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|Race||Gemstone colossus (Giant)|
|Health||36M (10 man), 102M (25 man), 76.5M (LFR)|
The most powerful elemental still under Deathwing's sway, Morchok -- once a passive guardian -- is now convinced that his only respite will come with Azeroth's demise. Morchok rages against the foundation of Wyrmrest Temple, Azeroth's last beacon of hope in the Hour of Twilight.
- Phase One Abilities
ω ϖ— Morchok conjures and explosive crystal onto the battlefield that explodes after 12 seconds for massive Shadow damage. The explosion splits the damage between 3 random players for 10 man , or 7 players in 25 man. The total damage inflicted increases depending on the distance of each player from the crystal.
- Phase Two Abilities
ω ϖ— Morchok uses the power of the earth to draw all players to him, inflicting 5% of their total health as Physical damage every second for 5 seconds. While the power of the earth draws the players to him, Morchok also summons Earth’s Vengence (see next ability)
ω ϖ— Shards of Earth’s Vengeance erupt from the ground, inflicting 15,000 Physical damage in 10 and 25 man, or 9,750 in LFR, to players within 2 yards. These shards temporarily stay on the ground acting as obstacles.
ω ϖ— Morchok causes the Black Blood of the Earth to erupt outwards from him, influcting 5,000 Nature damage in 10 and 25 man or 3,250 in LFR, to players and increases Nature damage taken by 100% every second while a players is standing in the blood. This effect can stack up to 20 times.
- Fight Phasing
This fight consists of two alternating phases.
- Phase One
Phase one is known as the Crystal Phase and lasts roughly one minute. This phase is the trickier of the two phases and coordination will be needed. For the most part this phase is just a burn phase with a few abilities that the raid needs to be aware of.
This fight is ideal for 2 tanks but it is possible to down him with a single tank and some cool downs. On the pull the tanks should face Morchok away from the raid and stay stacked on each other. The remainder of the raid melee and ranged who are not assigned to crystals should be directly behind Morchok to DPS him down and absorb the Stomp ability mentioned above. It is also important the two closest players to Morchok are the tanks to guarantee they are the 2 players getting hit for the double share of the stomp damage not another melee.
In 10 man or LFR 3 players will need to be crystal soakers and 25 man 7 soakers are needed. When Morchok casts the Resonating Crystal ability (roughly every 15 seconds) a red crystal will spawn. This crystal will explode after 12 seconds dealing split damage to the targeted players. It is important that the targeted players move close to the crystal before this explosion happens or high amount of damage will be dealt.
- TIP: When you are targeted by the Resonating Crystal there will be a link between you and the crystal which will change colors depending on the distance you are from it. If your link is Red you are in the danger zone (high amounts of damage), Yellow you are slightly safe but not quite there (Medium damage), Green is the safe zone (very low damage is given).
The only other ability that you need to worry about during Phase One is Crush Armor. This is a debuff applied to the tanks every 6 seconds and has the ability to stack up to 10 times. This mechanic causes the undebuffed tank to taunt the boss off the debuffed tank. Continue tank swapping every time your debuff drops. Lastly, once Morchok hits 20% health the tanks and healers will need to be extra careful on tank and raid damage because Morchok gains the Furious buff, which decreases the time between your attacks by 30% and increases his damage by 20%.
- Phase Two
Morchok begins Phase Two by using his Earthen Vortex ability pulling all players towards Morchok and taking 5% of their health every second for 5 seconds. Immediately after all players have been pulled towards Morchok, he casts Falling Fragments which is channeled for 5 seconds creating stone pillars in a rough circle around him. Do not stand next to a location where a pillar is to be created or you will be hit for a small amount of physical damage.
Immediately after Morchok finishes casting Falling Fragments he begins to channel Black Blood of the Earth for 24 seconds. Black blood will begin to flow out from Morchok, players to avoid being hit from this blood need to run behind a stone pillar. Not moving from Black Blood will deal increased nature damage to the player every second. Finally after the Black Blood of the Earth cast time is finished the fight starts over at Phase One.
10-Man Normal PTR
Patches and hotfixes
- Patch 4.3.0 (29-Nov-2011): Added.