Author Topic: Sunwell #5 Muru the guild breaker  (Read 1117 times)

Shijie

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Sunwell #5 Muru the guild breaker
« on: July 09, 2008, 12:52:05 AM »
for non blocked ppl: leeched from the site http://www.bosskillers.com/cgi-bin/bbguild/index.cgi?action=view_guide&guide_id=406


Introduction
M'uru is the 5th and last boss before Kil'Jaden in Sunwell. It is an extremely intensive fight requiring everyone in the raid to be performing at their best from start to finish without fail. During phase 1 you will be fighting against M'uru, his abilities, and the adds that spawn. In phase 2, after M'uru transforms into Entropius, it is an all out DPS and healing race to down Entropius before he wipes the raid.


Raid Setup
4 Tanks: One of these will be a paladin tank to handle the Void Spawns. For the other three spots, warrior tanks seem to handle this fight much more easily than druid tanks due to their Disarm ability.

6 Healers: This fight favours shamans and priests due to their ability to heal multiple targets at once. However, a mix of healers is recommended.

15 DPS: At least 2 shadow priests, 3 warlocks and 2 mages are recommended. Fill the rest of the spots with your best DPS players.


Gear Requirements
Generally speaking, if you have made it this far in Sunwell your gear for the fight will be fine.

Add Tanks: Use normal tanking gear.
Void Sentinel Tank: Use your normal tanking gear, maybe switching out 1 or 2 items for shadow resistance if needed, but generally it won't be.
Void Spawns (Paladin) Tank: 200 shadow resistance is recommended on top of your normal tanking gear.
Melee DPS: Your best DPS gear is recommended.
Ranged DPS: The best DPS gear you have is recommended.
Healers: The best healing gear you have is recommended.


Buffs and Consumables
As with most bosses in Sunwell, you will want full standard raid buffs as well as flasks, elixirs, foods and potions. This is a very intensive fight so everyone must put out everything they have. Healers will be using Mana Potions almost constantly to keep their mana high.


Boss Abilities

M'uru - 3,000,000 HP
Negative Energy - A black beam (that looks like a black Chain Lightning) randomly hits 4-6 people for ~1k of unresistable shadow damage. This is cast every second and must be out healed.

Darkness - Every 45 seconds after M'uru is engaged he creates a Void Zone around himself for 20 seconds which deals 3000 non-resistable shadow damage to anyone stood within it and also, whilst the player remains in the Darkness area, applies a debuff reducing healing taken by that person by 100%. This is easily avoidable and nobody should be hit by it.
- Dark Fiends - Every time M'uru casts Darkness he also spawns 8 Dark Fiends at equal spaces around himself (see diagram, below). These are magical creatures and need to be Dispelled by priests or Purged by shamans to kill them. They move slowly towards a random target in the raid, and if they reach their target they deal 5000 damage to everyone in the raid, which will lead to a wipe. A priest's Mass Dispel positioned correctly will kill all of these creatures in one shot.

Summon Humanoids - After the first 10 seconds, and every 60 seconds thereafter in phase 1, M'uru will summon 3 humanoids from each side of his room (6 humanoids in total). Each group will consist of 2 Shadowsword Berserkers and 1 Shadowsword Fury Mage. The tank on each side of the room needs to pick up the Mage and one of the Berserkers while the second Berserker is Polymorphed. Due to the speed at which they move, they should not be feared. All humanoids need to be killed by the start of the next wave otherwise they will overwhelm the raid.

Entropius shows his impressive reachHumanoid Abilities
- Shadowsword Berserker - 130,000 HP - Duel wielding melee damage. These mobs hit for around 3-4k main hand and 1-2k offhand very quickly. They need to be disarmed to reduce the damage dealt. Occasionally they buff themselves with Flurry, which doubles their attack and movement speed for 6 seconds. During a Flurry, Shadowsword Berserkers should ideally be stunned.
- Shadowsword Fury Mage - 110,000 HP - This is a caster that also hits very hard with melee (3-4k). They cast Fel Fireball, a 2 second cast which does 5-6k fire damage (which is resistible). They also give themselves a magical buff called Spell Fury. This causes spells to become instant cast and to deal 50% more damage, although the Mage is also immobilised. Spell Fury must be Spellstolen by a mage in order to avoid burst damage on the tank.

Summon Void Sentinel - Every 30 seconds after M'uru is engaged he will Summon a Void Sentinel randomly from one of 6 fixed locations in the room.
- Void Sentinel - 40,000 HP - Hits for roughly 10k on tanks and has 2 abilities.
-- Shadow Pulse - A point blank area of effect ability (centered on the boss himself, like Baron Geddon's Inferno), this deals 4k shadow damage every 3 seconds.
-- Void Blast - 1.5 second cast time - This deals roughly 11k shadow damage to the tank and applies a debuff slowing attack speed by 35%. This must be Spell Reflected.
-- Spawn Void Spawns - Upon dying, the Void Sentinel spawns 8 Void Spawns. These need to be tanked by a paladin immediately to stop them running around and wiping the raid.
--- Void Spawns - ~5000 HP - Melee for 1k
---- Shadow Bolt Volley - An AoE attack dealing 1500 damage to anyone within 20 yards. Because of this ability, Void Spawns must be tanked away from the rest of the raid.

Enrage - The fight has a 10 minute enrage timer (across both phases added together) which increases all damage done by M'uru or Entropius by a factor of 5, instantly wiping the raid.


Entropius - 2,200,000 HP
Negative Energy - This is the same as M'uru's ability, except it also places a debuff increasing damage taken as the fight goes on.

Black Hole - This places a much smaller version of the Darkness ability anywhere in the room and spawns a Dark Fiend and a Fissure. The Fissure must be avoided and the Dark Fiend must be Dispelled or Purged immediately. The Fissure causes random pulling effects on players, much like Zul'jin's Tornados.

Enrage - The fight has a 10 minute enrage timer (across both phases added together) which increases all damage done by M'uru or Entropius by a factor of 5, instantly wiping the raid.


Strategy

Phase 1

Positioning
This diagram shows where your raid should position themselves when they run into the room.




The Pull
Everyone must run into the room before the barriers preventing people running in or our go up. M'uru is untankable so everyone can go all out from the start to burn him as low as possible before the first wave of Humanoids come.


The Fight
The actual M'uru phase is not complicated. It just involves repeating the same tasks over and over. However, due to the damage and healing output that is needed, it requires everyone to output as much DPS and healing as possible.

The 2 main groupings should be made equally, with each group consisting of:

1 Tank
1 Tank Healer
1 Raid Healer
1 Void Sentinel / Void Spawn Tank Healer
1 Mage
5-6 DPS

After everyone runs in and the encounter starts, the 2 main groups should split up and move to their positions. The paladin tank and Void Sentinel tank can stay on M'uru for a little longer until the first Void Sentinel spawns.

After 10 seconds, the first wave of humanoids will spawn. Each side will need to have a mage Polymorph one Berserker while the tank picks up the Mage and the other Berserker (and disarms it). DPS on each side need to then kill the humanoids in the 60 seconds before the next wave comes. The suggested kill pattern is to kill the Berserker, then the Mage, and then the second Berserker.

The Void Sentinel tank will need to wait until a doorway opens up, indicating the spawn location of a Void Sentinel. When it appears, he must run over and pick it up very quickly (otherwise it will aggro onto healers). Once the tank has the Void Sentinel, he needs to drag it over to the paladin tanking location whilst not moving too close to the raid, so as to avoid hitting the raid with the Void Sentinel's AoE damage. Meanwhile, the Warlocks in the raid DPS the Void Sentinel down. The picture here shows the possible spawn locations of the Void Sentinel.



Once in location, the Void Sentinel needs to be killed. When the Void Spawns then arrive, the Paladin tank must immediately pick them up. The Warlocks will then plant Seeds of Corruption to kill them quickly before the next Sentinel spawns. If the paladin tank has any spare time between Void Spawns, it is usually best to simply hang by the next Void Sentinel and be ready for the next spawn.

After 45 seconds, the first Darkness will be cast. The shadow priests in the raid must Mass Dispel the Dark Fiends as soon as they spawn (otherwise it will quickly lead to a raid wipe). One Mass Dispel properly placed will hit all 8 Dark Fiends. If a Dark Fiend resists the Mass Dispel, single target Dispel that Dark Fiend using the macro described in phase 2, below.

Each person needs to keep repeating these actions without fail while the shadow priests in the raid kill M'uru. Once M'uru dies, Entropius spawns and phase 2 will begin.

Healers
As there are only 6 of you, you will be divided up into very specific roles.

1 healer will heal the entrance tank.
1 healer will heal the back tank.
1 healer will heal the Void Sentinel tank.
1 healer will heal the paladin tank.
2 healers will raid heal.

Unless you have an exceptionally large am mount of mana regeneration, try to focus on using your most mana efficient heals to save as much as possible for phase 2 of the fight.

Once M'uru reaches 0%, phase 2 will begin.


Entropius
Class Specific Roles
Warriors - If tanking, you must keep Disarming the Berserkers in order to allow your healer to be as mana efficient as possible. If DPSing, make sure you keep using Sweeping Strikes and Cleave as soon as possible to maximise your damage output.

Priests - Use your most efficient heals possible for the job you are given. Don't be afraid to use Mana Potions early to keep your mana high. Shadow priests will be exclusively DPSing M'uru. You need to put out as much damage as you can in order to give your groups mana back and get through phase 1 before the enrage timer runs out.

Mages - You need to Polymorph the Shadowsword Fury Mages without failing. A single missed Polymorph can wipe the raid. When the Shadowsword Fury Mages use their Spell Fury buff, you must Spellsteal it immediately and use it to either kill the humanoids or to help kill M'uru (if your DPS is high enough on the side). Normally, however, you will need to use it to help kill the Humanoids.

Shamans - Chain Healing is key, due to the massive am mount of raid healing needed you really do dominate the healing in this fight. DPS shamans need to use everything they have to kill the humanoids as quickly as possible.

Rogues - Kill the humanoids. When the Berserkers put Flurry up, use Kidney Shot to prevent their boosted damage output from killing your tank.

Paladins - Heal your assigned target or tank. If tanking, make sure you don't lose any of the Void Spawns.

Hunters - Kill the humanoids as quickly as possible. If you get the time, switch to M'uru to help DPS it down.

Druids - You will almost certainly be in a healing role if brought. Keep heals over time up on the Sentinel and Spawn tanks if you can. If you are DPSing, push the DPS to kill the humanoids quickly.

Warlocks - Help with the humanoids when you can, but otherwise you need to help kill the Sentinels as fast as possible then use Seed of Corruption on the Void Spawns to kill them.


Phase 2

Positioning



The Pull
The main tank will have to go up to Entropius and pick him up. Hunters should Misdirect to help with aggro. The rest of the raid should spread out to avoid pulling aggro accidentally when Entropius spawns.

The Fight
After M'uru reaches 0%, phase 2 will begin. This will be signaled by demon portals spawning in the room and energy flowing towards M'uru. While this is happening, any remaining humanoids still up need to be killed quickly, or, if you only have 1 left on each side, they can be Feared or Polymorphed continually. Having too many humanoids up when Entropius spawns will most often lead to a wipe caused by lack of DPS on the boss.

Once Entropius spawns it is now a DPS and healing race to down him before the Negative Energy debuffs stack up too high and wipe the raid. The tank must pick him up quickly and, while maintaining aggro, kite him around the outer circle shown above. The tank must keep moving to avoid the Black Holes that spawn; DPS and healers must also stay clear of them. During this phase, all DPS players in the raid must use all cooldowns and burn the boss as hard as they can. There is a soft enrage of around one and a half minutes before the debuffs become unhealable, so use everything you have.

Healers need to constantly heal the tank and the raid; nobody can die early on. During this phase, priests and shamans need to keep an eye out for when the Black Holes spawn and immediately Dispel the Dark Fiend that emerges. Everyone else must avoid the Black Holes and Fissures whilst maintaining maximum DPS.

This phase will last around 60-90 seconds, after which the damage becomes unhealable and the attempt will be a wipe.

Class Specific Roles
Warriors - Unless you are tanking, grab a weapon and push out as much DPS as you can.

Priests - Constantly heal and Dispel the Dark Fiends. Shadow priests DPS and Dispel the Dark Fiends. You can use this macro:
/cast [target=dark fiend] Dispel Magic

Mages - Keep a Polymorph up on a phase 1 humanoid if you need to, and DPS as hard as you can.

Shamans - Chain Heal even more or DPS, use Bloodlusts, Elementals; everything you have. You can also Purge the Dark Fiends with this handy macro:
/cast [target=dark fiend] Purge

Rogues - DPS as hard as you can.

Paladins - Heal the tanks or DPS.

Hunters - DPS as hard as you can.

Druids - Heal or DPS.

Warlocks - DPS as hard as you can. If you are fearing a phase 1 humanoid, make sure you never let it kill anyone.


Miscellaneous Tips
Save all your cooldowns for phase 2. You need to push everything you have to beat the 90 second soft enrage.

Healers don't be afraid to chain drink Mana Potions. Every last bit helps.



note: i havent read to ensure all of it is updated or correct (bosskiller is never 100% correct)

Jerff

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Re: Sunwell #5 Muru the guild breaker
« Reply #1 on: July 31, 2008, 01:42:20 PM »
fuck u muru, your next

Duvaz

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Re: Sunwell #5 Muru the guild breaker
« Reply #2 on: July 31, 2008, 01:48:31 PM »
emo imo
The Best you ever had ?!

Jerff

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Re: Sunwell #5 Muru the guild breaker
« Reply #3 on: August 05, 2008, 10:04:47 AM »
suppose this is a wack-very-hard fight.

pls get the keypoints to work out for this fight

its a long learning fight for us and hopefully no nightmare from it.





















last but not least.. i will not be around for muru!! class ftw! pls jy guys!!

Vagrant

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Re: Sunwell #5 Muru the guild breaker
« Reply #4 on: August 05, 2008, 11:29:19 AM »
pls come suitably prepared... meaning with all ur flasks... haste pots... destro pots... etc etc...

the dps output for this fight seems almost similar to that as of brutallus... if not more... seeing that the strats recommend 6 healers onli...

with dps rush fights come the frustrations of overaggro again... bearing in mind some limitations in shedding aggro for some classes... but we must learn to cope with all this i guess...

onli 1 sg guild downed muru so far (i think)... lets up the stakes here n reclaim our horde throneeeeeeeeeeeeeeeeeeeeeeeee...........

$8 million toto HUAT ARHHHHHHH~~~~

edit: ok... shidavere downed m'uru ytd... gua gua~~ but $8 million toto HUAT ARHHHHHHH~~~~ still stands...



« Last Edit: August 05, 2008, 11:43:08 AM by Vagrant »
Back in Black...

terrorhoof

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Re: Sunwell #5 Muru the guild breaker
« Reply #5 on: August 05, 2008, 11:54:58 AM »
...vag gone nuts.

Nakata

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Re: Sunwell #5 Muru the guild breaker
« Reply #6 on: August 05, 2008, 07:55:10 PM »
Taken from Raidguru  http://www.raidguru.net/index.php?topic=191.0


Background

M'uru/Entropius is the fifth boss encounter inside of Sunwell Plateau.  This fight is a combination of a DPS/gear check as well as an intense Coordination test.  As well, this is a two phase fight which will require a very different approach from your raid for each phase.  Your raid will be heavily segmented throughout the first phase of the fight as they deal with a non stop zerg from Bloodelves and Voidspawns/Sentinels all the while still maintaining DPS on M'uru.  The second phase will consist of an enormous DPS rush all while avoiding M'uru's deadly Void Zone style ability (darkness) and his summoned orbs with some other twists attached to it.  Many guilds consider this fight to be a masterpiece while others scream about some of the quirks inherant to the fight such as random player LD's/Disconnections due to a presumed memory leak associated with the room itself.


Group Composition
Tanks: 4- 1 Prot Paladin, 1-2 Feral Druids 1-2 Protection Warriors
Healers: 6- The more Shamans you bring the better in general for Phase 2 Bloodlusts
Melee:5-6
Ranged DPS: 9-10- You will need at least 1 Shadow Priest and at least 1 Warlock for Seed of Corruption.  Many guilds bring 2 Shadow Priests in order to kepe healer mana full during the fight and muliple warlocks.


Mob Information and Abilities


M'uru
-Health- 2.9 Million HP
-Darkness: Every 45 sec, creates a large Void Zone, covering the larger circle (i.e. from up to the outside edge of the wide purple band in the center) in the middle of the room, and does ~3,000 shadow damage per second to anyone standing in it and they cannot be healed. This also spawns 8 Dark Fiends which explode for 5,000 raid-wide damage and leaves a 2000 damage dot on raid when one reaches a target (resistable). These can be killed by Dispels or Purges.
-Enrage: M'uru and Entropius share a 10 minute enrage timer. At this point all damage increases by 5x and the raid instantly wipes due to 2500 - 10,000 damage Negative Energy attacks.
-Negative Energy: A black beam used on 4-5 random targets every second throughout the fight. This does ~940-1060 unresistable Shadow damage. As of patch 2.4.2 it no longer causes spell knockback/interruption on the target.

Shadowsword Bloodelves
-Health- Shadowsword Furymage= 110K HP Shadowsword Berserker= 140K HP
-These spawn 1 Mage and 2 Berserkers at both sides ~every 40 seconds. That is 6 Humanoid adds every minute. The Humanoid adds spawn from the corridor behind M'uru, and the ramp/doorway from which you enter, running towards the center.
-Summons 2 Shadowsword Berserker: Run very fast, can be crowd controlled. Dual Wielders, hit for 3.5k with Main Hand, 1.5 with Off Hand. Has a buff called Flurry in which attack speed increased is by 100%, movement speed increased is by 100% for 6 sec. Roughly 130k HP.
-Summons 1 Shadowsword Fury Mage: Run very fast, can be crowd controlled. Fel Fireball (2 sec cast) deals 5000-5500 fire damage (resistable.) Also melees for 3-4k damage. Has a buff called Spell Fury which can be spell stolen. Spell Fury causes spells cast to be instant, increase magic damage by 50% and make them unable to move (lasts 30 seconds). 110k HP, should be Spell Stolen by a mage.

Void Sentinel
-Health- Void Sentinel- ~120K HP
-Summon Void Sentinel: Summons a large Voidwalker ~every 30 seconds that hits very hard, roughly 8-10k melee on tanks (~25k unmitigated).
-Shadow Pulse: AoE ability which deals about 4k shadow damage about every 3 sec.
-Void Blast: Single target attack which deals 10-11k dmg and puts a debuff slowing your attack by 35% (is spell reflectable and can be resisted).

Void Spawns
-Health- ~25-30K HP
-8 Void Spawns appear upon a Void Sentinels death, doing 700-900 melee damage each.
-Shadow Bolt Volley: 1200-1600 shadow damage to targets around them (resistable.)
-Void Spawns and Void Sentinel can be snared, Void Spawns can be feared and Enslaved by warlocks (without losing Demonic Sacrifice).

Entropius
-Health-2.2 Million HP
-After M'uru has been slain, he transforms into Entropius, a demon-type void god. Entropius has 2,200,000 health and at this point the fight turns into an all-out DPS race before the damage ramps up substantially and overwhelms your healers.
-Negative Energy: Becomes a Chain Lightning type attack with random targets every second throughout the fight. This does ~1885 to 2115 Shadow damage to the 1st target, ~50% of that to 2nd target and ~25% to 3rd target. The number of primary targets increases every 12-13 seconds. Unresistable. As of patch 2.4.2 it no longer causes spell knockback/interruption on the target.
-Darkness- During this phase Entropius will cast out a new version of Darkness which is much smaller in size and which only summons 1 Dark Fiend.  This is cast at a random spot around the room and must be avoided at all costs.
-Orb- During Phase 2 an orb will appear which causes 500 damage a second to anyone within it's range and will also knock them around in a random direction.  They will folow a random player for a short duration (roughly 5 seconds) and eventually dissapear which will then give host to a new one which will spawn at a random location.

Nakata

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Re: Sunwell #5 Muru the guild breaker
« Reply #7 on: August 05, 2008, 07:58:37 PM »
[b]Raid Layout[/b]

Enemies;
M'uru=M'uru
Ent=Entropius
V= Void Sentinel
A= Adds/Shadowsword Bloodelves (Fury Mages and Berserkers)
Darkness= Darkness

Friendlies;
MT= Main Tank
OT= Off Tank
RHG= Ranged DPS/Healing Group
R= Ranged DPS
H= Healer
M= Melee

Phase 1



The basic idea behind Phase 1 positioning is to establish 2 groups which hold the Bloodelves on each side of the room and to keep the rest of the room open for the Void Sentinel/Void Spawn tanks.  Given that Darkness will be cast in the middle of the room, nobody can stay positioned in the center and Melee cannot engage M'uru after the first Darkness is cast.  As well, your Shadow Priests/Darkness Dispellers must be located near the center of the room in order to catch the Dark Fiends before they kill the raid.  Most of the raid can be positioned near the entrance side including the ranged DPS group (who work on M'uru and Voids) as we as MOST of the healers.  The only players that MUST go to the other side of the room (hallway side) are the DPS group, tank and healer for that tank.  The room is EXTRMELEY TINY and healers should not have issues reaching anyone from nearly any point in the room.

Nakata

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Re: Sunwell #5 Muru the guild breaker
« Reply #8 on: August 05, 2008, 08:00:32 PM »
Phase 2




It would be a misjudgement to assume that a raid can maintain position according to the diagram during Phase 2, but this is the IDEAL setup.  You want your Ranged and Healers as spread out as humanly possible in order to increase the effective time it will take the orb to travel around the room and to help reduce raid stackage on Darkness spawns (they look like Void Zones).  The raid will be in near constant motion during this phase however as everyone in the raid (Tank included) must do their very best to dodge the orb and the Darkness zones.  Do your best to move the LEAST amount possible as it will cost you healing and DPS uptime while still effectively avoiding the afformentioned Darkness spawns and roaming orb.

Strategy and Keypoints
As stated in the Background Section, this encounter will come with two phases, each very different from the other.  The first phase will involve heavy micromanagement of DPS and tank responsibilities during a non stop mob rush in the form of Void creatures and Bloodelves.  It is the raid's duty to kill these mobs before the next set of said mobs is spawned and to manage in DPS on M'uru who should be killed close to the 6 minute mark.  The second phase is a DPS rush amidst an ever growing damage buff on the boss himself who shows his real form as Entropius.  The raid will have to contend with a roaming orb during this phase which can easily wipe a raid in conjunction with other abiliities during phase 2.  This is a very brief description of the fight and you will need to know the keypoints in depth to acheive success during this encounter, read on.

Phase 1

Phase 1 is a zerg rush, akin to previous fights like Shade of Akama or Nefarion in that you will be bombarded with adds non-stop throughout this phase.  At the same time at which you need to deal with the adds, you will also have to DPS down M'uru and handle his Darkness ability which creates mini-bomb style mobs called Dark Fiends who are only killable via Purge/Dispell/Mass Dispell.  Given that there are 2 sets of 3 Bloodelves (2 berserkers 1 furymage) which spawn every 40 seconds and Void Senintels which spawn every 30 seconds and which upon death turn into 8 Void Spawns, your raid will have it's hands full.  As a result of all of this action, you will need intense micromanagement in order to survive this phase and kill M'uru at an acceptable time.  Keep in mind that if you go too far into this phase, you will likely not have enough mana to survive Phase 2.  As well, given the overlapping nature of the mob spawn timers, you want to find an ideal time to transition which gives you the largest window of oppurtunity to DPS down mobs before new ones spawn.  As a result, you want to aim for the 6 minute mark, roughly, to be your goal time for transition.  After you defeat Phase 1, you will have roughly 10 seconds to finish up or CC the remaining mobs before Phase 2 becomes active.   

Starting With A Bang
During the first 25-30 seconds of the fight, you will want nearly every DPS in your raid to lay into M'uru as hard as they can.  At ~15 seconds the first wave of Blood Elves will spawn and your OT's must be in position to pick them up.  Melee should stay on M'uru as long as they can (5-10s) after this point, or untill your raid has reached it's ideal DPS mark (aim for 75-80%).  Given that the tanks have had a good leg up on threat, Melee should be short duration Cooldowns (trinkets, pots, etc) in order to catch up on the Bloodelf pack DPS.  By doing this, you will help ensure that M'uru dies during Phase 1 WHEN YOU WANT HIM TO, which should be around the 6 minute mark.

Splitting The DPS (and dealing with Darkness)
Making sure you have sufficient DPS for each pack of mobs is essential during this fight.  Typically speaking, Bloodelf packs will require 4 DPS'ers, usually comprised of 3 Melee and a Hunter.  Using 1 Enhancement Shaman per side and lumping the tanks with the Melee will greatly increase your ability to execute this procedure.  Furthermore, ensuring that you have at least 1 warrior for shouts and sunders will also help you enormously.  In worst case scenarios, Ranged DPS not assigned to BE packs can assist a side in destroying their mobs.  From a logistical stand point, it is a good idea to keep your better Melee DPS squad on towards the Hallway as Ranged DPS will likely be unable to help them at any point due to range constraints.  Furthermore, hunters assigned to BE packs can help DPS M'uru if their adds are finished early.  Melee must simply wait for the next pack while inbetween waves.

As for the Void Sentinels and Spawns, you will need a group of roughly 4 players assigned to this.  Only 1 Warlock should be needed to seed the Void Spawns which arise when a Void Sentinel dies.  The remaining 3 DPSer's assigned to Sentinel duty will remain DPSing Sentinels while they are alive, or DPSing M'uru should none be active at that time.

This leaves you with exactly 3 remaining players.  These three players should consist of 2 Shadow Priests and preferably a mage who spell steals the Shadowsword Furymage's enormous DPS buff.  These players will DPS M'uru full time as well Mass Dispell the Dark Fiends that arise from Darkness.  When M'uru is reaching the end of his Health Pool (2-3%) 2 of these players should stop DPSing and the raid should wait for a BURN CALL from the raid leader.  When the Burn call goes out, M'uru needs to die within a few seconds.

Healing Assignments
Given that nothing else is simple on this fight, healing is thankfully an eaiser task to assign.  You will simply need 1 healer for each of Bloodelf Tanks, 1 healer for Void Sentinel Tank, 2 healers on the raid split on each side of the room and 1 healer watching the Void Spawn Tank as well as the other Tanks.  Preferably, your Void Spawn Tank healer is a druid who can keep HOTS on the Void Spawn Tank, the Void Sentinel Tank and the weaker of the two OT's on Bloodelves, OR the Bloodelf Tank who is on the side with more players on it.  The reason for the this is that the Raid Healer on the less populated side can easily squeeze in heals on the Bloodelf tank, so using the 3rd HOT round on the tank with the more populated side would balance out healing overall.

To Poly or Not To Poly
Given that the Bloodelves are all CCable to the fullest extent (Hint, Use Stuns On Aggro Pulls) many raids are inclined to poly one of the mobs in order to reduce incoming DPS on tanks, or to ease their aggro management accross three mobs.  Generally, there is no need to poly when you have a Feral Druid tanking as swipe will easily glue three mobs to them.  However, Warrior Tanks have a far more difficult time keep all three mobs on them and it may be towards your benefit to keep 1 polymorphed untill it is ready to be killed. If any mobs remain polyed going into Phase 2, they need to be kept that way as well.  Generally speaking, it is best to poly Berserkers over Furymages as your mage will lose their chance to spellsteal their amazing buff.  As well, Furymages are the better choice of mobs to burn initially as they have lower HP than Berserkers and likely a lower AC value.

Spellstealing Makes Mages Feel Better About Their DPS
For the lucky mage who gets the chance to Spellsteal Spell Fury, the Shadowsword Furymage buff, you can once again feel like the king of the DPS castle once more.  Make sure to use the buff to it's fullest extent and to manage your mana as well since instant cast spells for 30 seconds with a good amount of haste on your GCD can equate to OOM real fast.  If you steal this buff, use it to the fullest extent on M'uru.

Tanking Void Sentinels
Void Sentinels are not your ordinary mob which can be dragged around easily.  These guys do an enormous (and spellreflectable) anti aggro ability that nukes a player for 10-12k.  Make sure you have a Warrior Tank who can Spell Reflect Void Blast, which is the afforementioned ability.  Furthermore, these mobs will do a AE pulse style ability which will more or less kill any player caught inside of it minus the Tank.  For this reason, you must stay AWAY from anyone in the raid to the best of your ability.  As well, it is your responsibility to get the Void Sentinels close to the AE/Prot Pally tank as they are about to die, which adds another element to this process.  Frequently, you may find yourself on the other side of M'uru from the Prot Pally and in which case you need to time your transition to them carefully across the center of the room.  Keep in mind that you CANNOT stand in Darkness and must wait for it to be safe before moving.  In many cases, you may be better off having your Prot Pally come close to you if their adds are all dead.  Working out the movement between both tanks will be a challenging point in learning the first phase.

Another point worth mentioning is how the spawns actually appear.  M'uru will target a random spot on his wall (entrance and hallway are not eligible spots) and open a shadow door/portal from which the Sentinels will spawn.  You will need fast threat in order to hold these mobs over the onslaught of healing/global threat that the raid is putting out.  MD's should be reserved for the Sentinel Tank, but be mindful that you will NOT have an MD for each spawn.

One final note on this topic, making an intervene macro that targets your Protection Paladin and Intervenes towards him can be of enormous benefit when having to run accross the center of the room.

Timing Your Transition
Once again it deserves mentioning that you should aim for the 6 minute mark to be your transition time.  If you miss this point, you can still win the fight, but you will likely have a Void Sentinel dying as you go into Phase 2 as seen in Exodus' first kill movie of M'uru.  This means that you will lose valuable DPS as your warlocks kill the remaining Void Spawns. If timed perfectly, you can have all the Mobs dead right around the 6 minute mark and get the cleanest transition possible.  You will likely still have to finish off a few mobs along the way though as nothing plays out perfectly during this encounter.

Trapping Just In Case
It is a good idea to keep down Freezing or Frost traps down, just in case certain things go wrong.  Generally speaking, you want to frost trap on the Warrior Tank Bloodelf side and Freezing Trap just in front of the the Ranged DPS and Healers on the Druid Tank Bloodelf side.  The reason for this is that a Druid Tank is more likely to have one of their three mobs ripped off from Healing Threat while the Warrior Tank is more likely to have issues initially picking up the two/three mobs that they will actively tank.  As well, A frost trap can and will help mages land their poly closer to the spawn point of the Bloodelves, which is more ideal.

Phase 2
Phase 2 begins after M'uru hits 0% and 10 seconds of a transition time have elapsed.  Your raid will need to do everything in their power to pump out as much DPS as they can during this phase as you will have roughly 90 seconds to Kill Entropius before the incoming raid damage is simply too high to heal through.  During this phase you will be faced with an ever growing Negative Energy nuke which will work more like a Chain Lightning than the original Negative Energy from phase 1, which only hit 5 targets at a time.  This version of Negative Energy will gain another primary target every 12-13 seconds (each primary jumps 2 times) and as such, heavily boost the raid's damage over time.  Aside from the raw damage output from Negative Energy, your raid will also face orbs which float around to random raid targets (you cannot target them to determine who they are on) and cause an AE knockback with 500 damage/sec associated with it.  These orbs must be avoided at all costs as they will easily screw up your DPS and healing with the quickness.  Finally, you will have to cotend with a changed Darkness/Dark Fiend mechanic which will spawn a smaller circle (looks like 4H void zones) every 20 seconds and which will spawn a single Dark Fiend from it.  You will need 1-2 Shamans on the ball with a Purge macro in order to destroy the fiends before they kill your raid.

Spread'Em
It is essential that the Ranged DPS and Healers stay as spread out as possible during this phase in order to reduce the effectiveness of orbs and Darkness Zones.  By spreading out, you will create a larger averaged travel time for the orbs and hopefully keep them caught in an area of the room where nobody is standing (the middle is generally vacant).  The basic idea here is to keep them locked into negative space (space between players where nobody is at) as much as possible.  Furthermore, having a nice general spread will help Enhancement shamans have a good general range for Purging Dark Fiends as they are at a centralized location.  Last, Spreading will help the raid avoid motion as fewer people will be in harm's way of Darkness zones and the Orb at any given time, which in turn increases your effective uptime for DPS and Healing.  0

Avoiding The Noid. . . Or The Orb
We cannot stress how important it is to avoid the orb.  The orb will generally switch targets after 5 or so seconds, so you do not need to engage in a deep kite to shake them off typically.  Sometimes bad luck will strike and the orb will target adjacent players, simply do your best to not be destroyed by them.  The biggest reason you need to avoid orbs is to keep the DPS and Healing up, so remember that while moving is essential, you need to know why you are doing it.  If you spend too much time moving and not enough nuking, you have netted no benefit.

Holding Entropius The Smart Way
Many guilds have used a kite method while holding Entropius in order to help reduce the chance of a Darkness Zone on the Melee or to avoid orbs.  This truly is not neccessary and probably will hinder your overall DPS.  The easiest method for handling Entropius' position is to simply hold him in the exact middle of the room, and move slightly away from Darkness Zones when they pop up near the Melee or Tank.  As well, the Main Tank WILL NEED TO MOVE when orbs are incoming.  It is essential that the Melee lose the least amount of DPS time possible, so your MT must be on the ball and track the orbs to the best of their ability in order to keep the DPS flowing strong.  Another point, by keeping Entropius in the middle of the room without kiting him, you have afforded the Ranged DPS the ability to move even less while maintaining max range, which assists with keeping orbs in vacant space as stated before.

Healing Assignments
Healing on this Phase is mostly about keeping the raid up.  You will need at least 1 healer on the Main Tank as well as HOTS ticking off on the them in order to keep them alive.  Entropius is less lethal than most of the mobs youv'e dealt with to this point, so do NOT stress out on the MT very much.  You should do your best to pepper healers around the raid and hold them in such a way that they can reach anyone at any time.  Generally, there is not much to the healing strategy outside of staying on top of your game, using the right mods and people attentive.  In terms of good mods for this fight, you may want to use good Unit Frames with Mouseover Healing macros (or Clique) and a mod which updates your Raid Frames from the combat log rather than the server (this can save you .3 seconds of time on your refresh).

« Last Edit: August 05, 2008, 08:06:38 PM by Nakata »

Nakata

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Re: Sunwell #5 Muru the guild breaker
« Reply #9 on: August 05, 2008, 08:00:51 PM »
DPSing For The Win
This fight will take EVERYTHING in your arsenal in order to kill Phase 2.  As is, the DPS requirement on Phase 1 is enormous, and if you manage to get through it with all of your heavy CD's in tact, then you may be ready for Phase 2.  Your raid will have to maintain Brutallus like DPS all the while running from orbs/darkness and purging Dark Fiends.  This will not be easy to acheive by any stretch of the imagination.  Keep in mind you have 90 seconds or so to produce 2.2 Million damage.  Given that your first 10 seconds are a cold start in which you need to drop your debuffs and DPS won't be at it's peak, you will be faced with one hell of a task.  At best you will have 80 seconds of optimal DPS time and you must use it wisely.  Make sure all Blood Lusts are assigned out properly and that DPS groups are changed for maximum efficiency if need be.  You must know your Drums of Battle rotation for each group (try to have at least 3 drums per DPS group) and make sure everyone is using the best juice possible.  Read Below for additional tips and tricks.

Additional DPS Tricks
-Entropius is a Demon, so Elixer of Demon Slaying can be used to great effect on Phase 2.
-Given that Entropius is a Demon and so are Void Spawns/Sents, The Kel'Thuzad quest trinket, Mark of the Champion, is one of the best DPS trinkets on this fight (85 static spell damage) for the 4 players assigned to Void DPS duty.
-Every single Shaman in the raid must save their Fire Elemental Totem for Phase 2.  Use them near the start in order to help give your raid a leg up on DPS.  Although they tend to die early, each one can produce ~20K if they go their full duration.
-Warlocks can enslave Void Spawns and it is important that they do so during the final wave of them on Phase 1.  Void Spawns can do anywhere from 30-40K damage each during Phase 2 if used properly.  As well, skilled warlocks can use the Void Spawns to help clean up DPS on the final wave of adds as they do have a 1600 AE nuke.  Remember, they do not take off Demonic Sacrifice SO USE THEM HERE!
-Aiming for the six minute mark on transitions is important as it is a typical time for most CD's to come back up (most CD's are on a 2-3 min timers).  It is essential that your raid has every little bit of fire power possible for this phase, and going in without DPS CD's is basically suicide.
-Healers can sometimes squeeze in a DOT or some DPS during the start of Phase 2 as Entropius will start off the first 12-13 seconds doing a bare minimum of damage.  Every bit of DPS counts here, so make sure you do what you can to pitch in.
-Every Warrior in the raid's first priority should be to drop down a sunder.  If you rely solely on the MT to sunder at the start, it may take him a long time (12-15 seconds) to get them all down, all the while the raid DPS is diminished as a result.  By using sunders from all the warriors in the raid, you can quickly get your raid's DPS potential to its maximum far quicker.

Dispelling/Purging Dark Fiends/Darkness

Purging Dark Fiends is the most essential factor during Phase 2, beyond anything else.  To screw up on this means certain death for your raid every time.  Know that the Darkness's should occur roughly every 20 seconds and you MUST have shamans ready with a Macro to Purge them.  The Macro is as simple as a /Target command and a /Cast X command.  For anyone Dispelling/Purging, you may not want to drop your current target as it could lead to a lapse in healing or DPS, in which case the following macro may help you:

/Target Dark Fiend
/Cast Dispel Magic/Purge
/Targetlasttarget

Note: If there is no Darkfiend, the macro will do nothing.  Feel free to spam the macro early and often in between casts.



This Is A Race, Don't Forget That
(READ THIS)

It simply is worth mentioning again, Phase 2 is an all out DPS race.  You will have to do more damage than your raid has ever done before in a shorter time span.  Do not come into this phase thinking you can stick with what you are used to or that any corner can be cut.  Without MASSIVE amounts of Sunwell gear on your DPS (6-7 pieces per player) YOU CANNOT CUT ANY DPS CORNER.  There is no wiggle room, there is no minor juicing on trial attempts, there is only GO FULL OUT OR DONT GO AT ALL.  This isn't a cheap fight, this isn't an easy fight and it isn't a casual fight.  Expect to pay out 1000's of gold to learn it (even more if you need to respect professions), think of EVERY thing you can do to help your raid (cough leatherworking) and do not skimp out.  The longer you drag your feet on changing things you need to change, the more money and time you are costing everyone else.  As well, your guild will suffer more and more the longer you take on this fight.  For these reasons IT IS ESSENTIAL that you do EVERYTHING in your power to do your best, be the most prepared and go above your duties to help out those who are not as their performance will hold you back.  Remember that the more geared players you lose over this fight, the harder it will be come EXPONENTIALLY, DO NOT SCREW AROUND.  View this fight not just as a DPS Race, but also a race to propel your guild forward as doing so may be the only way to stand a chance on this one.
« Last Edit: August 05, 2008, 08:10:41 PM by Nakata »

Teraomivous

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Re: Sunwell #5 Muru the guild breaker
« Reply #10 on: August 05, 2008, 10:14:48 PM »
Hope yall got see the SK Gaming HQ version of their muru kill.

Hunters take note of your surroundings to where the Void Sentinels will spawn ( indicated by a shadow portal ) so you can MD it to the pally tanker.

yuqi

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Re: Sunwell #5 Muru the guild breaker
« Reply #11 on: August 05, 2008, 10:23:58 PM »
the post rite by the raid guru, if i am not wrong was done pre-nerf, so the dps requirements were abit rough. he has been nerfed already so there should be more breathing room during the fight as the hp of the adds, Muru and Entropius have all been nerfed. However, their abilities have NOT. The dps requirement for the fight has been nerfed, so its more important to focus on the strategy.


However, it is still noted that the fight still only requires 6 healers, but still as many shamans as the raid can stack (for bloodlust, totems, fire ele etc) so some of the shamans would have to come as offspec. For Shidavere, they bring 3 resto shammies and 2 enh shammies. Warlocks are also very very good for this fight so there should be some stacking too for them. Every warlock is an additional ~40k dps (on top of their own) in Entropius phase simply because they can enslave the void spawns. Needless to say, warlocks will top dps for this fight.

Points of note from Porqp of Shidavere (bear tank for Muru)

4 tanks - 2x Prot Warriors, 1 prot pally, 1 feral druid
6 healers - 3x Resto shammy, 2x Holy Pally (3 blessings together with the prot), 1x Resto druid (no priests, because they the advantage of bring a shammy on this fight far outweigh wad a holy priest can bring to them lah =\)
2 shadow priests only (any more will be bad for dps)
one of their rogues log on to his priest alt to buff Improved Divine Spirit (crucial, since there will be alot of caster dps esp on what matters i.e Muru)

Prot warrior tanks 1 side of the adds
His grp is a melee grp consisting:

Enh Shammy
MS warrior
Rogue
Ret Pally
Tank

together with :

Mage (for poly and spellsteal of the Mage buff)
Holy Pally (to heal tank)

Porqp's side consists of :

Feral druid
3x Hunter
Enh Shammy ( for goa, UR, etc, enh shammy uses WF on his own weapons)

There is also a mage and a holy pally.

Both sides will try to stunlock the first add down, while the tank builds aggro on the other melee and mage.
For examples, on the feral druid's side, he will mangle -> bash the first add, and the hunters will chain their intimidation. Hammer from pally if needed.
Prot warrior side is same, Kidney shot -> HoJ -> HoJ (not sure if their prot war uses concussion blow)
Prot warrior will DISARM the melee, together with demo shout and thunderclap to reduce the incoming damage which can be very spiky (7-8k fireballs from the mage)

For the feral druid side is much easier, as he can swipe the adds. In his gear, porqp can reach 88% dodge full raid buffed (his gear has 10 agility in almost all sockets). He takes a total of like 300k damage the whole fight only and is incredibly easy for his holy pally to keep him up. He has a macro to quickly mark one and he will mangle the main target, followed by bashing, and then swiping. DPS is very fast on his side because the hunters can go crazy multi-shotting the crap out of the pack as his aggro is very high when he gems for pure agility. He even has time between waves to dps muru (apply faerie fire and dps for more rage) before moving back to mark and quickly charge in when the next wave comes)

there is also a trick where u can despawn Muru with a eye of kilrogg summon. The whole raid then mounts in to dps the shit out of muru before the packs spawn.
this can account for around 5% of muru's health (not sure if this has been patched, but Eternity uses it)

During entropius phase, there should be 'priortizing of healing' or choosing who to die lah to be blunt. Tanks are the lowest priority to heal during P2 since its a massive dps race (for shidavere, all their tanks are on the floor after entropius is dead :P) Healers help to dps, but maintain healing. Top priority to keep up are the ranged dps (warlocks, mages, hunters) or the highest dpsers and of cuz the MT.

The fight should flow like this:

1. despawning muru with everyone mounting in and dpsing muru hard at first
2. when packs spawn, tanks and their respective dps grps with a mage and pally will take up position at the 2 entrances.
3. Warlocks will be solely on the Void sentinel being tanked by a prot war (spell-reflecting the Void Blast), when the Void sentinel dies he will spawn 8 void spawns.
Prot warrior must make sure that the sentinel dies in the Prot pally's consecrate so that none of the void spawns go loose.
4. Warlocks (and possibly mages) proceed to SoC and aoe the void spawns.
5. Shadow priests, Mages (and warlocks when free) will stay on Muru. (Shadow priests will be in charge of Mass dispelling/single dispel the Dark fiends)
6. Ideally, it will take around 4-5mins (Eternity took 4) of adds before Muru is reduced to 0% and Entropius spawns.
7. Avoid the orbs that are flying around and dps zerg Entropius during p2, priotizing who to keep alive.
8. Pray that ur dps is enough..

its a very very expensive fight...really have to blow everything. Shidavere even haste potted, destro pot during the learning because otherwise the dps wont be enough to even reach Entropius =\ Adds overwhelmed them, causing wipes. However this was all pre-nerf.. so its still hard to say if the dps requirement is still so hardcore.

Also do note that the adds are NOT level 73, they are lvl 71, and do NOT have Sunwell Radiance, which means tanks can use back their dodge gear :P


« Last Edit: August 05, 2008, 11:00:45 PM by yuqi »

terrorhoof

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Re: Sunwell #5 Muru the guild breaker
« Reply #12 on: August 05, 2008, 11:19:28 PM »
imho, we shouldnt really be considering the nerf. in fact, forget about the nerf. The nerf doesnt mean that you dont have to haste/destro pot. Its still going to be the hardest fight this guild has ever encountered. Please please read up on strats, watch the videos on this one. its not something we can slack about. The more we slack the more we're gonna have to wipe on this boss.

JYJY. Do or die time. Btw yuqin i got a question, for p2 do the melees run away from the orbs? or does the MT watch for the orbs and move if its near the melees?

Duvaz

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Re: Sunwell #5 Muru the guild breaker
« Reply #13 on: August 05, 2008, 11:39:18 PM »
From the SK vid , i see the enh shammie and some rogue bouncing around , i think he is trying to avoid but seems like its hard.
Think we will be seeing 2 Enh shaman on this boss since onli 6 healer is required ?

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Decil

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Re: Sunwell #5 Muru the guild breaker
« Reply #14 on: August 06, 2008, 01:12:42 AM »
wasnt Muru nurfed in recent patch? are these pre patch or after patch strats?
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