A Linguist’s Guide to Dragon Soul: Melee Version

Morchok

Note: This is a preliminary guide. As the guild does runs and gains experience with this boss, some parts of this guild could change to reflect things we’ve learned. This notice will be removed when we’ve fought this boss enough to feel confident that this strategy is the best one.

Phase 1: Stomps and Crystals

The first thing you need to be familiar with is Morchok’s Stomp attack.  This will split massive damage amongst everyone within 25 yards, but will also do increased damage to the 2 closest raid members.  This means you do not want to be closer to the boss than the tanks are.  Melee should stack close enough to hit the boss, but no closer.  Ranged players will be taking care of Resonating Crystals so you really shouldn’t have to worry about them.

Phase 2: Black Blood

Eventually, Morchok will pull the raid to him.  Everyone will need to start running away to avoid taking damage from Earthen Vortex.  Also, a ground AOE, Black Blood of the Earth will spread out in all directions from him.  This is avoided by moving behind one of the pillars that will drop in a circle around him.

When this ends, Phase 1 will begin again, so you will want to move back into position.

20% Frenzy

When Morchok reaches 20%, he will gain Furious and begin hitting the tanks harder.  This is a great time to have offensive cooldowns to finish the fight.

Abridged notes:

  • Don’t stand too close to the boss in phase 1.
  • Run away and hide in phase 2.
  • Have cooldowns available for the sub-20% burn.

Yor’sahj the Unsleeping

Note: This is a preliminary guide. As the guild does runs and gains experience with this boss, some parts of this guild could change to reflect things we’ve learned. This notice will be removed when we’ve fought this boss enough to feel confident that this strategy is the best one.

Between blood phases, melee’s job is to stand behind the boss and do as much damage as possible.

Blood of Shu’ma

Yor’sahj’s main mechanic is calling the Blood of Shu’ma.  When he does this, a combination of 3 colored slimes will start approaching him from the edges of the room.  All DPS  will need to focus on killing one of these adds.  The priority is as follows:  Purple > Green > Yellow > BlackYou want Purple dead — any time it appears — because it basically stops the raid from being healed very easily. If there’s no Purple, kill Green.  If there are neither of those, kill Yellow.  Hopefully your raid leader will have marked the locations these colors spawn from.

The remaining 2 bloods will become immune and give the boss some additional abilities as follows:

Blue:  A Mana Void appears which will need to be killed.  It returns mana to casters, so they should be near it when it dies.
Yellow: The raid is subjected to a lot of damage which will require AoE Healing.
Green:  The raid receives damage based on their proximity to eachother and therefore need to spread out.
Red:  The raid receives damage based on their proximity to eachother and therefore need to stack on the boss.
Black:  Untankable adds appear and fixate on random raid members.  These need to be AoE’d down.

So, to boil it down to all of the possible combinations you will have to deal with (Abilities that affect melee the most are written in bold):

Blue, Yellow ~ Kill Mana Void / AoE Healing
Blue, Green ~ Kill Mana Void / Spread Out
Blue, Black ~ Kill Mana Void / AoE Adds
Blue, Red ~ Kill Mana Void / Stack on the boss
Green, Red ~ Spread Out / Stack on the boss
Green, Black ~ Spread Out / AoE Adds
Green, Yellow ~ Spread Out / AoE Healing
Red, Black ~ Stack on the boss / AoE Adds
Red, Yellow ~ Stack on the boss / AoE Healing
Yellow, Black ~ AoE Healing / AoE Adds

When a green add is absorbed, everyone in the raid will want to be spread at least 4 yards away from each other.  Any other time, however, simply staying nice and tight on the boss will assist in AoEing adds or being healed up.  If you get red and green together, the raid needs to be sure to stay spread apart from eachother, while still remaining as close to the boss as possible.

Help kill adds any time they are up.  If you get Blue/Black, the mana void is a higher priority so your casters/healers can get back in the game.

Abridged notes:

  • The blood phases are the true gimmick of the fight.
  • Help kill a Blood of Shu’ma when they appear.  Priority is Purple > Green > Yellow > Black.
  • You will usually stay on the boss unless Yor’shaj gets green blood.
  • Kill adds when they are up.  The Mana Void is the higher priority add.

Warlord Zon’ozz

Coming soon.


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