Raid Rx: Healing heroic Morchok

The recent nerf to Dragon Soul with the release of patch 4.3.2 means more players are now within striking distance of Morchok on heroic modes. He's a boss that serves as an execution check for your raiding group more than anything else. If your raid group mastered the art of healing through him on normal, then it should have no problem doing it again on heroic.
Just be prepared to do it twice.
The biggest hard mode change is that Morchok clones himself. His clone has the exact same abilities as Morchok prime, except the timing will be off. Your raid will be splitting in two and pulling the two bosses away from each other. You can envision the fight as two pseudo 10-man groups fighting (or two 5-mans, if you're in a 10-man raiding group).
Come into the raid with six to seven healers, if you're a 25-man raiding group. Actually, I'd consider bringing seven if it's the very first time. For 10-man, it is not uncommon for groups to bring in up to four healers for the first time. You'll need them, due to the amount of damage being dished out to the raid. Ideally, try to insist that when your raid leader splits the raid into two groups, the players will show up in your raid frames in different groups. Having all of the players in group 1 and 2 on one side with groups 3 and 4 on the other can be beneficial. The side that is tanking Morchok is the one that could benefit from the extra healer, as it seems more damage is done on that side.
I strongly recommend bringing in tanks with their four-piece bonuses, because they will be an incredible asset.
The encounter
After 90%, Morchok creates a clone of himself.
The encounter is going to rely heavily on AoE healing. There will be specific instances when your tank needs to get his health spiked up. Due to the way Stomp works in heroic, the two players closest to Morchok take double the damage. This should be a tank and another player who can a large amount of damage; I strongly recommend using a rogue for that role due to the myriad of survival skills and abilities that they have. Have a healer on each side babysit that player, as well.
Your raid needs to stack up on either side for Stomp mitigation. Once a Resonating Crystal appears, DPS players should hustle over to it, but only after they've taken a Stomp. The explosion of the crystal splits damage between seven players who are close by. I like to time my AoE spells to land just as the raid takes damage from the abilities. Ideally, you don't want healers or tanks within range of that crystal, so it's up to the DPS players to make sure that doesn't happen. However, the occassional dead raider means it might be necessary for a healer to step in temporarily to help absorb a crystal. Be prepared for it.
Stay prepared
There are times when players move too early to catch a crystal, resulting in lethal damage for that side because there weren't enough players to soak the ability. I suggest having a healer on each side use a healing cooldown (Divine Hymn, Tranquility or whatever happens to be present) as the raid transitions from a Stomp to a crystal. I always found that to be the other delicate part of the encounter.
The tank takes a fairly decent-sized melee swing right after a Stomp since heroic difficulty increases the physical damage taken by affected players. Make sure the tanks on either side have healers dedicated to spiking them up to full health as quickly as possible. You can probably time a healing spell with a cast time heal and follow it up right after with an instant-cast heal (such as a Flash Heal with a Holy Word: Serenity). Keep a finger over your emergency healing button in case the tank gets dangerously low. Guardian Spirit procs from priests can often occur.
Use a Potion of Concentration and other mana cooldowns during the Black Pool phase after you've successfully made it behind one of the stalagmites. You'll be going through about three to four of these phases, so plan them out accordingly. Depending on your raid strategy and the skill of certain players, it is possible for select classes to stay in and DPS (rogues, for example).
All-out conclusion
The final phase of the encounter is going to be the most intense. Dropping the boss' health to 20% triggers the Furious buff, when he starts hitting faster and his damage done increases by 20%. Whatever cooldowns used earlier in the fight should be up by now for use again. Don't forget to rely on the additional cooldowns of your non-healers (Rallying Cry from our warrior friends, for example). Chain your tank cooldowns one after the other. You need to be able to give the rest of the raid enough time for them to burst the two bosses down.
Pray that your raid sees multiple drops of Petrified Fungal Heart, quite possibly the best healing neck in the game. In case you're having terrible luck with weapons, the Vagaries of Time mace is enough to help tide you over until you score the awesome mace from Deathwing (Maw of the Dragonlord). Best of luck with the encounter!
Need advice on working with the healers in your guild? Raid Rx has you covered. Send your questions about raid healing to mattl@wowinsider.com. For less healer-centric raiding advice, visit Ready Check for advanced tactics and advice for the endgame raider.
Filed under: Raid Rx (Raid Healing)






Reader Comments (Page 1 of 1)
Stilhelm Feb 5th 2012 6:48PM
In 10-man, healers will need to help soak crystals because there are only 5 per side, the crystal affects 3 people, and 2 are dedicated to stomps. We isually do it with 4 heals, the enrage timer is very lenient. If your 10-man is short on rogues, a holy pally makes a good stomp soaker too with their high armor.
Paulduchesne1337 Feb 5th 2012 7:11PM
In 10 man it's not even heroic... It's just slightly harder than normal mode.
Artemisian Feb 6th 2012 6:20AM
Actually our raid had great luck with a rogue soaking crystal and double-stomp. He did a CD for Stomp and just took crystal like normal. The healer not moving went there was no issues keeping everyone alive, including the rogue taking the extra damage.
Jeff (Not that one ^ ) Feb 5th 2012 6:48PM
I got to heal this on my pally when someone else wasn't available. It was hands down the most fun (funnest?) fight I've healed in quite a while.
Diatenium Feb 5th 2012 7:10PM
I can offer some advice to holy paladins.
You'll want devotion aura for this fight, since the only magic damage is the black blood which nobody should be taking. Additionally, since the damage is almost entirely physical, glyph of divine protection is useless.
Now, given your high armour level it's worth considering having yourself be the soak with the tank, defensive cooldowns like divine protection will reduce healing intensity slightly but I never found the damage high enough to be mandatory until he frenzies, at which point you should start throwing out any offensive cooldowns you have laying around still as well as popping bubbles for stomps.
Flash of light will be your top heal, it's also worth considering glyph of LoD for 10-mans but given the very dynamic positioning requirements you might just go with Lay on Hands instead, again Divine protection is a bad choice so you might as well replace it with something.
Mana isn't a massive concern for this fight because it has a very clearly established cooldown period to regen, I never found mana to be a problem even during progression and even with the heavy reliance of Flash of Light.
Skarn Feb 6th 2012 2:12AM
Actually the crystals are Shadow damage. You can Aura Mastery them, but it only lasts for one crystal. You'll likely get better mileage from using Aura Mastery on a Stomp.
eel5pe Feb 5th 2012 10:00PM
what are the prospects for 2-healing this on 10-man?
Quick Feb 6th 2012 3:05AM
It can be done if your healers have balls of steel. **pops collar**
Put your better healer on the Morchok side as they'll be taking more stomps.
Finbarr Feb 7th 2012 3:40AM
I wouldn't want to do it that way the first time. It is alot of damage, and since healers have to crystal soak, they may have to move at a bad time. Some healers I believe have an easier time one-healing a side than others but I don't know who to recommend.
Saeadame Feb 6th 2012 6:06AM
Honestly, it's not too bad. If you have a resto druid, I wouldn't recommend it as it's difficult for a druid to heal everyone up in time for the next ability. That said, if you DO have a resto druid, or just don't have 4 healers in the wings, this can easily be done with three healers. Put one healer - someone strong, with quick AoE healing abilities as well as good single target - on Kohcrom (the twin that casts less stomps). Put your other two healers on Morchok. It's actually very easy to do this way - the more difficult side has the coverage of two healers, while the less difficult one isn't being overkilled by having too many healers. It's especially good for while the fight is progression or not a sure-thing. Once you're comfortable, then you can move down to two.
TTFK Feb 5th 2012 10:59PM
If you are close, you can kite Kohcrom all the way down by the tower and concentrate on burning Morchok. When Morchok dies, the encounter is basically over, loot drops, and Kohcrom loses all his special abilities, reducing to a basic burn phase.
Shaman healers can also shine on this fight as the 10% increased health + 10% decreased damage taken make things a lot more manageable.. Just keep rolling HR to build the HP buff, be ready with a fast GHW as the stomp hits and let the other healer worry about the rest.
frdmg Feb 6th 2012 12:37AM
As a now 4/8 HM holy priest, I can say for sure the first few times you attempt this fight bring 4 healers. The clone side is alot easier to heal so if you don't have a 4th healer, a dps in heal spec throwing a few heals is usually sufficient.
With the 5% buff, or maybe more experience since I have recieved ONE upgrade since our first Morchok heroic kill, I am now able to easily solo heal the clone side as holy. Save those CoH for directly after a crystal explodes. =)
Artemisian Feb 6th 2012 6:23AM
Just putting in the two cents for my 10 man group. We three-healed it, our druid and resto shaman taking one side and me on my disc priest taking the other (fantastic fight for disc with DA and good mastery). I didn't soak anything except the normal Stomp, letting our rogue take double-Stomp and crystal (which he volunteered for and excelled at), allowing me to stand still turret-style and pump out more heals. Worked like a charm, and killed him for the first time without losing a player (despite my tank managing to pull a water elemental add ... the hell ...).
priestessaur Feb 6th 2012 10:03AM
Don't be afraid to throw out those fast expensive heals on this fight. You get plenty of time to regen in the black blood phase. My mana bar barely dips on this fight now.
Also, if you are using raid cd's like barrier, spirit link totem, etc., they last long enough to get both a stomp and a crystal if timed correctly.
As mentioned in the comments, it is mostly physical damage, so each side should have devo aura\stoneskin up. Priests should be running Inner Fire and I suggest glyphing it as well.