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Morogrim Tidewalker

Solarian

Morogrim Tidewalker is the immense third boss of Serpent Shrine Cavern, an overly large Sea Giant of sorts that hits about as hard as one would expect given the guys size.  One thing about this fight is that we get Murlocs, everyone loves murlocs.

Abilities


Melee – 3,000-5,000 on your average tank, 8,000+ crushing blows, and over 10,000 to clothies.

Tidal Wave – 35 yard ranged attack in a frontal arc dealing 3938 – 5062 frost damage and reducing attack speed by 400%, debuff lasts 15 seconds total and the casting time is 2 seconds, resistable.

Earthquake – 3,000 – 4,000 damage within a 50 yard range, utilized every 40 seconds.

Watery Grave – Every 30 seconds Morogrim will teleport 4 randomly selected players to select points, encasing them in a bubble for 6 seconds, the bubble will then explode for around 3,200 damage as well as throw the player into the air for falling damage.

Murloc Summoning – Utilized after an earthquake, summons 2 packs of 6 murlocs each, low HP and low damage.

Water Globule Summoning – utilized after hitting 25%, summons 4 water globules in the place of where players were previously transported for watery grave, these explode for 4,000 damage upon reaching a player.

Phase 1


Entering the fight you’ll obviously want to allow the tank time to build aggro, however in this fight that takes a paramount role as otherwise the boss can and will target the tank for Watery Grave, essentially leading to a wipe as the player is incapacitated for at least 8-10 seconds.

Another thing to watch out for is that all players will require at least around 4,500 health or more at all times, otherwise an earthquake can potentially one-shot them as well as the tidal wave attack.

The final difficulty of the boss will be the murloc summoning, gaining control of the murlocs is crucial, something that is best handled by a paladin tank combined with efficient and deadly AoE to annihilate them.

Paladins should only require somewhere around 5-6 seconds to grab enough threat on the summoned murlocs before AoE can
move in and begin decimation, heal-spamming oneself can also be an effective tool if required.

Phase 2


Phase 2 is basically an easier form of phase 1, sounds odd doesn’t it? This is entered at 25% health.

In phase 2 watery grave ceases to be utilized and is instead replaced by Globule summoning.  Fortunately for us these can all be
avoided by simply retreating and repositioning within the doorway to the next room, outside of Globule range, they’ll despawn in time.

 

 

 

Main Professions

Enchanting
Jewelcrafting
Blacksmithing
Leatherworking
Tailoring
Alchemy
Engineering
Mining
Herbalism
Skinning

Secondary Professions

First Aid
Cooking
Fishing

Outlands Dungeons

Hellfire Citadel
Coilfang Reservoir
Auchindoun
Tempest Keep
Caverns of Time

Magisters Terrace

Azeroth Dungeons

Naxxramas
The Temple of Ahn'Quiraj
The Ruins of Ahn'Quiraj
Blackwing Lair

Molten Core
Zul'Gurub
Onyxia's Lair
Lord Kazzak
Azuregos

Sunwell
Black Temple
Mount Hyjal
Serpentshrine Cavern
The Eye
Zul'Aman
Magtheridon's Lair
Gruul's Lair
Karazhan
Lord Kazzak

Resources

Killer Guides
iDemise Alliance Guide
Joana's Horde Guide

B Kopp Alliance Guide
World of Warcraft at Almost Gaming

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