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Morogrim Tidewalker
Strategy Guide

°ÏµÕÆĵµ ¸ð·Î±×¸² Àü·«

¿ø¹® by Fergie
¹ø¿ª by ´Ï¾Æ¸£

¿ø¹® ÁÖ¼Ò http://www.bosskillers.com
Raid Setup
°ø´ë ±¸¼º

The general raid setup is:ÀϹÝÀûÀÎ °ø´ëÀÇ ±¸¼º

4 Tanks (there are 2 Tank setups: 4 Warriors for Method 1; 1 Warrior MT + 2 Feral Druids + 1 well geared Protection Paladin for Method 2)
4¸íÀÇ ÅÊÄ¿[2°¡Áö ±¸¼º¹ýÀÌ ÀÖ½À´Ï´Ù. Àü·«1¿¡¼­´Â 4¸íÀÇ Àü»ç, Àü·«2¿¡¼­´Â 1¸íÀÇ Àü»ç¿Í 2¸íÀÇ ¾ß¼ºµå·ç+ÇѸíÀÇ Àåºñ ±¦ÂúÀº º¸È£ ±â»ç]

9 Healers
9¸íÀÇ Èú·¯

12 DPS (at least 3 mages and 3 warlocks. An extra mage and warlock will make the fight even easier. A fury warrior is also nice for method 2)
12¸íÀÇ µ¥¹ÌÁö µô·¯[ÃÖ¼Ò 3¸íÀÇ ¹ý»ç¿Í 3¸íÀÇ È渶°¡ ÀÖ¾î¾ß ÇÕ´Ï´Ù. Ãß°¡ÀûÀÎ ¹ý»ç¿Í È渶°¡ ÀüÅõ¸¦ ´õ ½±°Ô ÇØ ÁÙ ¼öµµ ÀÖ½À´Ï´Ù. ºÐ³ëÀü»ç ¶ÇÇÑ 2¹ø¹æ½Ä¿¡¼­´Â ÁÁ½À´Ï´Ù.]

You can swap 1-2 Healers for DPS and vice-versa depending on how the encounter works out of you. It's quite flexible.
1~2¸íÀÇ Èú·¯¸¦ µ©µô·¯·Î ±³Ã¼Çϰųª, ±× ¹Ý´ë·Î ÇÏ´Â °æ¿ìµµ ÀüÅõ¿¡¼­ ±¦Âú½À´Ï´Ù. µ©µô·¯¿Í Èú·¯ÀÇ ±¸¼ºÀº ²Ï³ª À¯µ¿ÀûÀ̱º¿ä(?) 

 

Gear RequirementsÀåºñ ¿ä±¸Ä¡

If you've already managed to get through Hydross the Unstable and got this far, you've already passed the gear check to the instance.

ºÒ¾ÈÁ¤ÇÑ È÷µå·Î½º¸¦ ±×·°Àú·° ³Ñ¾î¿ÔÀ¸¸é ÀÌ¹Ì ºÒ¹ì Á¦´Ü¿¡¼­ÀÇ Àåºñ üũ´Â Åë°ú ÇÑ ¼ÀÀÔ´Ï´Ù.

No resistance gear is necessary.

ÀúÇ× Àåºñ´Â ÇÊ¿ä ¾ø½À´Ï´Ù.

Having at least 9k health on every raid member when fully buffed is not required, but can save your life and make the fight easier as it enables raid members to survive the Earthquake if they aren't healed or do not bandage after a Watery Grave.

Àû¾îµµ ¸ðµç °ø´ë¿øÀÌ Ç®¹öÇÁ ½Ã¿¡ 9õ ÀÌ»óÀÇ Ã¼·ÂÀ» º¸À¯ÇؾßÇÕ´Ï´Ù. ÇÏÁö¸¸ ÀüÅõ½Ã¿¡ ´ç½ÅÀÌ ¾ÈÁ×°Ô ÇÏ°í ÀüÅõ¸¦ ½±°Ô ÇØ Áִµ¥¿¡´Â °ø´ë¿øÀÌ ÁöÁø ÀÌÈÄ



Buffs and Consumables¹öÇÁ¿Í ¼Ò¸ðÇ°

Use the standard raids buffs. Blessing of Salvation and Tranquility Totem are good for keeping non-paladin groups low on aggro. Á¤ÇüÀûÀÎ °ø´ë ¹öÇÁ¸¦ »ç¿ëÇÕ´Ï´Ù. ±¸¿øÀÇ ÃູÀ̳ª Æò¿ÂÀÇ ÅäÅÛÀº ³·Àº ¾î±×·Î¸¦ À¯ÁöÇÏ´Â µ¥¿¡ À¯¿ëÇÕ´Ï´Ù.



Every member in the raid should have absolutely all potions that help them do their job. ¸ðµç °ø´ë¿øÀº °¢ÀÚ Á÷¾÷¿¡ ¸Â´Â ¹°¾àµéÀ» ì°ÜÁÖ¾î¾ß ÇÕ´Ï´Ù[±âº»ÀÌ°ÚÁÒ?]



Flask of Mighty Restoration is very helpful for the healers.

°­·ÂÇÑ ¸¶³ª ȸº¹ÀÇ ¿µ¾àÀº Èú·¯µé¿¡°Ô Å« µµ¿òÀÌ µË´Ï´Ù[µ· ¤¸¤©-_-].

Flask of Fortification for the MT and for the Method 2 tanks is a must, and Flask of Supreme Power is mandatory for the Mages and Warlocks.

Áõ°­ÀÇ ¿µ¾àÀº Àü·«2¿¡¼­ ¸ÞÀÎÅÊÄ¿¿¡°Õ ¹Ýµå½Ã ÇÊ¿äÇϸç, °­·ÂÇÑ ¸¶·ÂÀÇ ¿µ¾àÀº ¸¶¹ý»ç¿Í È渶¹ý»ç¿¡°Õ °­Á¦ÀûÀ¸·Î »ç¿ëÇÏ°Ô ÇϽʽÿÀ[µ·ÀÌ ¾îµø³Ä!!;]

In general you should have everybody fully potted and flasked.

º¸Åë ¸ðµÎ°¡ [µµÇοë]¼ú°ú ¹°¾àµé¿¡ ¿¾îÀÖ¾î¾ß ÇÕ´Ï´Ù.



Boss Abilities³×ÀÓµå ´É·ÂÄ¡



Health: 2,200,000 ÇÇÅë 220¸¸



Hits for about 4k-6k on a well geared tank. ÆòŸ: Àåºñ ±¦ÂúÀº ÅÊÄ¿¿¡°Ô 4õ~6õ



"Tidal Wave"¹°º¸¶ó

A frontal, 35 yard range attack dealing 3938-5062 frost damage and reducing attack speed by 400%. The only person it should ever hit is the main tank.

Àü¹æ 35¾ßµå ¹üÀ§¿¡ 3938~5062ÀÇ ³Ã±â µ¥¹ÌÁö¸¦ ÁÖ°í °ø°Ý¼Óµµ¸¦ 400%´ÊÃä´Ï´Ù. ´ÜÀÏ ´ë»ó¿¡°Ô¸¸ ¿µÇâÀ» ÁÖ¸ç ÁÖ·Î ¸ÞÀÎ ÅÊÄ¿ È¥ÀÚ ¸Â½À´Ï´Ù.

"Watery Grave"¹°ÀÇ ¹«´ý



 



"Morogrim Tidewalker sends his enemies to their watery graves!"
¡°°ÏµÕÆĵµ ¸ð·Î±×¸²ÀÌ ±×ÀÇ ÀûµéÀ» ¹°ÀÇ ¹«´ýÀ¸·Î º¸³À´Ï´Ù!¡°

Every 30 seconds Morogrim teleports 4 random targets to the highlighted locations and encases each of them in a bubble for 6 seconds. After 6 seconds the bubble bursts, dealing 3200 frost damage to the target and people near him and throwing him up in the air, after which he takes about 1000 falling damage.

¸Å 30Ãʸ¶´Ù ¸ð·Î±×¸²Àº 4¸íÀÇ ·£´ýÇÑ Å¸°ÙÀ» À§ ±×¸²¿¡ Ç¥½ÃµÈ À§Ä¡·Î ¼ø°£À̵¿ ½ÃÅ°°í °¢ÀÚ 6Ãʵ¿¾È °ÅÇ°-¹°ÀÇ ¹«´ý¿¡ °¡µÓ´Ï´Ù. 6ÃÊ µÚ¿¡´Â °ÅÇ°ÀÌ ÅÍÁö¸é¼­ ´ë»ó°ú, ±× ±Ùó¿¡ ÀÖ´Â »ç¶÷ ¸ðµÎ¿¡°Ô 3200ÀÇ ³Ã±â µ¥¹ÌÁö¸¦ ÁÖ°í ´ë»óÀ» Çã°øÀ¸·Î ¶ç¿ö¿Ã¸³´Ï´Ù. Ã߶ôµ¥¹ÌÁö´Â 1000Á¤µµ ¹Þ°Ô µË´Ï´Ù.

Watery Grave does not target the Main Tank. Paladins can use Divine Shield to get out of it, and mages should be able to Ice Block out of it too.
¹°ÀÇ °¨¿ÁÀº ¸ÞÀÎÅÊÄ¿¸¦ ´ë»óÀ¸·Î ÇÏÁö ¾Ê½À´Ï´Ù. ±â»ç´Â ¹«ÀûÀ¸·Î ÀÌ°É Å»Ãâ ÇÒ ¼ö ÀÖ°í, ¹ý»ç ¿ª½Ã ¾ó¹æÀ¸·Î ºüÁ®³ª¿Ã ¼ö ÀÖ½À´Ï´Ù.



"Earthquake"ÁöÁø

"The violent earthquake has alerted nearby murlocs!"
¡°°Ý·ÄÇÑ ÁöÁøÀÌ ±Ùó¿¡ ÀÖ´Â ¸Ö·Ïµé¿¡°Ô °æº¸°¡ µË´Ï´Ù!¡±

A 35 yard AoE ability that hits for about 4k, knocking down affected people every 40 seconds. In addition it spawns 2 packs of 6 Elite murlocs with 14,000 health, each of which hits for about 200-400 damage on Plate. One pack comes from each entrance. They need a few seconds before they come within visible range. These murlocs will need to be AoE-ed as explained further on.

4õÁ¤µµ µ¥¹ÌÁö¸¦ ÁÖ´Â 35¾ßµå ¹üÀ§°ø°ÝÀÔ´Ï´Ù. ¿µÇâÀ» ¹ÞÀº °ø´ë¿øµéÀº ¸Å 40Ãʸ¶´Ù ³Ë´Ù¿îµË´Ï´Ù. Ãß°¡ÀûÀ¸·Î 6¸¶¸®ÀÇ ÇÇ 14000Â¥¸® Á¤¿¹ ¸Ö·Ï µÎ ¹«¸®¸¦ »ý¼º½ÃÅ°´Âµ¥ ÆDZݱâÁØ 200-400ÀÇ µ¥¹ÌÁö¸¦ ÁÝ´Ï´Ù. °¢°¢ ¹«¸®´Â ´Ù¸¥ À§Ä¡¿¡¼­ µîÀåÇÏ°Ô µË´Ï´Ù. ¸Ö·ÏµéÀÌ °ø°Ý °¡´É ¹üÀ§¿¡ ¿À±â ±îÁö´Â ¾à°£ÀÇ ½Ã°£ÀÌ ÇÊ¿äÇÕ´Ï´Ù[µîÀåÇÏ°í ¾à°£ ½Ã°£ÀÌ Áö³ª¾ß °ø°Ý °¡´ÉÇØÁö´Â µí Çϱº¿ä]. ÀÌ ¸Ö·ÏµéÀº ¾Õ¿¡¼­ ¼³¸íÇßµíÀÌ ±¤¿ªÀ¸·Î ó¸®ÇÕ´Ï´Ù.
 

"Watery Globules"¹°ÀÇ ±¸Ã¼

"Morogrim Tidewalker summons Watery Globules!"
¡°°ÏµÕÆĵµ ¸ð·Î±×¸²ÀÌ ¹°ÀÇ ±¸Ã¼¸¦ ¼ÒȯÇÕ´Ï´Ù!¡±

At 25% he will stop using Watery Grave and instead summon Watery Globules from the Watery Grave points. They are supposed to be slow-moving bombs which explode for about 4k damage when they reach a person. However, intended or not, right now they don't do anything noticeable. Each wave despawns after about 25-30 seconds.

¸ð·Î±×¸²ÀÌ 25%[ü·ÂÀÌ°ÚÁÒ?]°¡ µÇ¸é ¹°ÀÇ ¹«´ý »ç¿ëÀ» ÁßÁöÇÏ°í ´ë½Å ¹°ÀÇ ¹«´ýÀÌ »ý¼ºµÇ´ø °÷¿¡¼­ ¹°ÀÇ ±¸Ã¼¸¦ ¼ÒȯÇØ ³À´Ï´Ù. ÀÌ ¹°ÀÇ ±¸Ã¼µéÀº ´À¸®°Ô ¿òÁ÷ÀÌ´Â ÆøźÀ¸·Î, ÅÍÁö¸é ±ÙÁ¢ÇØÀÖ´Â Àοø¿¡°Ô 4õÀÇ µ¥¹ÌÁö¸¦ ÁÖ°Ô µË´Ï´Ù. ÇÏÁö¸¸, ÀǵµµÈ »çÇ×ÀÎÁö ¾Æ´ÑÁö´Â ¸ð¸£°ÚÁö¸¸ ÁÖ¸ñÇÒ ¸¸ÇÑ ´Ù¸¥ ÇൿÀ» ÇÏÁö´Â ¾Ê½À´Ï´Ù. °¢°¢ÀÇ ¹°°á[..±¸Ã¼¶ó´õ´Ï?;]Àº 25~30ÃÊ°¡ Áö³ª¸é »ç¶óÁö°Ô µË´Ï´Ù.



Method 1 Àü·«1



PositioningÁøÇüÀâ±â



 



Ranged DPS and healers are positioned behind Morogrim.
¿ø°Å¸® µ©µô·¯µé°ú Èú·¯´Â ¸ð·Î±×¸²ÀÇ µÚÆí¿¡ ÀÚ¸®¸¦ Àâ½À´Ï´Ù.



Melee DPS are at his feet.
¹Ð¸® µ©µô·¯µéÀº ¸ð·Î±×¸²ÀÇ ¹ßÂÊ¿¡ ÀÚ¸®¸¦ Àâ½À´Ï´Ù.



There are two or three Paladins at the left of the raid. They will be taking aggro on the murlocs when they spawn for Method 1.
µÎ¼¼¸íÀÇ ¼º±â»ç°¡ °ø´ëÀÇ ÁÂÃø¿¡ À§Ä¡ÇÕ´Ï´Ù. ±×µéÀº ¸Ö·ÏµéÀÌ »ý¼ºµÉ °æ¿ì ¾î±×·Î¸¦ ¸Ô°í ÅÊÅ·À» ÇÏ°Ô µË´Ï´Ù.



One random healer is positioned to the right side as shown. If he is a Paladin he should be treated as a normal healer and will not be taking part in the Murloc tanking.
ÇѸíÀÇ ·£´ýÇÑ Èú·¯´Â ±×¸²¿¡¼­ º¸´Â ¹Ù¿Í °°ÀÌ ¿À¸¥ÂÊ¿¡ À§Ä¡ÇØ ÁÝ´Ï´Ù. ±×°¡ ±â»ç¶ó¸é ¸Ö·ÏÀ» ÅÊÅ·ÇÏÁö ¾Ê´Â ÀÏ¹Ý Èú·¯·Î °£ÁÖÇÕ´Ï´Ù. 





The PullÇ®¸µ

The pull is pretty simple. Have the MT stay in his tanking position as shown on the picture and have a hunter Misdirect Morogrim on to him.

Ç®¸µÀº ¹«Áö ½±½À´Ï´Ù. ¸ÇÅÊÀº ±×¸²¿¡¼­Ã³·³ ±×°¡ ÅÊÅ· ÇÒ ÀÚ¸®¿¡ ¼­ÀÖ°í »ç³É²ÛÀÌ ´«¼ÓÀÓÀ¸·Î(?)¸ð·Î±×¸²À» Ç®¸µ ÇØ ÁÝ´Ï´Ù.



Healing AssignmentsÈú¸µ ºÐ´ã

You should have about 2-3 paladins, a Tree of Life druid and a shaman or priest focusing on the Main Tank. Assign more if you're having trouble. The rest of the healers should be around the back of the raid, healing people as they come back from the Watery Grave and healing when the murlocs are getting AoE-ed.

2~3¸íÀÇ ±â»ç´Â ÀÖ¾î¾ß ÇÕ´Ï´Ù. ³ª¹«µå·ç¿Í ÁÖ¼ú»ç, ¶Ç´Â »çÁ¦°¡ ¸ÞÀÎÅÊÄ¿¸¦ Áö¼ÓÀûÀ¸·Î ÈúÇÕ´Ï´Ù. ¹®Á¦°¡ »ý±â¸é ¸î ¸íÀÇ Èú·¯¸¦ ´õ ºÙ¿©ÁÝ´Ï´Ù. ´Ù¸¥ Èú·¯µéÀº °ø´ëÀÇ ÈĹ̿¡¼­ ¹°ÀÇ ¹«´ý°ú ¸Ö·Ï ±¤¿ªÃ³¸®ÂÊÀ» ´ã´çÇØÁÝ´Ï´Ù.



The FightÀüÅõ



Phase 1 1´Ü°è

After Morogrim is positioned on the main tank, the MT should need about 5-6 seconds to get a good hold of aggro, after which DPS on the boss starts.

¸ð·Î±×¸²°ú ¸ÞÀÎÅÊÄ¿°¡ ÀÚ¸®¸¦ ÀâÀ¸¸é, 5~6ÃÊ Á¤µµ ¾î±ÛŸÀÓÀ» °¡Áø µÚ¿¡ µ©µôÀ» ½ÃÀÛÇÕ´Ï´Ù.

The first Watery Grave should come about 30 seconds into the fight. The Earthquake should hit 10 seconds after Watery Grave.
ù ¹°ÀÇ ¹«´ýÀº ÀüÅõ½ÃÀÛ 30ÃÊ µÚ¿¡ »ý¼ºµË´Ï´Ù. ÁöÁøÀº ¹°ÀÇ ¹«´ý ÀÌÈÄ 10ÃÊ µÚ¿¡ ¹ß»ýÇÕ´Ï´Ù.

 



After you are released from the Watery Grave DO NOT go up on the platform back to Morogrim unless you have more than 5k health or else the Earthquake will kill you. Wait until you get healed or bandage yourself up and move back to the raid.

¹°ÀÇ ¹«´ý¿¡¼­ Ç®·Á³­ ÀÌÈÄ Ã¼·Â 5õÀÌ»óÀ¸·Î ȸº¹Çϱâ Àü¿¡´Â ¿ø·¡ À§Ä¡·Î °¡Áö ¾Ê½À´Ï´Ù. ¾È±×·¯¸é ÁöÁø¿¡ Á×°Ô µË´Ï´Ù. ÈúÀ» ¹Þ°Å³ª ºØ´ëÁú·Î ÇǸ¦ ä¿î ÈÄ¿¡ °ø´ë À§Ä¡·Î ¿òÁ÷ÀÌ´Â°Ô ÁÁ½À´Ï´Ù.

When the Earthquake hits, everyone except the paladins stop healing and the paladins chain-cast heals on the MT and (only if they think they can) the rest of the raid as well, in order to accumulate aggro on the murlocs. Remember, healing causes threat only when your heals actually fill up health and not when you're healing targets already on full health.

ÁöÁø¿¡ ¸ÂÀ¸¸é ¼º±â»ç¸¦ Á¦¿ÜÇÑ Àü¿øÀº ÈúÀ» ¸ØÃß°í ±â»çµéÀº ¸ÞÀÎÅÊÄ¿¸¦ Áö¼ÓÀûÀ¸·Î Èú ÇØ ÁÝ´Ï´Ù[±×µéÀÌ ÇÒ ¼ö ÀÖ´Ù¸é ¸»ÀÌÁÒ]. ÀÌ·¸°Ô ±â»çµéÀÌ ¸Ö·Ïµé¿¡°Ô¼­ ¾î±×·Î¸¦ ¸Ô¾î ÁÖ´Â °Í °°³×¿ä. ¸¶Áö¸·¹®ÀåÀº ¿À¹öÈú ±ÝÁö¶ó´Â °Í °°±º¿ä[´Ü¶ô Çؼ®ÀÌ ÀÌ»óÇÕ´Ï´Ù ¤Ð¤Ð]

As soon as you see the murlocs incoming, about 10 seconds after the emote, and if they're targeting the paladins, the rest of the healers can carefully resume their healing, trying not to heal too much and thereby aggro the murlocs.

¸Ö·ÏÀÌ ´Ù°¡¿À´Â °ÍÀÌ º¸ÀÎ´Ù¸é ´ë·« 10ÃÊ Á¤µµ°¡ Áö³µÀ»°Ì´Ï´Ù. ¸Ö·ÏµéÀÌ ±â»ç¸¦ ´ë»óÀ¸·Î ÇÏ°í ÀÖ´Ù¸é ´Ù¸¥ Èú·¯µéÀº ¸Ö·Ï¿¡°Ô¼­ ¾î±×·Î¸¦ ¸ÔÁö ¾Êµµ·Ï ÁÖÀÇÇϸ鼭 ÈúÀ» ´Ù½Ã ½ÃÀÛÇÕ´Ï´Ù.

If you do see murlocs comming at you, move to the paladin's spot.

¸¸¾à ¸Ö·ÏÀÌ ´Ù°¡¿À¸é¼­ ´ç½ÅÀ» ¹Ù¶óº»´Ù¸é ¼º±â»ç À§Ä¡·Î À̵¿ ÇØ ÁÝ´Ï´Ù.

When the murlocs are going past the MT's position, the warriors run in and use Piercing Howl and Demoralizing Shout. Warlocks and mages run in and Shadowfury / Frost Nova the 2 packs of murlocs just before they converge on the aggroing paladin.

¸Ö·ÏÀÌ ¸ÇÅÊÀÇ À§Ä¡¸¦ Áö³ª¼­ ¿Â´Ù¸é Àü»çµéÀº ³¯Ä«·Î¿î °íÇÔ°ú »ç±âÀÇ ¿ÜħÀ» »ç¿ëÇϸ鼭 ¸Ö·ÏÂÊÀ¸·Î ´Þ·Á¿Í ÁÖ°í È渶¿Í ¹ý»ç´Â ¾îµÒÀÇ °Ý³ë¿Í ¾óÀ½ ȸ¿À¸®¸¦ µÎ ¹«¸®°¡ ÇÑ ÁöÁ¡¿¡ ¸ðÀ̱â Àü¿¡ »ç¿ë ÇØ ÁÝ´Ï´Ù.

the warlocks should then start to chain-cast Seed Of Corruption on every murloc they can, along with Shadowfury; and mages should use Flamestrike / Blast Wave. Hunters can use Multi-shot and Volley to help out; warriors should Cleave and paladins use Consecration. Use any kind of AoE to take them down as fast as possible.

È渶µéÀº ¾îµÒÀÇ °Ý³ë ÀÌÈÄ ºÎÆÐÀÇ ¾¾¾ÑÀ» À̾ ½ÃÀü ÇØ ÁÖ°í ¹ý»çµéÀº ºÒ±âµÕ/È­¿° ÆødzÀ» »ç¿ë ÇØ ÁÝ´Ï´Ù. »ç³É²ÛÀº ¸ÖƼ¼¦°ú ÀÏÁ¦ »ç°ÝÀ¸·Î ±¤¿ªÀ» µµ¿ÍÁÝ´Ï´Ù. Àü»çµéÀº ¹æ¾î±¸ °¡¸£±â(?), ±â»çµéÀº ÀåÆÇÀ» ±ò¾Æ ÁÝ´Ï´Ù. ÃÖ´ëÇÑÀÇ ±¤¿ª°ø°ÝµéÀ» »ç¿ëÇؼ­ ºü¸£°Ô Àâ¾ÆÁÝ´Ï´Ù.



Use Shadowfury / Frost Nova again if the murlocs break out of it to control them and make sure they don't kill the clothies.
¾îµÒÀÇ °Ý³ë/¾óȸ¸¦ ÀÌ¿ëÇØ ¸Ö·ÏµéÀÌ Ãµ°è¿­À» Á×ÀÌÁö ¸øÇÏ°Ô Â÷´Ü ÇØ ÁÝ´Ï´Ù.



Most of the murlocs should be dead about 15 seconds after they are hit by the Frost Nova/Shadowfury.
´ëºÎºÐÀÇ ¸Ö·ÏÀÌ ¾îµÒÀÇ °Ý³ë/¾óȸ¿¡ ¸íÁßµÈ Áö 15ÃÊ À̳»¿¡ Á×¾îÀÖ¾î¾ß ÇÕ´Ï´Ù.



Kill off any remaining murlocs and resume DPS on the boss.

ÀÜìÀÌ ¸Ö·Ïµé±îÁö óġÇÑ µÚ ³×ÀÓµå µ©µô·Î µ¹¾Æ¿É´Ï´Ù.

The Watery Grave will hit again after some time and the process repeats itself until 25%
¹°ÀÇ ¹«´ýÀÌ Àá½Ã µÚ¿¡ ½ÃÀüµÇ°í, ¸ð·Î±×¸² ü·Â 25%±îÁö À§ÀÇ ¹æ¹ýÀ» ¹Ýº¹ÇÕ´Ï´Ù.



Phase 2 2´Ü°è

At 25% Morogrim will stop doing Watery Grave and will begin casting "Watery Globules" instead. Just move away from them if they come towards you and kill the murlocs as usual.

¸ð·Î±×¸²ÀÇ Ã¼·ÂÀÌ 25%°¡ µÇ¸é ¹°ÀÇ ¹«´ý ´ë½Å ¹°ÀÇ ±¸Ã¼¸¦ »ç¿ëÇϱ⠽ÃÀÛÇÕ´Ï´Ù.

Keep dealing with the murlocs the same way and DPS the boss until he's dead.

¸Ö·ÏÀº °°Àº ¹æ½ÄÀ¸·Î óġ ÇØ ÁÖ¸é µË´Ï´Ù.[º°·Î ´Þ¶óÁö´Â°Ô ¾ø±º¿ä]



Method 2 Àü·«2



 



Use Method 2 only if your protection paladin has over 13-14k health fully buffed and flasked with Fortification and a decent amount of Block/Parry/Dodge mitigation.

Àü·«2¿¡¼­´Â º¸È£ ±â»çÀÇ Ã¼·ÂÀÌ ÀÌ·± Àú·± ¹öÇÁ/µµÇÎ µîÀ» Æ÷ÇÔÇØ 13000~14000ÀÌ»óÀÌ°í ¹«±â¸·±â/¹æÆи·±â/ȸÇÇ°¡ ³²ºÎ·´Áö ¾ÊÀ» Á¤µµ°¡ µÇ¾î¾ß °¡´ÉÇÕ´Ï´Ù.

Positioning is similiar to Method 1 except that everyone in the raid is tightly packed behind the boss, especially the protection paladin and feral druids.

ÁøÇüÀº Àü·«1°ú À¯»çÇÏÁö¸¸ °ø´ë¿ø Àü¿øÀÌ ³×ÀÓµåÀÇ µÚ¿¡ ¼­·Î ¹ÐÂøÇؼ­ ¼±´Ù´Â Á¡¸¸ ´Ù¸¨´Ï´Ù.

Method 2 differentiates from Method 1 mainly in the way the murlocs are killed.

Àü·« 2¿¡¼­ Àü·«1°ú ´Ù¸¥ Á¡Àº ¸Ö·Ïóġ¿¡ ÀÖ½À´Ï´Ù.

Since you have one less holy paladin now, assign an extra shaman or priest to the MT.
ÇѸíÀÇ ½Å¼º ±â»ç°¡ Àû±â ¶§¹®¿¡ ÁÖ¼ú»ç³ª »çÁ¦°¡ ¸ÞÀÎÅÊÄ¿ ÈúÀ» Àü´ãÇØ Áà¾ß ÇÕ´Ï´Ù.





Healing AssignmentsÈú¸µ ºÐ´ã



Same as Method 1.

Àü·« 1°ú °°½À´Ï´Ù.

You should have about 2-3 paladins, a tree of life druid and a shaman/priest focusing on the main tank. Assign more if you're having trouble.
±â»ç´Â Àû¾îµµ 2~3¸íÁ¤µµ, ³ª¹«µå·ç¿Í ÁÖ¼ú»ç/»çÁ¦°¡ ¸àÅÊ Èú Àü´ã. ¹®Á¦¹ß»ý½Ã Ãß°¡.



The rest of the healers should be around the back of the raid, healing people as they come back from the Watery Grave and healing when the murlocs are getting AoE-ed.

Àü·«1°ú °°À¸´Ï »ý·«[..]



Phase 1 1´Ü°è

When the Earthquake hits, all healers besides the paladins stop healing for a few seconds in order to not aggro the murlocs.

ÁöÁø ½Ã¿¡, ¸ðµç Èú·¯´Â ±â»ç ÁÖÀ§¿¡¼­ ¸Ö·Ï¿¡°Ô ¾î±×·Î¸¦ ¸ÔÁö ¾Êµµ·Ï Ä¡À¯¸¦ Àá½Ã ¸ØÃß°í ´ë±âÇÕ´Ï´Ù.

The protection paladin should have Improved Righteous Fury, Blessing of Sanctuary and Retribution Aura on him and should be concentrating on healing anything he can, especially the main tank, while the other healers are pausing, in order to grab aggro on the murlocs.

º¸È£±â»ç´Â Á¤ÀÇÀÇ °Ý³ë(?) ¿¬¸¶, ½ÅÃà, ÀÀº¸ÀÇ ¿À·¯¸¦ À¯Áö ÇØ ÁÖ°í µÇµµ·Ï ´Ù¸¥ Èú·¯µéÀÌ Ä¡À¯¸¦ ¸ØÃá »çÀÌ¿¡ ¸ÇÅÊ Èú¿¡ ÁýÁßÇÕ´Ï´Ù. ¸Ö·Ïµé¿¡°Ô¼­ ¾î±×·Î¸¦ È®º¸Çϱâ À§Çؼ­Áö¿ä.

As soon as the murlocs get near, the protection paladin opens up with Consecration and keeps it up constantly.
¸Ö·ÏµéÀÌ °¡±îÀÌ ¿ÔÀ» ¶§ º¸È£ ±â»ç´Â Áö¼ÓÀûÀ¸·Î ÁýÁßÀ» À¯Áö ÇØ ÁÝ´Ï´Ù.



The 2 feral druids should start Swiping and Demoralizing Roar-ing the murlocs.

2¸íÀÇ ¾ß¼º µå·ç°¡ ¸Ö·Ï¿¡°Ô °­Å¸¿Í Æ÷È¿¸¦ »ç¿ë ÇØ ÁÝ´Ï´Ù.

The point is for the paladin and druids to grab and hold aggro on all the murlocs.

ÁßÁ¡Àº ±â»ç¿Í µå·ç°¡ ¸Ö·ÏµéÀÇ ¾î±×·Î¸¦ °è¼ÓÇؼ­ À¯Áö ÇØ ÁÖ´Â µ¥¿¡ ÀÖ½À´Ï´Ù.

After the murlocs are on the protection paladin, healers resume their normal healing assignments, except that now the non-MT healers focus more on the protection paladin and feral druids since they'll be taking a lot of damage.

¸Ö·ÏµéÀÌ º¸È£ ±â»ç¿¡°Ô·Î ÇâÇÑ ÀÌÈÄ ¸ÇÅÊÈú·¯µéÀº ´Ù½Ã Ä¡À¯¸¦ ½ÃÀÛÇÕ´Ï´Ù. ¸ÇÅÊÈú·¯¸¦ Á¦¿ÜÇÏ°í´Â º¸È£±â»ç¿Í ¾ß¼ºµå·ç°¡ ÃæºÐÇÑ µ¥¹ÌÁö¸¦ »Ì¾Æ ³»±â Àü¿¡´Â Ä¡À¯ÁÖ¹®À» ÀÚÁ¦ÇÕ´Ï´Ù.

After about 10 seconds the paladin and druids should have considerable aggro on the murlocs.

10ÃÊÁ¤µµÀÇ ½Ã°£ µÚ¿¡´Â ±â»ç¿Í µå·çÀ̵尡 ¸Ö·Ïµé¿¡°Ô¼­ »ó´çÇÑ ¾î±×·Î¸¦ È®º¸ÇÏ°Ô µË´Ï´Ù.



Then the DPS stops attacking the boss and AoEs the murlocs just behind the boss so he can also take extra damage from the AoE.

As soon as the murlocs are dead, resume DPS on the boss.

ÀÌ ¶§ ³×ÀÓµå µôÀ» ¸ØÃß°í ¸Ö·ÏµéÀ» ±¤¿ª ó¸® ÇØ ÁÝ´Ï´Ù.

ÃÖ´ëÇÑ ºü¸£°Ô ¸Ö·ÏÀ» ¶§·ÁÀâ°í ³×ÀÓµå µô¿¡ º¹±ÍÇÕ´Ï´Ù.


 

Phase 2 2´Ü°è

 



When Morogrim goes down to 25% , the MT moves to either the left or right as shown, and the raid repositions behind Morogrim. This way the Water Globules should be despawning by the time they reach you and you can keep killing the murlocs without much movement.

¸ð·Î±×¸²ÀÇ Ã¼·Â 25%°¡ µÇ¸é ¸ÇÅÊÀº ±×¸²¿¡¼­ º¸ÀÌ´Â °Íó·³ Ãø¸éÀ¸·Î À̵¿ ÇØ ÁÝ´Ï´Ù. °ø´ë´Â ¸ð·Î±×¸²ÀÇ µÚÆí¿¡ À§Ä¡ÇÕ´Ï´Ù. ÀÌ·¸°Ô ÇÏ¸é ¹°ÀÇ ±¸Ã¼µéÀº °ø´ë¿ø¿¡°Ô ´ê±â Àü¿¡ ½Ã°£ÀÌ Áö³ª¼­ »ç¶óÁö°Ô µÇ°í ¸¹Àº À̵¿ ¾øÀÌ ¸Ö·ÏµéÀ» ó¸® ÇÒ ¼ö ÀÖ°Ô µË´Ï´Ù.
 

Keep dealing with the murlocs and DPS-ing the boss until he's dead.
¸ð·Î±×¸²ÀÌ Á×À» ¶§ ±îÁö ¸Ö·Ï°ú ¸ð·Î±×¸²À» µ©µô ÇØ ÁÝ´Ï´Ù.

 


 

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