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Damien

Imperator Mar'gok

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Guest Zillions

In the phase 4 write-up, it says:

  • wow_icon_spell_arcane_massdispel.jpg Mark of Chaos: Fortification causes 8 Orbs of Chaos to spawn from the location of the tank affected by Mark of Chaos. These spawn when the debuff expires, and they move through the room in straight lines, dealing high Arcane damage to anyone who comes in contact with them, before finally disappearing.

 The spell link should be to spell_arcane_massdispel.jpgMark of Chaos: Replication

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In the phase 4 write-up, it says:

  • wow_icon_spell_arcane_massdispel.jpg Mark of Chaos: Fortification causes 8 Orbs of Chaos to spawn from the location of the tank affected by Mark of Chaos. These spawn when the debuff expires, and they move through the room in straight lines, dealing high Arcane damage to anyone who comes in contact with them, before finally disappearing.

 The spell link should be to spell_arcane_massdispel.jpgMark of Chaos: Replication

Thanks! I'll fix it now.

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Guest Mediumret

The hard enrage for heroic Imperator Mar'Gok is 15 minutes.

 

We hit the hard enrage in our 1st kill. Video evidence follows (skip to the end for the enrage): 

 

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The hard enrage for heroic Imperator Mar'Gok is 15 minutes.

 

We hit the hard enrage in our 1st kill. Video evidence follows (skip to the end for the enrage): 

 

Thanks. I'll add this to the guide.

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It can be noted that if your raid dps is high enough you will find that in P4 you can kill the reaver and 1 warmage and by that point the boss has similar hp remaining as the last warmage has so you can ignore the last mage, have the fixated player move out of the raid and burn the boss.

 

I would also recommend the ignore the anomalies through the transisiton then AoE them down and chain healer CDs for when they explode strategy.

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Here is a weakauras string for Margok, that tracks the mine casts, displays a huge MOVE YOUR ASS in the middle of the screen and blows an air horn. Might be useful to players who usually cannot see the mines clearly.

d0dOfaGEPOQDjjSnjLFlXmLunxjjZgIBtIBQI0Pr8nvQoKkI2PuAVu7gQ9dj)ukYWijJtL0ZrAOQQAWqQHlshuf8xvXXKcNJqPfsOAPQelwiworpuvLNcwgHSoHuMOqYuLQjluth1fLK6Ykptv66KAJsI2QuuzZIy7cmnsQVkffFMGVlKkJukk9ybnAvunEvOtsO4wQOCnvLZRs5WI61Qi8jHu1UH7gumeBi2DdjfmdKMFU9UidHfKI0D32WvE97677BdvFQ)AC)6v1o5SVx3(6wvMnetOPi5B9DKnCQyAR(KOqFAtnx1N0qoKjfm1Dduolz3nqlACSbXG5jtYHRQdXXnHPv1mlFIdAzMw1PlMKRckACmTQdezZwK4kkccgIlp0IghBXnB2GCcKcUFlDg4DKnKXeLmtky3nOKjy3nW3sNHu5OJnKkhDSHms655)Ae6mB2aljcct6UbArldNgtydnHWKjnqlAz4migL0jZCrIc9Pzz0luoHHyTmZKc2WRb(w6mSGHzdA6EOfTmCoIbnDp0IwgonMWoIbnDp00HG0MvMf3GMUhA6cjjKWhArldNgtylUbnEbdZgyIYInSGHzd)kkrYmk01lcgOPdbPnRmdrnkl1HmjyOqFz0coJdNzd3AkjHo2vE9UOV7IQPw03xJxXE)ZjNP(Zq0rI5ZDLxVQ6t1v1FV1ePwuJ71CYzQvBGeBiQrzPoKjbdf6KImCgWALUKiimj1TQnCSPKe6y3kQcvQu1qKiv3v92q0NHZhr4C2v(PQwTp11E)e7xTAVV1CYzQRzaPKJD3GSGm3nOOryI7MnBGZidZUBqrJWe3nB2Gmho3nOOryI7MnB2qooMWKcoJ8WsIGWKu3DBd3nWsIGWKUBGQJSGH5)YLqoAa(xD96g4BPZWcgMnq1rwWWmOtsihn887a0FG(HlDdA8cgMnWeLfBqt3dnDiiTzLzXneRLzMuWgEnSGHzd)kkrYmk01lcgOPdbPnRmdrnkl1HmjyOqFz0coJdx0qHokcnfjhoLHzZg0ywseeM0DZMDRi3nWsIGWKUBGQJSGH5)YLqoAa(xD96g4BPZWcgMnq1rwWWmOtsihn887a0FG(HlDdA8cgMnWeLfBqt3dnDiiTzLzXneRLzMuWgEnSGHzd)kkrYmk01lcgOPdbPnRmdrnkl1HmjyOqFz0coJdx0qHUYIKjjKWmtkyZg0ywseeM0DZMD7R7gyjrqys3nq1rwWW8F5sihna)RUEDd8T0zybdZgO6ilyyg0jjKJgE(Da6pq)WLUbnEbdZgyIYInOP7HMoeK2SYS4gI1YmtkydVgwWWSHFfLizgf66fbd00HG0MvMHOgLL6qMemuOVmAbNXHlAOqFzPiKWmtkyZg0ywseeM0DZMnB2a1GOkuvHyR4UHa32qTivMTb

I use a similar setup for TellMeWhen that screams at me to move each time an Arcane Trap is cast. 

 

Additionally, I'm having troubles with being knocked back into traps when the Arcane Aberration dies on second phase. So I have set up another TellMeWhen icon that warns me when phase 2 Arcane Aberration is about to die. 

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Guest cashan

I recommemd heavying aoe for phase 4 on heroic b/c theu do decent damage especially when u get 12 to 18 on u

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Guest FabienC

From the spell description of Arcane Wrath, I can't see why the ranged DPS should not be appart from each other. The Arcarne wrath will jump until no one is in range and player wouldn't have to move at all. Any one can explain to me? thx

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From the spell description of Arcane Wrath, I can't see why the ranged DPS should not be appart from each other. The Arcarne wrath will jump until no one is in range and player wouldn't have to move at all. Any one can explain to me? thx

Because it's easier for healers to heal everyone when they are stacked together and have 1 ranged take the debuff out of the group when it gets to 4/5 stacks in p1/2/4 and 7 stacks in p3.  For p1/2/4, the stacks have a 200, 100, 50, 25, and 12.5 yard range (at 1,2,3,4,5 stacks respectively) and spreading out for this leaves a lot of players out of healing range and the mines will be placed rather haphazardly.  During p3, this goes to 200, 150, 112.5, 84, 63, 47, 36, 27, 21 yards at 1-9 stacks respectively.  This type of spreading is even more unfeasible.

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