A Linguist’s Guide to Dragon Soul: Ranged 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 Resonating Crystals ability. He will occasionally drop one of these in a random location. When this happens, 3 assigned ranged players — either DPS or Healers — will need to immediately run to the crystal. This is because it will soon explode, doing damage to the 3 closest players. This damage is lessened the closer they are to the crystal, though, so they will want to stack directly on it.
The ranged players not handling the crystals will simply need to stay within 25 yards of the boss throughout phase 1. This is to help share the damage done by Morchok’s Stomp attack. These players can simply stay stacked right behind the melee for easier AoE healing.
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.
Note: During phase 2, ranged players can sometimes take advantage of clever line-of-sighting in order to continue damaging the boss. If you are behind two pillars you can sometimes attack through the space between them — or even attack just around the edge of a pillar without getting hit. Staying alive is your first priority, though, so don’t get yourself killed for the sake of more DPS.
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:
- 3 players are needed to stack on crystals as they spawn in phase 1.
- Everyone else should stay near 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, it’s the job of ranged DPS to merely 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 > Black. You 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 by the ranged DPS. 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 ranged DPS 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 keeping adds together 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. Whenever one of these adds is a Mana Void (from a blue blood), you’ll want to be near it when it dies. This will return mana to you. If you have green and blue, then get close to the void, while staying at least 4 yards away from the other casters who will be doing the same.
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. Be close to the Mana Void when it dies.
Warlord Zon’ozz
Coming soon.
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