, Morchok will enter phase two, which is incredibly obvious as every single raid member is picked up off their feet and summoned to where Morchok stands.  Everyone will take 25% of their damage over 5 seconds, so healers need to make sure that the raid is as closed to being topped off as possible at all times.  As he’s doing this, he’ll also be channeling…

The Earth’s Vengeance (All): As Morchok pulls the raid to himself, he’s also going to summon earth spikes around him in a rough circle.  Technically, these spikes will deal damage to anyone within 2 yards of them.  However, as they’re coming up, you should be somewhere flying towards Morchok, so the point is moot.  If your raid picked a member to follow, this would be the time to find them.  If not, we find it easiest to position ourselves to run back towards the entrance of the raid in order to avoid any trash.  The entire point of the spikes is to break your line of sight with Morchok as he casts…

Black Blood of the Earth (All): As soon as you can move after The Earth Consumes You, start running.  This is the most important mechanic of Phase Two.  The entire raid must break Morchok’s line of sight as he lays down Black Blood of the Earth, which will work its way out from Morchok like the spokes of a bike wheel, stopping only when they reach an earth spike.  You must be behind one of these spikes, or you will die.  Black Blood is channeled for 24 seconds, and during this time you must be out of the black stuff on the ground or you will take increasingly heavy damage.  Ranged can still hit Morchok during this phase, making them technically slightly more useful than melee dps.  However, because this fight is far from a DPS race, the entire point is unimportant.

An important note about Black Blood of the Earth and Earth’s Vengeance: If you can, hide behind two earth spikes that are side by side.  If you must hide behind a single earth spike, back up.  There is an issue in the game’s code that registers you still standing in the black blood if you’re standing right up against a single spike, you’re still standing in the black blood and will take damage.  Back up a few feet from the crystal and check your life.  If you’re not going down, you’re good.

After 24 seconds of Black Blood, Morchok re-enters Phase One.  The raid should reposition themselves as detailed above and repeat ad infinum until Morchok has died.

The Soft Enrage – Furious

Furious (Tank/Healer): Unsurprisingly, Morchok doesn’t like it when a bunch of tiny fleshlings beat on him with axes and spells.  At 20% life, Morchok becomes Furious, increasing his damage done by 20% and his attack speed by 30%.  Healers should be ready for this and be able to adjust.  If you’re still in Phase 1 positioning, this would be a good time to bloodlust.  If your showoff ranged manage to push him in the middle of Phase 2, wait until Phase one has begun and everyone is in position to cast bloodlust.   After that, just burn him to the ground.

If you’ve survived to the burning part and Morchok has fallen, take a screenshot!  You’re one boss into the Dragon Soul raid, and a step closer to ending Deathwing once and for all.

Death Knight Tips, Tricks, and Comments

  • Cooldowns should be timed to that they will expire before entering Phase 2.  Check your DBM timer before hitting your CD button/s.
  • As always, Empower Runic Weapon is best saved for bloodlust.  Because the fight is unlikely to go on longer than 5 minutes, this means saving it for burst DPS at the soft enrage, when bloodlust should be used.
  • Unholy Death Knights (and to an extent, frost, if you’re daring) can use AMS with a few seconds left in the Black Blood channel in order to protect themselves as they charge back out to get in some extra DPS.  This is a great way to give your raid leader a heart attack, by the way.
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