Ready Check: Lord Marrowgar

If ever there were a boss just begging to be turned into a totally Camaro-awesome tattoo, it's Lord Marrowgar. Like an epic, multi-skulled skeleton made of bone and skulls and spikes, Marrowgar is hands down one of the coolest looking mobs in the game.
While the sophomoric "Dude, he's a bone guy with a bone axe!" revelation has me only a little ashamed, I nonetheless get a certain thrill up my spine each time I see him.
Lord Marrowgar is not a complex fight, although there's a few things about it that are going to be counter-intuitive. I think that slight change-up in normalized behavior is probably the biggest challenge of this fight. It's kind of a clever design that way, but otherwise, you should expect Marrowgar to be your first, solid gear check in Icecrown Citadel.
The fight with Lord Marrowgar seems incredibly straightforward, since he really only has four or five abilities. Basically, two tanks start the fight. He shoots lines of fire, which your raid should not stand in. (You've got the "don't stand in fire" trick down at this point, right?)
Periodically, Lord Marrowgar will impale a member of your raid on a bone spike. Kill that spike to free your raid member before that member dies. Lastly, Marrowgar does a whirlwind. That's where the counter-intuitive piece comes in, since you really don't need to run around like a herd of panicked cats to avoid the damage.
I mean, not taking the damage is great if you can avoid it, but the whirlwind doesn't hurt so bad that you should range your healers. But, ultimately, the whirlwind damage isn't all that deadly if you've got a potion, or if your healers are on their game. I've seen more raids die trying to get back together after the whirlwind than raids that die during the whirlwind itself.
Okay, all that being said, let's take a look at Marrowgar's actual abilities.
Abilities
Saber Lash: Saber Lash is one of Marrowgar's more iconic abilities. It is a massive hit that is split evenly between the tank (technically, Marrowgar's target) and the target's two closest allies. This is, therefore, also the ability that requires you to have two or three tanks. (Two in 10-man, three in 25-man.) If you don't have someone else to help soak the damage, this ability will make pretty quick work of your tank.
Coldflame: Coldflame will target a random member of your raid, and then draw a blue, burning line of fire on the ground between Marrowgar and that raid member. Your raid should simply sidestep out of the flame.
Bone Spike Graveyard: This hurls a massive bone at someone. Whoever gets in the way will get impaled. It really sounds like you can avoid it, but I've never seen a spike happen without someone getting impaled. As soon as a raid member is impaled on the spike, though, all possible DPS should be dedicated to freeing them. If you leave your raid buddy impaled on the spike, they will die from the periodic damage.
Bonestorm: The ability known as Bonestorm actually looks like a big spinning whirlwind melee attack. Most raiders -- especially melee raiders -- are very well trained to not stand in whirlwinds. They instinctively pull away from the whirlwind, so as not to get simply turned into jelly as soon as the ability happens.
This whirlwind, however, doesn't actually do a vast amount of melee damage. If you can somehow manage to avoid it without completely leaving your raid miles away behind you, go for it. Otherwise, just try and sidestep the worst of the hits. Marrowgar will Bonestorm in four different corners, and then return back to his tank. There is an aggro-wipe here, so it's important your tank is ready to pick him up again.
What makes Bonestorm really dangerous isn't the melee attacks -- it's the additional Coldflame lines of fire he puts on the ground when the attack occurs. Just like Coldflame itself, you should avoid standing in it. It's just as deadly as the regular ability.
So, ultimately, if you can manage those four different abilities, you can handle Marrowgar. It's a gear check -- mostly for your tanks, admittedly -- to be sure you're ready for the rest of the Icecrown Citadel.
Achievements
Boned is the only boss-specific achievement for Lord Marrowgar. You achieve Boned by not leaving any raid members on their bone spike for longer than 8 seconds. That's not a very tough achievement, but it's made easier with the use of a handy "/target bone" macro. Pulling off Boned will probably rely on your ranged DPS characters more than your melee ones, since it'd take a few second for them to get into position.
Summary
So, the final summary of fighting Lord Marrowgar is pretty simple. Don't stand in the fire. When he whirlwinds, avoid it if you can, but don't lose your head trying to dodge it. When Bone Spike Graveyard happens, free your raid members as quickly as possible. Make sure you have two tanks soaking the Saber Lash.
The most difficult part of this fight, again, is fighting the urge to completely scatter while trying to avoid the Bonestorm.
Good luck!
Ready Check is here to provide you all the information and discussion you need to bring your raiding to the next level. Check us out weekly to learn the strategies, bosses, and encounters that make end-game raiding so much fun.Filed under: Analysis / Opinion, Ready Check (Raiding), Walkthroughs, Raiding, Bosses






Reader Comments (Page 1 of 2)
Ventras Dec 18th 2009 7:15PM
Indeed, the best-looking boss in WoW.
Qot Dec 19th 2009 1:33AM
Also the coolest ability name: Bonestorm!
All we need now is an NPC there named Thrillhouse... Or at least Thrillho.
SaintStryfe Dec 19th 2009 4:46AM
Only the return of Millhouse Manastorm could make it better.
dpoyesac Dec 19th 2009 12:51PM
He's cool looking, no doubt. But kudos to the actual instance designers who put him at the end of long hall where we can watch him and get chills while we clear the trash up to him.
I love zoning into ICC and seeing him there, looking all scary, waiting to bone (spike) me.
Noz. Dec 18th 2009 7:21PM
You face not 3, but 4 faces!
mysticalos Dec 18th 2009 7:27PM
actually melee are easier for boned than ranged..the trick especially on 25 man, ENTIRE raid stacks behind him tanks in front. when impale happens, guess what all 3 of them are in same spot, cleaves, whirlwind, etc you free all 3 within seconds, without anyone in raid actually having to move at all. mleee are still on boss cleaving people free....during whirlwind, 5 seconds before you spread out. when whrilwind is ending you get back on his ass. Simple.
Nathanyel Dec 18th 2009 8:47PM
Though your ranged will have to stand outside his model, unlike the melees, and will need to strafe a lot more to dodge the Coldflames, you can't all crawl up inside his model, this leads to Coldflames spawning inside of him.
Chirri Dec 18th 2009 11:36PM
The only ranged forced to stand at range was our hunter. All others were within the red target circle on the ground. There's always some straggler or two, as well, but over all - we haven't experienced a "need" for anyone to stand in cold flame territory. Anyone (besides the hunter) who was out of range was left to their own devices on Spikes, and everyone was clearly forewarned on the matter. Healers have a harder time understanding that they're not exempt from that, though when they stop out of range it can cripple the entire raid once they get spiked.
It feels slightly tricksy, but it functions quite well.
pushmonk Dec 19th 2009 1:05AM
Just gimp the hunter's dps, and make them stand there, too. It works. They should still be able to pull 3k+.
Tori Dec 18th 2009 7:43PM
http://wowraid.com/img/news/2009/november/marrowgar.jpg
That would make a pretty epic tattoo.
MusedMoose Dec 18th 2009 7:43PM
Thanks for the informative guide; it'll be a while before my main is ready for this raid, but it's good to know I won't have to memorize a complex strategy for every boss.
As for Lord Marrowgar's appearance, I have to say this: can you imagine what it must have been like for the first raid groups on the PTR, facing him with no idea what he looked like or anything else? I'm just picturing that thing coming out of the mist like in your picture, and a raid group coming thiiiiiiiiis close to collectively embarrassing itself.
Ready Check? Mo' like Underwear Check. ^_^
Rollo Dec 18th 2009 9:12PM
On the PTR, he just looked like a big skeleton, right? I think I saw that on some strat videos. If that's the case, I like it. Test the mechanics on the PTR but save the eye candy for release. :-)
MusedMoose Dec 19th 2009 8:59AM
Oh, sweet! I didn't know about that at all. Major kudos on Blizzard's part, then. Must have been quite the surprise for people who'd played on the PTR, facing him (it?) after the patch went live. Bwa ha ha.
LuminousNerd Dec 18th 2009 7:44PM
I suppose this is kind of a "gear check" as you kept putting it, but as is usually the case if you are failing the issue most likely goes deeper than gear. Keep in mind this instance only expects you to be Ina mixture of 219/232 gear (232/245 for 25 man). By now almost everyone has some 245 or even 258 which sets off the balance as well. Chances are you are geared for it, don't fall into the "we're not geared" fallacy that so many guilds rot away in.
N-train Dec 18th 2009 7:48PM
The biggest thing to note for this fight is not the damage from the whirlwind, its the AGGRO WIPE that comes directly after it. This is what destroys most raids, my own included. As of the latest hotfix, he is tauntable, but everyone (tanks and heals especially) really need to be on their game when the whirlwind stops, or the wrong person going to take a saber lash to the face.
Also, as I understand it, LM targets 4 (on 10 man) people with his whirlwind, moves to them, lays down a coldflame, then moves on to the next one. Someone ought to count this out in vent so people no to stop on the 4th target.
A well timed consecrate or d&d is pretty helpful for the pick back up, but assuming everyone knows to stop dps, it shouldn't take too long to get the rhythm down.
Kinka Dec 18th 2009 8:11PM
Actually, a (now) popular analogy I've given in my guild is likening Marrowgar to a Megaman boss fight.
The attack pattern is, for the most part, very simple and easily memorized. He doesn't leave much room for error though.
Jorges Dec 18th 2009 10:48PM
"Marrowgar will Bonestorm in four different corners, and then return back to his tank."
This is incorrect. After the Bonestorm ends there is an aggro wipe and he'll go for the nearest target, so the tanks have to pull it / hunters MD to the tank. Also, if people don't stop dps at this point he can easily kill 1 or 2 raiders in the process.
Squeek Dec 19th 2009 12:31AM
We're back!
So this is a pretty generic introduction to the fight. This doesn't go into actual strategy at all.
First and foremost, Marrowgar's hit box is absolutely massive. You can hit him from about ten feet away. It's ridiculous. They made it this way so that Bone Storm is actually somewhat dangerous. If his hit box was limited to the targeting circle, he'd be a joke.
The pull is a lot like Onyxia. Tanks run in together on this one though. My best advice for getting this guy into "position" is to run through him. I put quotes on position because he won't move. Your aggro range is also his hit box range, so he won't move on the pull. This is a key note for the dps and healers--hang back by the door on the pull or you'll get cleaved.
Tanks should probably use a one-minute cooldown if they've got one on the pull itself. You may out-range your healer on the pull and HoTs probably won't be rolling, so you just want to be careful.
In the first round, he'll use one bone spike on one / three people (10/25). The closer you are to each other, the easier it'll be to get this person out. Don't fan out in a huge half-circle behind him. Make a tight cluster, all side by side. Some strategies suggest stacking the entire raid inside his targeting circle. I haven't tried this myself, but it's worth a shot.
He'll use one more bone spike, and then use bone storm shortly after. Get these people out very quickly. You should just switch off the boss to do it, since you need to take this time to start running away anyway.
After two spikes, Bone Storm. He spins in place, then targets someone and moves to their location. Everybody else should move away from that location. The tanks can pretty much stand still at this point. Five seconds of that, and he'll move again. You'll always know where he's going because he'll target the person he's moving to. After the third jump, the tanks should get ready. His fourth jump is where he will end up. The tanks should be on top of him ready to go. Misdirects should go out. Tricks should not as you don't want to be anywhere near him when he comes out of whirlwind. He will most likely be somewhere other than his original position. DO NOT take him back to his original position. Just point him facing whatever wall he's near and have everybody else be somewhere else. Rules of thumb: if you're DPS or heals, don't be anywhere near him. If you're a tank, be right on top of him with your back to the nearest wall.
After the first round, the Graveyard happens three times a round. On the third time, get everybody out quickly and move again. Rinse and repeat.
Tanks should keep an eye on who gets spiked. If you're running two healers in 10-man, use a cooldown any time one of them gets spiked. In 25-man, know who the tank healers are and use a cooldown any time one of them gets spiked. Be prepared to carefully rotate him if you get a coldflame on you, and call out that you'll moving him slightly, just in case.
Marrowgar is pretty easy, but there's a lot that can go wrong. Just pay attention and you should one-shot him.
Sky Dec 19th 2009 12:54AM
For what it's worth Lord Marrowgar has been nerfed last monday (14 December 2009). Enjoy your 'welfare kill' [sarcasm]
Squeek Dec 19th 2009 5:03AM
All of the changes to the Marrowgar fight were fixes, not nerfs.
Just because the end result was an easier boss doesn't mean the boss was nerfed. He should have been tauntable. He shouldn't have been hitting for 25-man damage. In 10-man, you're expected to have two healers, and if one of them got spiked, you pretty much lost. It turned the fight into an Algalon fight, which isn't the point of the fight.
I do, of course, admit that it was possible before the fix. The fix is very much welcome though.