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Lord Marrowgar Strategy Page

saedo — Thu, 10/15/2009 - 11:17

Health:

  • 25 Man:  23,700,000
  • 25 Man Heroic:  31,376,000
  • 10 Man:   6,972,500
  • 10 Man Heroic:   10,500,000
  • 10 Minute Berserk

Abilities:

  • Saber Lash - Inflicts 300% weapon damage (200% in 10 man) split evenly between the target and its 2 nearest allies.
  • Coldflame - Inflicts 6,000 Frost damage every 1 second to everyone standing in it
  • Bone Spike Graveyard - Impales 3 random players (1 in 10 man) in a Bone Spike, which does 9000 physical damage and then 10% of their maximum health every second until destroyed. Bone Spikes have 63,000 health on 25 man, 39,000 health on 10 man.
  • Bone Storm - Attacks nearby enemies in a whirlwind of bone. Does more damage the closer you are to him, about 6000 damage every 2 seconds on top of him, 800 damage when far away.

The FIght:

This is a simple fight requiring only 2-3 tanks. There's stuff to not stand in. Things other than the boss to dps down. And things to run away from. Otherwise, simple tank and spank.

Saber Lash

Marrowgar's first trick is that he does often 300% weapon damage (200% in 10 man) to the tank, but split among 2 others nearby him. So it's similar to Mother Shahraz, you'd want 2 other tanks to stand stack with your MT to simply soak. Possible with 2 tanks, just know that there'd be spiked up damage instead of "normal" looking damage.

Let your tanks do the pull, make sure they're the first ones there. And the rest of the raid, don't be anywhere near them.

 

Coldflame

Marrowgar will spawn these doomfire like things. It's a trail of flame (frost) that you don't want to stand in. But the simple part is that it only goes out in a straight line. So fairly easy to dodge by just strafing to the side if one heads towards you.

The raid itself can avoid most if not all the Coldflames if they stand inside his gigantic hitbox. Hunters are out of luck though. The fires appear to spawn just outside his hitbox and shoots outward, so the inside is never hit.

 

Bone Spike Graveyard

Marrowgar will impale 3 random non-tank players (1 in 10 man) doing 9000 physical damage to them, then it takes 10% of their hp per sec while they're in them. The only way to free them (no bubbles, no ice blocks) is to kill the Bone Spikes. They have 63,000 hp in the 25 man, 39,000 hp in the 10 man.

The dps should be switching to these and breaking them out asap. If the raid is grouped up together, stacking, it would help minimize any run time melee has to make.

 

Bone Storm

Marrowgar will start whirlwinding around. Think like Leotheras. Random no aggro targetting flying around the room. He chases about 4 different targets before stopping.

The entire raid will be hit, but the damage is based on proximity to him. If you're on top of him, about 6000 every 2 seconds. Further out in his hitbox, 4000 damage. Just outside even, 2000 damage. And about 800 damage if you're 30 yards out.

Also, Coldflame still occurs during this. As the raid is probably spread out, they'll fly out in more "random" directions. But it'll be 4 at a time from each of his "sides" when he stops a bit on his target of choice during the whirlwind.

Anyways, aggro is reset after this is finished, so dps hold back just a little until tanks reach him. Repeat the above stuff until Bone Storm occurs again.

Heroic: Bone Spikes will occur during this so have to switch to dps this phase too.

 

Heroic Mode Summary:

More damage, more HP obviously.

Coldflame now is more of a targeted flame. Still goes in a straight line, but not set 4 points from Marrowgar. So a bit harder to dodge, during whirlwind at least, you can still stack up to avoid it otherwise.

Bone Spike Graveyards will still occur during Bone Storms. Raid has to switch to kill them asap in all both phases now.

In 10 man, the increased damage forced us to all take up assigned positions in that inner circle. Keeps everyone close together while spread out. Using 5 points, for example N, NE, E, W, NW, or something. A half circle with 2-3 people in each.

For Bone Spikes, they're mostly ranged priority, the melee won't run into dps Bone Spikes, just handle whatever's near by, worry more about them after Bone Storm. Healers keep those up in the meantime, and BoP anyone spiked and bone stormed at the same time. Priority is survival.

In 25 man, the fight is more forgiving. You have more healers, more ranged, and more people Marrowgar can target to Bone Storm / Spike. Spread out a bit more, make sure healers and ranged are covered around the room. Again clump up as minimal as possible and heal / kill spikes when convenient. Survive!

 

Achievements

Boned - Defeat Lord Marrowgar without any raid member remaining impaled for more than 8 seconds in 10/25-player mode.

  • This is merely a raid target switch check. Easily done if everyone switches. And if done like mentioned with most of the raid stacking up in the hit box, every dps should easily be able to reach a Bone Spike to kill asap.
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The Lower Spire

saedo — Thu, 10/15/2009 - 11:14

Coming Soon!

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Icecrown Citadel Strategy Page

saedo — Thu, 10/15/2009 - 11:09

 

Ripped from Blizzard!

 

All across the lands of Northrend, many battles have been fought against the vile Scourge. Countless lives have been lost since the Alliance and Horde first reached the frozen wastes, but the champions of Azeroth continue to march forward. Now Icecrown Citadel, the cornerstone of the Scourge's power and the home base of the Lich King, is their final target. Tirion Fordring and the Argent Crusade have forged an alliance with Darion Mograine and the Knights of the Ebon Blade to form the Ashen Verdict. The strongest combatants of this coalition, along with the champions of the Alliance and Horde, will lead the charge against the citadel.

This dungeon reveals the culminating story events and battles of the Wrath of the Lich King expansion pack. Join the legendary heroes Highlord Tirion Fordring, High Overlord Saurfang, Muradin Bronzebeard, Highlord Darion Mograine, and King Varian Wrynn in an epic battle against the Scourge and their master. Icecrown Citadel features 10- and 25-player versions of the raid dungeon, and each version has 12 encounters. Each encounter can be fought in either normal or Heroic mode, and players can use a new user interface feature to toggle easily between difficulties. The rewards in the raid dungeon start at item level 251 in the normal mode with 10-player encounters, increase to item level 264 in the Heroic mode mode with 10 players and the normal mode with 25-player encounters, and then finally reach item level 277 in the Heroic mode with 25 players.

Grand Entrance of the Citadel
After breaching the fortress, players will face a legion of undead guards directed to repel any invaders. Commanding the defenders is Lord Marrowgar, a monstrosity fused together from the bones of the undead. Supreme Overseer of the Cult of the Damned, Lady Deathwhisper is the next opponent. She bolsters the faith of her followers by promising them the opportunity to give eternal service in undeath.

As they continue their ascent, the Alliance and Horde heroes ultimately end up outside of the citadel where their hatred for one another erupts into a battle for dominance over the Rampart of Skulls. Players will join in battle alongside High Overlord Saurfang on the Orgrim's Hammer gunship or Muradin Bronzebeard on The Skybreaker in a unique encounter. Each faction will protect its gunship and try to destroy the other one in a back-and-forth battle to see who is truly worthy of facing the Lich King.

The Lich King's most powerful death knight then stands as the final obstacle for the heroes to enter the upper reaches of the citadel.

The Wings of Icecrown Citadel
After the heroes of the Alliance or Horde defeat the other faction on the gunships and wipe out the creatures near the entrance, players will venture into an area with three separate wings. Here they will face a multitude of terrors that must be vanquished in order to confront the Lich King.

In the Frostwing Halls players will battle alongside the Ashen Verdict and push into the lair of the deadly frost wyrm Sindragosa, who continues to strengthen her brood with the help of Ymirheim's vrykul. Along the way, the heroes will stumble upon Valithria Dreamwalker, a captured green dragon whom the Scourge is using as a test subject for their own ends....

The Plagueworks contains the most twisted experiments ever produced by the Scourge. In this wing players will face two new forms of abomination in Festergut and Rotface, who currently protect their devious creator, Professor Putricide.

The Crimson Hall contains the leaders of the San'layn, undead blood elves who oversee the Scourge's operations throughout Azeroth. The blood-princes Valanar, Keleseth, and Taldaram were raised into undeath by the Lich King to avenge themselves while protecting their blood-queen, Lana'thel.

The Frozen Throne
After clearing all three wings, players will ascend to the Frozen Throne, where the Lich King and his runeblade, Frostmourne, await to deliver them to their deaths....

 

Random Notes:

This guy has since been removed from the game files.   Suspected to be the Immolated Champion that you see in Yogg's brain so will turn up in the Arthas fight, maybe.

 

 

 

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