Ciderhelm
02-19-2010, 03:31 AM
You can find a guide to the normal version of this encounter here (http://www.tankspot.com/showthread.php?59646-Icecrown-Lord-Marrowgar)!
YUlvH8n_Zwg
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Welcome back to the Icecrown Citadel raid guide! I am Splug, and in this video I'll be going over our strategy for the heroic difficulty of the Lord Marrowgar encounter.
If you'd like more information or would like to learn more about downloading this movie, click "more info" on the movie information box on YouTube to head directly to TankSpot! Also, be sure to subscribe by clicking the Subscribe button to the right so you will be automatically notified as we release movies.
Marrowgar is only slightly altered from his non-heroic counterpart. His health pool is higher, and his damage is increased, but beyond that the tank and spank phase is almost entirely unchanged. Coldflame lasts longer, and as such your tanks will need to work around having three coldflame lines up rather than two. The same tactics that worked for non-hard mode Phase I continue to work: stack the raid in melee range of the boss, cleave down the bone prisons, and have the tanks dodge Coldflame each time it's cast. The raid will want to start spreading out roughly 5 seconds before Bonestorm begins to cast.
The Bonestorm phase is slightly different. Marrowgar will move an extra time, and remains at each location noticably longer. Additionally, he will continue to summon bone spikes between moves. This can be particularly dangerous if players are pinned inside the spinning storm. The Bonestorm also now does non-trivial damage; standing near the center will do roughly 13,000 damage in 25-player, and 11,000 in 10-player. This damage drops off quickly as you build distance from the center of the boss.
We simply had everyone spread out over a smaller area to handle the phase. We kept the 25-player raid contained within the circle enclosed by the trench, and in 10-player confined the group to the circular stage. This helped ensure everyone was within range to be broken free from the bone spikes, without necesarily having clumped or assigned positions which would cause too many people to move at once. Melee and tanks should be careful to not all gather on one bone spike, as it increases the risk of Marrowgar spinning into that position next.
Other than that, the encounter is just longer. Bonestorm phases are longer, and you will need more of them to burn through his increased health pool. If you'd like more information or clarifications, feel free to ask questions or add suggestions either on YouTube or in the strategy thread on TankSpot.com. And remember, TankSpot Donors can download all of these movies in High Definition directly from our servers -- click the second link in the movie information box to learn more.
YUlvH8n_Zwg
http://www.tankspot.com/snowfall/donorbanner.jpg (http://www.tankspot.com/premium.php)
Welcome back to the Icecrown Citadel raid guide! I am Splug, and in this video I'll be going over our strategy for the heroic difficulty of the Lord Marrowgar encounter.
If you'd like more information or would like to learn more about downloading this movie, click "more info" on the movie information box on YouTube to head directly to TankSpot! Also, be sure to subscribe by clicking the Subscribe button to the right so you will be automatically notified as we release movies.
Marrowgar is only slightly altered from his non-heroic counterpart. His health pool is higher, and his damage is increased, but beyond that the tank and spank phase is almost entirely unchanged. Coldflame lasts longer, and as such your tanks will need to work around having three coldflame lines up rather than two. The same tactics that worked for non-hard mode Phase I continue to work: stack the raid in melee range of the boss, cleave down the bone prisons, and have the tanks dodge Coldflame each time it's cast. The raid will want to start spreading out roughly 5 seconds before Bonestorm begins to cast.
The Bonestorm phase is slightly different. Marrowgar will move an extra time, and remains at each location noticably longer. Additionally, he will continue to summon bone spikes between moves. This can be particularly dangerous if players are pinned inside the spinning storm. The Bonestorm also now does non-trivial damage; standing near the center will do roughly 13,000 damage in 25-player, and 11,000 in 10-player. This damage drops off quickly as you build distance from the center of the boss.
We simply had everyone spread out over a smaller area to handle the phase. We kept the 25-player raid contained within the circle enclosed by the trench, and in 10-player confined the group to the circular stage. This helped ensure everyone was within range to be broken free from the bone spikes, without necesarily having clumped or assigned positions which would cause too many people to move at once. Melee and tanks should be careful to not all gather on one bone spike, as it increases the risk of Marrowgar spinning into that position next.
Other than that, the encounter is just longer. Bonestorm phases are longer, and you will need more of them to burn through his increased health pool. If you'd like more information or clarifications, feel free to ask questions or add suggestions either on YouTube or in the strategy thread on TankSpot.com. And remember, TankSpot Donors can download all of these movies in High Definition directly from our servers -- click the second link in the movie information box to learn more.