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by Arphir of Axis [Dark Iron] OverviewA massive sea giant, he serves Lady Vashj for his own purposes.
AbilitiesHP: 5,700,000 Melee: hits for approx. 4,000 on a tank (6,000 crushing, 8,000 crit). Tidewalker is rumored to have a variable swing timer, meaning that unlike most mobs, his melee attacks occur at random intervals instead of at a consistent rate. This may contribute to Tidewalker’s extremely spiky damage and is the reason many guilds prefer a druid MT with higher HP/armor for this fight. Tidal Wave: Damages players in an arc in front of Tidewalker for 3938-5062 damage and reduces their attack speed by 400%. Earthquake: Damages all players within 35 yards for 3000-4000. Packs of 6 murlocs apiece are spawned in the north and south corners and begin to run toward Tidewalker. Murlocs have approx. 17,000 hp and hit a tank for less than 1,000. 45-60 sec cooldown. “The violent earthquake has alerted nearby Murlocs!” Watery Grave: Occurs only when Tidewalker is above 25% health. Up to 4 players are teleported to locations scattered about the room and encased in a globe of water, taking approx. 6,000 damage over 6 seconds. After 6 seconds the globe explodes, dealing AOE damage to anybody nearby, and the player flies into the air, taking another 1,000 damage or so when they land. Approx. 50 yard range, 30 sec cooldown. “Morogrim Tidewalker sends his enemies to their watery graves!” Summon Watery Globules: Occurs only when Tidewalker is at or below 25% health. Four floating globes of water are summoned througout the room and float slowly toward players, bursting for 4000-6000 damage on impact. The globes will not leave Tidewalker’s room.
PreparationRaid composition 1 Druid MT 1 Paladin AOE Tank 8-9 Healers 14-15 DPS The ideal raid composition for this strategy includes a Druid main tank with the best gear available, a Protection spec’ed Paladin tank with 14k hp fully buffed, at least one warlock, and at least 4 mages or warlocks combined. The fight tends to favor a larger number of healers, since there is no enrage timer and both the main tank and the raid can take a lot of unexpected damage. Assignments Use the following macro to help assign the roles in your raid: /rw — INC ASSIGNMENTS – /raid MT [1 Tank] – Heals: [4 Healers] /raid Murloc Tank: [1 Paladin Tank] – Heals: [2 Healers] /raid Lifetap Warlock: [1 Warlock] /raid Water tomb Heals: [1 Healer] (heal Murloc tank when nobody is tombed) /raid Raid Healing: [1 Healer] /raid Raid healers also watch the Main Tank
On the pullEveryone stands at the southern entrance to Tidewalker’s room. As the tank pulls, move to the positions in the accompanying diagram.
Phase 1Until Tidewalker reaches 25% health, the raid is focused on healing through Watery Graves and Earthquakes, gathering Murlocs on the paladin tank and AOE’ing them down, and DPS’ing Tidewalker.
Repeat this strategy until Tidewalker reaches 25% health. Try to ensure that he rolls over to 25% right after AOE’ers have finished killing the latest pack of Murlocs and you still have at least 10 or 15 seconds before the next Earthquake.
Phase 2At 25% health, Tidewalker will stop using the Watery Graves ability, and start summoning Watery Globules instead. Since the Globules will despawn at the edge of Tidewalker’s room, all 25 members of the raid must move into the northern hallway, out of the range of the globules.
Repeat the above steps until Morogrim Tidewalker is slain. Congratulations!
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