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Reader Comments (Page 1 of 1)
12-19-2009 @ 12:31AM
Squeek said...
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.
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