Rokmar the Crackler
|Location||Slave Pens, Coilfang Reservoir|
Rokmar the Crackler, lord of the Zangarmarsh lobstrok resides in The Slave Pens. Somehow, Rokmar has grown to insane proportions for a lobstrok. The naga have somehow subjugated him into protecting their subterranean domain, or perhaps they have simply allowed him to remain and sate his notorious rage on intruders. If threatened, he will engage and kill any creature that does not belong in his domain by using his tearing claws and water blasting abilities.
Rokmar the Crackler, along with Quagmirran and their brethren made their home in the Serpentshrine Caverns long before the Naga arrived. Upon their arrival, Rokmar and Quagmirran were targeted by the naga and enslaved. They were both used by the naga to subjugate other natural inhabitant races to the naga's will, eventually this caused their own wills to break, leading them to be too far gone to save. Adventurers are sent to put down Rokmar and Quagmirran by Watcher Jhang.
Following Draenor's destruction, Rokmar fled into the depths of Zangarmarsh. The energies that had torn the world apart enveloped the behemoth, bolstering its strength and size at the price of constant agony. The naga were awed by Rokmar's ferocity when they first arrived in the region. Rather than kill the beast, they enslaved it and used the creature to subjugate much of Zangarmarsh's indigenous life.
Spells and Abilities
- Grievous Wound — Rokmar the Crackler viciously attacks a player, inflicting 685 to 815 Physical damage every 2 seconds until fully healed.
- Ensnaring Moss — Rokmar the Crackler encumbers a player with moss, slowing their melee and casting speed by 50%.
- Water Spit — Rokmar the Crackler hurls watery bolts of water at all players within 0 yards, inflicting 1619 to 1881 Frost damage.
- Frenzy — Rokmar the Crackler enters a Frenzy, increasing Physical damage by 75 and attack speed by 60%.
Take your time, and this is easy. If the tank loses aggro, you will be in trouble. When he enrages you must lay down heavy heals. Any class with heals spells should be healing the tank; Rockmar hits hard.
To save everyone's life if the tank is dead — and Rokmar is nowhere near dying — all the remaining group members can jump into the pools of water. It appears that, although Rokmar is a gigantic Lobstrok/prawn, he cannot swim! When you jump into the water you will exit combat mode in a moment and Rokmar will go back to patrolling. Be sure that you do get out of range of his Water Spit. If you make it near the ramp it will be far enough. Note that if you jump into the Western pool, you will have to walk the long way around to return to Rockmar. Try to jump into the southeastern pool.
Water Spit Attack Rockmar occasionally attacks with Water Spit. The attack is an AoE frost-based attack, so frost resist of any kind is good. Paladins should put up Frost Resistance Aura. There is, however, a way for the healers to escape this attack. If the tank positions himself so that he is between Rokmar and the healers, the 40 yard range of the healers will place them just outside the 40 yard range of the Water Spit. This saves mana that the healers would otherwise use on themselves. Everyone else should hang in fairly close to the tank so they can be in range of the healers. Don't be afraid! Interrupts such as , , , , and also do not work. Heal yourself with bandages to save your healer some mana.
Grievous Wound Attack His most devastating attack is a bleed effect, which will increase the already tremendous amount of damage per second over time. The only way to remove this is to heal the afflicted member to their maximum hit points. When this is done, the bleed is removed. This fight is a cakewalk with two good healers (a shaman and a druid/priest works very well) who can keep the tank from bleeding out. With a single healing class, it is easy to run out of mana trying to keep up with the bleed; for this reason, Rokmar is one of the most difficult fights to heal. Keeping the tank's health high and immediately healing to full when the bleed hits is advisable though not always possible. Notes On Soloing: If, for example, you're an 80 who's running through a low level friend who isn't a healer, you'll notice that Grievous Wound can and will eventually kill you. Luckily, unlike other dots, Grievous Wound's damage does not prevent you from eating (though it does prevent bandaging), so bring food, and after the kill, just eat up to full health, and the dot will disappear as intended.
Dwarven Stoneform Note that dwarves can activate to remove the bleed effect Rockmar inflicts the tank with. This can be a useful maneuver, but keep in mind that Stoneform's 2 minute cooldown means you can only get rid of one bleed effect, so use it well.
Water Spit hits for about 1.5k, easily outhealable by a shadow priest's or lower rank HoTs. A warrior's Spell Reflect does not work against his Water Spit, so healers will need to time their heals to hit either right before, or space out their mana as to not be drained before the fight can be over. Frost resist gear, frost protection potions, or any healing potions or stones will be helpful.
Grievous Wound ticks for around 1.1k every 2 seconds.
He is often considered relatively easier than he is on normal mode at the appropriate level. This is likely due to the additional tools available to healers at level 70 — such as Prayer of Mending for priests — which make it easier to get the tank back to full health quickly when the bleed hits.
- Patch 2.0.3 (2007-01-09): Added.