Written by | Posted September 8, 2015 – 9:51 pm Descent and Ascent

It didn’t take long to get from Thunder Bluff to the Echo Isles – Ankona took advantage of a wyvern so she could think and plan before getting to her destination. She had information to confirm with the spirits – was Gromnor dead? Was he really in the northern part of the Eastern Kingdoms, somewhere […]

filed under Guides, Healing, Raiding, Shaman
Resto Shaman vs. Tidewalker – A Healing Guide
comment 1 Written by on April 29, 2008 – 8:06 am

This is one in a series of posts covering resto-shaman-specific information for tier4 and tier5 boss fights. It will NOT be a boss kill strategy, rather a list of tips and tricks for your friendly neighborhood shaman to make these fights run a little more smoothly.

Other Tuesday guides: Karathress, The Lurker Below, Leotheras, Hydross.

notebook2 by woodsy

Morogrim Tidewalker is a huge, purple, sea giant boss that, like all the other sea giants in game, has a penchant for smelling his own farts. I don’t ask. At this point you’ve killed Hydross and The Lurker, and may have taken out a few other bosses in SSC. But beware. Someone, somewhere, somehow… brought *murlocs* to Outland. Whole *tribes* of them.


Tidewalker Basics:

  • Tidewalker hits like a truck full of trucks, driven by bears. Like a fighter jet made out of biceps. Your tank will get hit. Hard. And often.
  • Periodically he will cast Tidal Wave – this should only hit the tank. But it will also hit the tank really hard. It also causes an aggro debuff, reducing the tank’s attack speed by 400% for 15 seconds.
  • Tidewalker has two “phases” – watery grave and watery globule.
    • During the grave phase he will teleport 4 players under the waterfalls every 30 seconds or so for around 6K damage (plus or minus a bit of fall damage). During this time these players will be out of Tidewalker range, and likely out of range of the healers.
    • At 25% he stops casting Watery Grave and starts casting Globules. He summons one from each grave (totaling 4), and they each move toward a player. If they reach the player, they explode for 4-6K damage. They can be outranged by pulling Tidewalker up into his hallway slightly (which is what we do).
    • To pull him up into the hallway, you must get rid of the adds in the hallway. You can either clear them, or have a hunter pull/feign death/suicide. As soon as Tidewalker engages, the adds despawn.
  • Every 45-60 seconds he will earthquake, causing everyone in the raid to take 3-4K damage.
  • Immediately after the Earthquake, he will summon 2 packs of 6 murlocs (one from the front, one from behind) that will usually be pulled down the ramp out of range and dealt with by a paladin tank and some AOE. They have low HP, but need to be controlled. Do not go healing nuts on the earthquake damage, or you will get murloc aggro and die.
  • For a serious bosskilling strategy, check out www.bosskillers.com or www.wowwiki.com

Group Considerations: Either in the tank group or the healer group. This fight is mana/healing intensive.

totems, Totems, TOTEMS: If you’re in the tank group, anything to help with avoidance, plus a frost-resistance totem to help with the Tidal Wave. For a bear tank, that means Strength of Earth and Grace of Air. If you’re in the healing group, standard healing totems – but keep an eye on your mana and the mana of others. Mana Tide, well timed, can be a big advantage in this fight.

In fact, if you’re in the tank group, and you see that the healer group is going OOM, see if you can get switched into the healing group long enough to Mana Tide and then hop back.

Earthshield: The Tank. Period. And make sure it’s up as much as humanly possible.

Heroism/Bloodlust? after 25% when you’re up in the hallway.

Don’t Stand In The: Murlocs. Which is to say, don’t healing-aggro them. Also don’t stand in the Globules. Make sure you’re *in* the hallway (not just near it) after he hits 25%.

Shaman Friendly or Unfriendly: A little of both. Chain heal is very powerful and useful, but generates a lot of healing aggro. Guaranteed, it’s better that YOU get healing aggro (mail + shield is better than cloth), but they can still kill you if there’s enough of them. Your totems are very useful, as always – this time as a tank buffer. Mana tide rocks.

Other Stuff:

  • We deal with murlocs thusly: Paladin tank spams heals on a lifetapping warlock immediately after the Earthquake (gogo /emo lock!). This builds up a large amount of heal-aggro, and most of the time all 12 murlocs run straight at him like his pockets are stuffed with fish treats. Any murloc that doesn’t is picked up by a DPS-gear-wearing prot-warrior and dragged back to the paladin/AOE to meet a fiery death.
  • Keep an eye on people that get graved – if they get graved and run back without getting healed, an earthquake can kill them.
  • Watch range/LOS. The paladin/murlocs will be out of range of Tidewalker and down a ramp, and therefore may bring you out of range or LOS of the main tank.
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