M'uru


Summary

Phase 1

Phase 1 is add control and management. Range and healers stack on the entrance side outside the inner circle. Melee and tanks will move between M'uru and the range group for Darkness.

Every 45 seconds, the inner circle of the room will be covered with Darkness and spawn Dark Fiends. All melee and tanks need to get out of the inner circle before Darkness as the damage is unhealable. Mass Dispel and purge Dark Fiends to kill them.

Berserkers and Mages will spawn at the entrance and exist of the room about 15 seconds into the fight and then every 60 seconds (3 per side - 2 Berserkers and 1 Mage). Let the tanks gain threat and stack on M'uru. Aoe down.

Stun Berserkers when they enrage with Flurry. Interrupt Mages Fel Fireballs. Spellsteal, purge, or dispell the Mage's Spell Fury buff.

Every 30 seconds, a Void Sentinel will spawn on the sides of the room. These hit very hard and do aoe damage to melee. Range dps need to switch to the Void Sentinel. Make sure to stay away to avoid Shadow Pulse damage.

The Void Sentinel will spawn 8 Void Spawns upon death. Warlocks can enslave Void Spawns throughout the fight.

Phase 1 ends when M'uru is slain.

DPS Priorities
Melee:
1. Cleave/AoE Humandoids once threat established
2. DPS M'uru

Range:
1. Void Sentinels/Void Spawns
2. Extra AoE on humanoids
3. DPS M'uru
Note - Shadow priest focus M'uru for mana regen and Mass Dispel.

Phase 2

Once M'uru dies, Entropius spawns. Kill any remaining adds on transition. The goal is to have no adds and very little remaining on transition.

Phase 2 is a dps race with increasing damage over time as Negative Energy becomes a chain lightening type attack jumping to two additional targets. The number of targets Negative Energy hits increases every 12-13 seconds. This acts as a soft enrage.

The raid will losely spread with their groups to avoid Darkness and Singularity while maintaining AoE healing.

Darkness no longer spawns as a large void zone around the boss but as smaller individual void zones that spawn on a player locations. 1 Dark Fiend will still spawn that needs to be Dispelled or Purged before coming in contact with a player.

Singularities spawn on a player and will pull all nearby players in and toss them around. Move away from Singularities.

M'uru Video Guide - Click Here

Abilities

Phase 1

M'uru

  • Negative Energy: Deals 1000 Shadow damage to 4-5 players every second. Unresistable.

  • Darkness: Void zone around M'uru. Deals 3000 Shadow damage per second. Cannot be healed. Run out!

  • Dark Fiends: Darkness spawns 8 Dark Fiends. Explode upon player contact dealing 5000 raid wide damage and leaving a 2000 damage dot on the entire raid. Mass Dispel!

  • Summon Void Portal: Every 30 seconds summons a Void Sentinel.

Void Sentinel

  • Shadow Pulse: Deals 4000 Shadow damage every 3 second around the caster. Stay away.

  • Void Blast: Deals 950 Shadow damage and applies a debuff that decreases attack speed by 35%.

  • Void Spawns: Spawn 8 Void Spawns upon death. Melee 700 to 900 damage. Shadow Bolt Volley near targets for 1200 to 1600 damage. Aoe down. Warlocks enslave.

Shadowsword Berserker

  • Flurry: Increases attack and movement speed by 100% for 6 seconds. Stun.

Shadowsword Fury Mage

  • Spell Fury: Causes spells to be instant and deal 50% more damage. Unable to move. Purge, Dispel, or Spellsteal.

  • Fel Fireball: 4500 Fire damage to main target. Interrupt.

Phase 2

Entropius

  • Negative Energy: Deals 1885 to 2115 Shadow damage to the 1st target, 50% of that to the 2nd target, and 25% to the 3rd target. The number of primary targets increases every 12-13 seconds.

  • Darkness: Small void zones spawn on an individual player. Move Out!

  • Dark Fiends: Darkness spawns 1 Dark Fiends. Explode upon player contact dealing 5000 raid wide damage and leaving a 2000 damage dot on the entire raid. Dispel or Purge!

  • Singularity: Spawns over a player. After a few seconds will move around and toss any nearby players around dealing 500 damage a tick. Move away.

Phase 1

  • Move out of inner circle before Darkness

  • M'uru has no threat table

  • Gain threat on Berserkers then Mages

  • Stack adds on M'uru

  • Void Sentienl spawn randomly on outside

  • Tank Void Sentinel away from others

  • Spell Reflect / Ground Void Sentinel Void Blast

Phase 2

  • Move out of inner circle before Darkness

  • Avoid Singularity

  • Adjust boss as needed for Darkness and Singularity spawns


Phase 1

  • Move out of inner circle before Darkness

  • Watch threat on adds

  • Stun Berserker on Furry buff

  • Interrupt Mage Fel Fireball

  • Spellsteal or Purge Mage Spell Fury buff

  • MD Void Sentinel if far from tank

  • Range switch to Void Sentinel

  • Avoid Void Sentinel

  • Mass Dispel Dark Fiends from Darkness

Phase 2

  • Move out of individual Darkness

  • Dispel or Purge Dark Fiend from Darkness

  • Avoid Singularity - Spread out

Phase 1

  • Move out of inner circle before Darkness

  • Watch threat as adds spawn

  • Tank spike damage

  • Raid spike damage from Void Spawns

  • Heal Negative Energy targets

  • Avoid Void Sentinel

Phase 2

  • Increasing raid damage from Negative Energy

  • Move out of individual Darkness

  • Dispel or Purge Dark Fiend from Darkness

  • Avoid Singularity - Spread out


Assignments

TNS SWP Assignments