![]() |
|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |

Quick Fight Notes
Brief Tactic
This is a straight forward tank and spank fight while standing behind the boss in melee range. Dodge the fires that come for you and nuke down the Bone Spikes as soon as they spawn. Spread out on Bone Storm to reduce damage taken and hug back on the same spot, behind the boss, after the bone storm. Tanks always stay hugged to reduce the damage of Saber Lash hitting a non-tank.
Heroic Ability's
The heroic version of this boss remains the same as the normal version with only minor differences. The boss has more health, deals more damage and Bone Storm lasts a few seconds longer. The biggest and only "real" change, is that the Bone Spikes continue to cast during the whole fight, even during Bone Storms. You should still spread out during Bone Storm, but focus on getting any Spikes down you come across. Get those people freed and keep them alive! They get more damage from the spikes than on normal mode.
Known Wipe Reasons
Comments
@ Thu, 03/12/2009 - 08:58
Lord Marrowgar is the first boss we will encounter when we enter ICC, by the looks if it he shouldn't pose to much of a threat to us.
Ability's
-
A man is but the product of his thoughts.
What he thinks, he becomes.
@ Thu, 03/12/2009 - 09:43
NOTE: In this PTR test movie the Bone Spike Graveyard ability is bugged, he does NOT use this ability at all during the fight in this movie. He will do when we get to him though so keep that in mind!
A man is but the product of his thoughts.
What he thinks, he becomes.
@ Thu, 03/12/2009 - 10:53
Marrowgar Hard Mode (PTR) - can't find normal mode guide
Sorry i don't know how to bold etc sections so this looks a bit messy. Its pretty much a copy and paste job to give a flavour of the fight.
Strategy
Enabling hard mode Marrowgar increases his hitpoints by 7 million for a total of 31.4 million health.
He has a saber lash mechanic so we used three tanks.
He casts fire periodically in radiating lines from his body that hit for about twice what they do on normal mode. Melee can avoid these if they stand inside of melee range (he has a large hit box.)
Every 15-20 seconds or so, he throws out a bone spike that impales up to three players (and can hit in melee range.) The bone spikes he throws also have twice the health on Heroic: about 130k rather than 65k, and deal double the damage to players.
45 seconds after engage he enters a whirlwind phase where he picks a random player and charges them, dealing about 11k damage on cloth every two seconds, and then picking another target. This lasts for 40 seconds on hard mode (it's shorter on normal mode.)
The big "gotcha" of hard mode, however, is that he continues to cast the bone spikes during the whirlwind phase, which immobilizes players and the timing can mean that they can be spiked right when he is charging.
Due to the lag on the PTR and having two bosses available, we were unable to come up with a solution to the "spiked right as a whirlwind heads that way" problem.
General Tips
What we tried
As is often the case with the PTR, the heavy lag limited the number of attempts we could do, but I'll run through the different strats we tried and the problems with them.
(1) Mass chaos
This was the strat of choice for our first couple engages and didn't work too well. Ranged need to be in a pretty tight semicircle in phase 1 so they can reach Bone Spikes.
(2) One clump
This caused problems in phase 1 because everyone had to move from the coldflame. We did it to test whether or not Bone Spikes hit everyone in their path like the tooltip implies (they don't.)
(3) Spread out
This was a phase 2 positioning: we tried everyone spread out to see whether that helped with whirlwind. It was pretty good, but made it hard to handle spikes that were cast.
(4) Three clumps
We split the raid into thirds and assembled about 5 seconds before the whirlwind started. When he moved to a clump, that clump scattered, and then got back together as soon as he left. This was very effective at killing bone spikes and keeping healing up, but Coldflame made it hard to keep static positions and it lead to a lot of spike + whirlwind deaths.
Conclusion?
We only got one pull with each positioning, and further analysis may come up with other ideas, but we may favor the mass-spread option. Failing that, three groups.
Heal Tips
Put the debuff for bone spike on your grid so you can take care of healing those people quickly, even if you had to move around.
Note that BoP will not remove a bone spike, although it does prevent the physical damage.
Melee Tips
You don't need to run out to kill Bone Spikes on ranged but you do need to get anyone near you.
Ranged Tips
Switch immediately to killing Bone Spikes: they deal a lot of damage.
If you try to click to target on them, you may have problems because of the size of Marrowgar's hitbox. Either use your "target nearest hostile" hotkey or a /target macro.
Common Problems
Don't ever let the lines of fire ("Coldflame") hit you: if they do, they apply a debuff. Ranged can stay at a good distance from him and have time to react, and melee can stay within his hitbox (or also far from him during whirlwind) to avoid ever getting hit.
@ Thu, 03/12/2009 - 10:56
Tankspot Guide
http://www.tankspot.com/forums/f128/58425-lord-marrowgar-encounter.html
@ Thu, 03/12/2009 - 15:35
From what i see in tank spot, Bone Spike Graveyard is simply this:
Morrowgar fires 3 spikes from his back, they presumably smash into the ground at random spots, and then surface underneath 3 random raid members - impaling them.
All melee dps should nuke any Spike impaling any melee
All ranged should nuke any Spike impaling a ranged or healer
The impale is a 3 second cast so people should be ready to change to the nearest spike when they see it, they have less than 40k in 25 man (it takes 1 ranged dps <5 seconds to kill a 50k life spark in XT 10 HM) making them very harmless to the raid during phase 1 as long as they are nuked.
In phase 2 this is turned on its head and the spikes become massively important since he can impale 3 people that may all possibly be in his whirlwind path, thus these people need to be freed almost instantly to avoid deaths.
We are all puppets, I'm just the puppet who can see the strings..
"Time you enjoy wasting, was not wasted." - John Lennon
@ Mon, 07/12/2009 - 08:56
mixture of:
freya (iron roots)
helassi: saberlash
and last bos in mount hyal: fire trails
can the wirlwind bleed effect be dispelled btw? (dwarf stoneform)
"Grant me the strength to accept the things that I cannot change, the courage to change the things I can and the wisdom to know the difference." - Antonidas -
@ Thu, 10/12/2009 - 15:20
Comment Moved - http://www.vigilantes-guild.com/forum/%5Btd%5D-lord-marrowgar#comment-65...
@ Thu, 10/12/2009 - 17:57
Comment Moved - http://www.vigilantes-guild.com/forum/%5Btd%5D-lord-marrowgar#comment-65...
Patch 4.0.1 Hotfix!


The goal of war is not to die for your country, it's to make the other bastard die for his.
<3 Shii