Positioning
Raid setupRaid setup is of great importance in this fight, because of the needed AoE-damage and the healer-heavy fight.
# 2 Tanks: 1 MT (preferably a Feral druid, due to the higher HP/armor, but warriors work perfectly fine as well, just a bit less predictable burst damage) + 1 Protadin: For the murloc adds, possibly a 'debuff bot' for the murlocs, a warrior thunderclapping/demo shouting or a druid demo roaring
# 9 Healers
# 14 DPS (at least 3 mages and 3 warlocks. An extra mage and warlock will make the fight even easier.)
You can swap 1-2 Healers for DPS and vice-versa depending on how the encounter works out of you. It's quite flexible.
AbilitiesHealth: 5 500 000 Hit points
Earthquake: The violent earthquake has alerted nearby murlocs!
Every 40 seconds, Morogrim will use this AoE ability (35 yards range) that hits players for about 4000 damage and knock them down. Each Earthquake will also spawn 2 group of 6 murlocs (each of them got around 14k hitpoints), they dont hit very hard 600-700 on cloths. You will be told how to deal with murlocs in strategy section.
Melee: Morogrim will melee your MT for about 4k-6K damage.
Tidal Wave:
A ranged cone AoE attack hitting players in front of him for 4k-5k frost damage, and reducing attack speed by 400%. Nobody should be in front of him, except the main tank.
Watery Globules: Morogrim Tidewalker summons Watery Globules!
When Morogrim hit points reachs 25%, he wont use Watery Graves anymore, and will instead summon Watery Globules from the Watery Graves spots. Watery Globules move slowly, and should explode for 4k damage when they reach a player, also Watery Globules despawns after 30 seconds.
Watery Graves: Morogrim Tidewalker sends his enemies to their watery graves!
Every 30 seconds, Morogrim will randomly teleport 4 players to the Watery Graves points (see positioning diagram) and encase each of them in a bubble for 6 seconds. After 6 seconds the bubble explodes, dealing 3.2k frost damage to the target (also throw him up in the air, therefore the target will take an additionnal 1k falling damage) and people close to him. Morogrim will never use it on the main tank.
PullThe pull isnt complicated at all, just have the MT to go first and bring the Boss to his tanking position (see diagram above), if you got a hunter in raid, you can also have him to misdirect the boss on your MT.
Strategy
This fight got 2 different phases.
First Phase 100% - 25%:Wait for the MT to bring Morogrim to his position, also the MT need like 6-9 seconds to accumulate enough threat so you can start dps.
The Watery Grave will come first (like 30 seconds after you engaged the boss), then Earthquake 10 seconds after Watery Grave.
Make sure to never go below 4.5k hit points (use healthstone, healing potions, bandages), otherwise you will die from Earthquake, healers should be careful about that 4.5k limit.
When Earthquake hits, the healers stop their direct healing on the MT, leave hots on, if you can use agroreducing abilities (f.ex. fade for priests) a shaman with tranquil air in the healing group could help as well.
Let the protadin spamheal the maintank until the murlocs arrive, when the murlocs have arrived he switches to spamming consecration and other agro-abilities. At this point the MT-healers continue healing the maintank.
As soon as the raidleader says so, you may start to do AoE damage on the murlocs. The combination of all AoE should bring all the murlocs down in 10-15 seconds.
Once all murlocs are dead, resume dps on Morogrim.
This process will repeat itself until 25%
Second Phase 25%-0%:When Morogrim's health reachs 25%, he will stop using Watery Graves, and will instead summon Watery Globules from the Watery Graves spots. Those Watery Globules move very slowly, so you should be able to avoid them pretty easily (.
Deal with the murlocs as you did in phase 1 and kill the boss.
Thanks to bosskillers, world of raids, and myself for different parts of the tactic.