This fight has 2 phases.
In phase 1, you deal with fire on the ground, random players getting spiked, and a tank cleave.
In phase 2, Lord Marrowgar spins around the room, dealing AoE damage and dropping lines of fire.
Thanks to Kats & Layria for her careful work as copy editor for the English texts.
During this phase, ranged players should stay close to the boss to avoid being spiked far away.
DPS
FOCUS THE SPIKES
WHEN THEY SPAWN
TO FREE PLAYERS.
EVERYONE
MOVE OUT FROM THE FIRE
Frost fire patches spawn from the boss hitbox and run to the edges of the room in a straight line.
They stay on the ground for 8s and deal damage to players in them.
25-man tip: if 8 or more players are baiting out of melee range, the fire begins out of the boss' hitbox. This lets you stack the rest of the raid in melee safely, reducing the movement required.
Lord Marrowgar cleaves in front of him, dealing heavy damage split between up to 3 targets. Have all your tanks soak to mitigate the hit.
Don't face the boss towards the raid and don't stand on tanks!
25-man tip: Consider adding a third tank. This will help mitigate the damage even more.
Lord Marrowgar cleaves in front of him, dealing heavy damage split between up to 3 targets. Have all your tanks soak to mitigate the hit.
Don't face the boss towards the raid and don't stand on tanks!
25-man tip: Consider adding a third tank. This will help mitigate the damage even more.
In this phase, Lord Marrowgar charges random players while spinning and dealing heavy damage.
After each charge, the boss drops a lot of fire patches.
Quickly move out of the fire and stay in range of healers.
EVERYONE
MOVE OUT OF FIRE
Marrowgar charges a random player and continuously inflict damage to the raid, with heavier damage to nearby players.
Upon reaching its target, Marrowgar drops 4 lines of fire to dodge.
Tip: Charges can be baited as Marrowgar tends to target the furthest away players. You can "ping-pong" it through the room to reduce damage and have an easier time managing fire patches.