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05/28/08, 10:58 PM
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#1
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Von Kaiser
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M'uru
Really fun fight, I'm loving the challenge as a tank to grab the humanoid waves. It reminds me a lot of when we decided to kill all of the humanoids on Razorgore and only kite dragons. Some stuff I'll comment on as a tank....
-No its not impossible to pickup all 3 adds without a (sheep, frost trap, earthbind, war stomp, etc) - yes they help but the bigger factor for me as a druid is if my DPS is keeping up or not, if I have more than just the mage left when the next wave spawns getting dazed/having swipe pick the wrong 3 targets, etc is a much bigger issue.
-No you don't need 8 healers to keep the raid alive during P1. No shaman aren't the be all and end all of healing on this at least in P1 (our best is a bunch of 5-10% P1s). I can see though from the way the P2 mechanics work how absurdly important they are.
-Yes you can kill all of the humanoid adds with 4 melee or 4 ranges DPS per side, if your DPS isn't keeping up re-evaluate, its harder than Brutallus for a DPS check for sure at least the way we handle it.
Some theory stuff....
Seems like a lot of the videos/strats are using druids to tank the side group, our threat with unlimited rage isn't really very different from the warriors and I'm taking about 20-30% more damage than our warrior on the other side. Since we haven't hit P2 yet I'm not sure if we need the extra DPS a second feral would add versus what the warrior will pull in tank gear. Ideally for learning if you want to just get through P1 you'd have warriors grabbing adds on both sides -- are any ferals out there finding a way to take less damage than their warrior peer on this if you use druid/warrior per side? (Yes I know the rate of the DPS killing your targets has a huge factor in how much you take, ours is very even)
Last edited by Drelegon : 05/28/08 at 11:04 PM.
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05/29/08, 3:06 AM
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#2
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Von Kaiser
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Originally Posted by Drelegon
Seems like a lot of the videos/strats are using druids to tank the side group, our threat with unlimited rage isn't really very different from the warriors and I'm taking about 20-30% more damage than our warrior on the other side. Since we haven't hit P2 yet I'm not sure if we need the extra DPS a second feral would add versus what the warrior will pull in tank gear. Ideally for learning if you want to just get through P1 you'd have warriors grabbing adds on both sides -- are any ferals out there finding a way to take less damage than their warrior peer on this if you use druid/warrior per side? (Yes I know the rate of the DPS killing your targets has a huge factor in how much you take, ours is very even)
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I think it's moreso what they bring to the fight in P2. For us at least, I guess. We use 2 ferals on each side. That's impLOTP for both groups (we use 2 melee groups, so a small chunk of heals and 5% crit for 10 people), a BR if people happen to die early for whatever reason, an innervate for a healer and tranquility for the lower %'s. We've never had warriors tank the sides so I can't really compare, but the difference doesn't seem to be significant enough to matter. A shaman can keep me and my 4 DPS up solo most of the time (if he gets behind, we have 2 priests that can help). I stack all dodge gear for this (staying above armor cap still). We do make use of a sheep though and I only tank 2 mobs at once after the fury mage dies.
Here's a WWS of our kill. Myself (Foofer) and Ryetoast were the add tanks, both druids.
How many healers are people bringing for this? Something we found helpful for P2 was dropping down to 5 healers - 2 priests, a paladin and 2 shaman. I was shocked that it worked well enough.
Last edited by Foofer : 05/29/08 at 6:04 AM.
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05/29/08, 4:18 AM
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#3
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Glass Joe
Night Elf Druid
Frostmane (EU)
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We use 6 healers in total. 3 Resto Shamans, 1 resto druid, and 2 paladins. In order to have 5 heroisms and 3 blessings we use 2 enchancement shamans (Makes both sides dps trivial). And of course a protection paladin. We also use 4 tanks. To just make things a lot easier. Note we have killed M'uru. And we used the following setup.
Group Setup
1. Restoshaman, Restodruid, Holypaladin, Destrowarlock, Protpaladin.
2. Destrowarlock, Destrowarlock, Destrowarlock, Shadowpriest, Restoshaman.
3. Mage, Mage, Holypaladin, Shadowpriest, Restoshaman.
4. Rogue, Feraldruid, Hunter, Enhancementshaman, DPSwarrior.
5. Rogue, Enhancementshaman, Protwarrior, Hunter, Protwarrior
Note our weird synergy in group 5. But the extra threat is welcome and makes us push the dps on the sides even higher. Back during our wipe nights on M'uru, side dps was always complaining about having to hold back their dps. Which at times made us fall behind and wipe. So giving the 2 side tanks, all the threat buffs they can use is generally a good thing.
This is our WWS report from our first kill Wow Web Stats
Also note me (Solidus, restodruid) completely topping the healing on every try and eventually the kill. Needless to say having a resto druid keeping 3 lifeblooms up (4 if you want to even) on that encounter is simply awe inspiring and awesome. I was lifeblooming the Void Sentinel tank, the void spawn prot paladin tank, and one of the side tanks (our feral druid). And naturally its not possible to reach the 4th tank. So i just use my one free GCD on a random rejuvenation on whomever showed the lowest hp on my Grid. Top it of by putting 2 healers on each side. 1 direct healer on each to pump good healers into the tank. And one Resto shaman to direct chainheals on the the tank and as such healing those around him as well.
We kill M'uru around the 4 minutes untill enrage part. Sometimes even sooner, making us skip an entire new wave of Berserkers and fury mages. And the only way to achieve this is by using good Synergy and good tactics and unfortunately lots of wiping.
Phase 2 is all about delaying your 5 heroisms/bloodlusts untill the point where healers cant keep it up anymore. ( With us its around the 60-70% mark) And using those 40 seconds of heroisms/bloodlusts to finish of Entropius. Heroisms usually run out around 15% on Entropius and its all about spamming those last few heals and finishing him of.
A well tuned encounter for sure. But also very aggrovating and annoying at times. Im not going to complain about how retarded the stacking proportions of this fight is. Shaman Plateau at its finest.
Edit: Grammar
Last edited by SecSolidus : 05/29/08 at 4:24 AM.
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Solidus Guildmaster of < Security >
This valorous visitation of a bygone vexation, stands vivified and has vowed to vanquish these venal and virulent vermin vanguarding vice and vouchsafing the violently vicious and voracious violation of volition.
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05/29/08, 4:50 AM
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#4
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Don Flamenco
Tauren Druid
Gul'dan (EU)
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Originally Posted by Drelegon
Seems like a lot of the videos/strats are using druids to tank the side group, our threat with unlimited rage isn't really very different from the warriors and I'm taking about 20-30% more damage than our warrior on the other side.
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Since the adds don't have Sunwell Radiance, you can stack avoidance while tanking them. I generally have about 75-90 % avoidance on them - if your warrior really gets so much less damage than you, you should rethink your gear selection for that fight. Also keep in mind that you don't need as much armor and def/resilience as you need for a boss mob (unless you plan to tank P2).
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05/29/08, 5:12 AM
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#5
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Professional Windmill Tilter
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Some random comments:
You don't need two enhancement shaman to kill him. You don't need two ferals (you also don't have to have both sides be prot warriors.)
You don't need two "perfect" melee groups (our first group was feral tank, enh, rogue x 2, dps war, but second kill team had just a resto for totems, and then the dps were an ele shm, hunter, rogue, and ret paladin, with a prot warrior tanking.)
We took 6 healers (priest, druid, pala x 2, shm x2.)
He's doable without stacking warlocks (two is sufficient, although three is nice just because it makes AE easier and gives you three curses for P2. One would be pushing it for AE timing, not to mention the loss on the curses.)
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05/29/08, 5:26 AM
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#6
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Von Kaiser
Night Elf Druid
Ravencrest (EU)
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I'm interested in knowing how I could get my avoids up to 75% (or more), usually doing about 60% or slightly above it. I tend to value expertise and hit quite alot for the fight for obvious initial aggro stability reasons with swipe. I did drop my armor to about 32-33k and crit reduction to 2,2% seeing as how the berserkers are lvl71 mobs. I could understand getting it to high 60's but wow, 75-90%...
I think I gotta come up with a gear setup that allows me to use Moroes.
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05/29/08, 5:46 AM
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#7
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Glass Joe
Undead Warlock
Earthen Ring
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Aoe timing seems to be a key to the fight as currently we have very little actual dps time on Muru with our current setup and I think that is a stumbling block atm. Probably stupidity on my part is all but we really haven't gotten that worked out.
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05/29/08, 6:21 AM
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#8
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Piston Honda
Blood Elf Paladin
Vek'nilash (EU)
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Originally Posted by Darkmoto
Aoe timing seems to be a key to the fight as currently we have very little actual dps time on Muru with our current setup and I think that is a stumbling block atm. Probably stupidity on my part is all but we really haven't gotten that worked out.
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Only AoE we use in the fight is warlock SoC on void spawns (when we have 2 groups of them) and paladin tank consecration obviously.
Two "perfect" melee groups made focus fire the best option for us on humanoid adds. Feral druid (1 on each side) tanks the two berserkers while rest of the melee kills the mage first ("tanked" by a dps-warrior in def stance). Thunderclap and demo shout from dps warrriors helps ferals survivability a lot. We also kept the mages stunned/interrupted as much as possible - starting with the dps warrior intercepting it as seen very clearly on our video.
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05/29/08, 6:24 AM
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#9
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Don Flamenco
Night Elf Priest
Bronzebeard (EU)
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Originally Posted by Kyth
He's doable without stacking warlocks (two is sufficient, although three is nice just because it makes AE easier and gives you three curses for P2. One would be pushing it for AE timing, not to mention the loss on the curses.)
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Does this assume some extra AOE on spawns, or just two SoCs? With 3, I found it to be "just fine", but any less made it difficult for us. And if yes... then who exactly? I can't imagine Mage doing AE, as he'd get slaughetered by Shadowbolts, and Blizzard/Flamestrike isn't too damaging.
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05/29/08, 6:31 AM
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#10
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mage no more
Blood Elf Paladin
Turalyon
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Two warlocks with a mage chunking in a flamestrike or two should be able to stay ahead of the little spawns.
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05/29/08, 6:42 AM
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#11
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Now with 100% less Tpz!
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Originally Posted by Kyth
Some random comments:
You don't need two enhancement shaman to kill him. You don't need two ferals (you also don't have to have both sides be prot warriors.)
You don't need two "perfect" melee groups (our first group was feral tank, enh, rogue x 2, dps war, but second kill team had just a resto for totems, and then the dps were an ele shm, hunter, rogue, and ret paladin, with a prot warrior tanking.)
We took 6 healers (priest, druid, pala x 2, shm x2.)
He's doable without stacking warlocks (two is sufficient, although three is nice just because it makes AE easier and gives you three curses for P2. One would be pushing it for AE timing, not to mention the loss on the curses.)
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But you probably can only have one 'deficiency' listed above and still do it I would think. I really enjoy how precise the fight is, just not how it forces you to think about the raid.
I find the parrellels between Four Horsemen and M'uru startling in regards to Shamans now, and Warriors back then. However you want to view it, culimation of a "tier" of progression, way of raiding, or raid stacking.
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05/29/08, 9:35 AM
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#12
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Von Kaiser
Night Elf Druid
Ravencrest (EU)
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Originally Posted by Hylo
Two "perfect" melee groups made focus fire the best option for us on humanoid adds. Feral druid (1 on each side) tanks the two berserkers while rest of the melee kills the mage first ("tanked" by a dps-warrior in def stance).
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Could you shed some light on why you felt a dps warrior tanking the mage is the best solution for you? Burst control? Or are you keeping it up on the side for the mages to spellsteal? We've always just bursted the mages dead asap.
We've been killing the side packs quite succesfully with just ferals tanking all three mobs. Stuns and interrupts on the mage as much as possible, of course. I'm using the most expertise and hit I can squeeze into my kit to avoid having to scramble for loose adds, and mostly it works, but the rare avoid + medium-late arrival of a mob combined with global cooldown can murder a healer (and cause a wipe pretty much) some times. This is why I dread tanking on the short side. The back side is considerably easier.
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05/29/08, 10:07 AM
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#13
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Piston Honda
Blood Elf Paladin
Vek'nilash (EU)
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We are bursting the mage very quick too but with this strategy the picking up should be easier (feral has only 2 mobs to pick up) and the incoming damage is, as you suggested, less spiky.
We had some warrior survivability issues at first (hello instant fireball + melee hit) but once we got those fixed its going pretty smooth now.
You really should check the video to see how it works: Showdown_vs_Muru.avi - FileFront.com
(as you can see healer deaths are not totally unavoidable ^^)
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05/29/08, 10:47 AM
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#14
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Bare Durid
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Is anyone finding themselves having aggro issues on the berserkers at all on the sides? I am just curious as to the attack rotation that feral druids tanking the south sides are using when you have sweeping strikes and bladeflurry going on the two berserkers and if you see the rogues/warriors ever snapping aggro on a berserker..and all of your shaman twisting GOA and WF for your sides or are they only doing GOA for mana issues?
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05/29/08, 11:04 AM
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#15
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Don Flamenco
Blood Elf Warlock
Turalyon
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Originally Posted by Darkmoto
Aoe timing seems to be a key to the fight as currently we have very little actual dps time on Muru with our current setup and I think that is a stumbling block atm. Probably stupidity on my part is all but we really haven't gotten that worked out.
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Locks are your top dps here. You need to be on the ball, and your next move has to be planned out and targeted during your current cast.
Assuming you are seeding every other sentinel spawn (so 16 at a time), you have time on the odd sentinels while the tank picks up aggro. It goes something like:
Sentinel A > M'uru > Sentinel B > Spawns > Sentinel A.
Don't cast a SB at a sentinel that's below 20% or so. Maximimze your dps time elsewhere.
Oh, and enslave a void spawn on the very last wave. They do around 35k in a good p2 if they stay alive.
Void Spawn - WWS
Last edited by Krazen : 05/29/08 at 11:12 AM.
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05/29/08, 11:27 AM
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#16
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Don Flamenco
Blood Elf Warlock
Turalyon
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On another note, do guilds feel that connections/game is less stable in this room than it is elsewhere? Several guilds have chronicled how DCs/crashes have ruined attempts leading to their first kill.
It could also be biased as DCs are more noticable (since almost any DC causes a wipe, not just key players).
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05/29/08, 11:31 AM
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#17
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Piston Honda
Human Priest
Outland (EU)
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This post has got me thinking! Already wondering if an enslaved Void Spawn could be used to tank a Furymage whilst the zerkers are beaten down.... and if a 102% avoidance rogue could tank the berzerkers. All of them at once 
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05/29/08, 11:57 AM
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#19
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Von Kaiser
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Originally Posted by james
This post has got me thinking! Already wondering if an enslaved Void Spawn could be used to tank a Furymage whilst the zerkers are beaten down.... and if a 102% avoidance rogue could tank the berzerkers. All of them at once 
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The locks barely have time to do anything but DPS Sentinels and AoE spawns just to stay on track. Any spare time would probably be best spent DPS'ing M'uru or even the humanoid adds. My thoughts anyway.
Last edited by taybul : 05/29/08 at 12:06 PM.
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05/29/08, 12:08 PM
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#20
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Mike Tyson
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Originally Posted by Madlax
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Everyone should watch the Drow video for something truly "different" -- even if you've killed M'uru and seen a half-dozen videos of people DPSing humanoids, watch this one: Drow_Muru_Kill.wmv - FileFront.com
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05/29/08, 12:09 PM
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#21
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Meow
Abradix
Tauren Druid
No WoW Account (EU)
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Originally Posted by Madlax
I wouldn't second that Sunwell Radiance doesn't affect Murus spawns until someone shows me explicit prove.
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I would. Below is one WWS from a M'uru kill, another from a Brutallus kill. A 5% miss difference and 22% dodge, and it's likewise on all other WWSes of M'uru/Brut, give or take a few percent of course.
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05/29/08, 12:12 PM
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#22
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I'm Batman. And I can breathe in space.
Blood Elf Priest
Mal'Ganis
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Originally Posted by Madlax
I wouldn't second that Sunwell Radiance doesn't affect Murus spawns until someone shows me explicit prove.
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Warrior tank on a twins kill: Adaon - WWS, avoiding 33.3% of all hits.
Same tank on a night of M'uru attempts, humanoid tank duty: Adaon - WWS, avoiding 64.6% of all hits.
Same tank, different night, as a sentinel tank: Adaon - WWS, avoided 64.9% of all hits.
Pally tank on Felmyst skeletons: Waristar - WWS, 46.8% avoided.
Same pally tank on M'uru void spawns: Waristar - WWS, 73.9% avoided.
They're probably wearing slightly different gear between the different reports, but not *that* drastically different. I'm sure anybody else who's done attempts on M'uru can throw similar WWS parses at you. Overall, roughly a 30% increase in avoidance, which is exactly the amount Radiance cuts it by.
Which is rather amusing seeing as you can actually see the Sunwell from his room, you'd think that if the buff worked anywhere it would be there.
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05/29/08, 12:51 PM
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#23
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Not Enough Rage.
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3 hours of attempts on Muru and the WWS showed that I had 10% Miss and 30% Dodge. The character sheet in my Muru gearset was 8.20% Miss and 30.51% Dodge. Even going to the Trash breakdown shows that it may be disabled on the trash as soon as you leave Twins room as well, the sample size is a lot smaller though.
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There's not some hidden "but he tries really hard" variable built into the game. -Slake
I always love the "it doesn't fit my style of play" line. There are only two styles of play; Correct, and Incorrect. The only people that ever use this line are people with the incorrect style of play. -Sebudai
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05/29/08, 1:25 PM
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#24
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Von Kaiser
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Our guild has gotten to p2, but one thing that prevents us from consistently getting there is melee crits from Fury Mages. Like many guilds, we leave the mage untanked and intend to stun lock them. However, our guild runs three rogues, so it leaves one side (usually mine) more vulnerable and lacking chain stuns. The side in question consists of a Rogue, Fury Warrior, Enhance Shaman, and a part-time BM hunter. DPS on adds is not a problem at all, typically we finish with 3-5 seconds before the next adds even spawn. Now, crits are rare, but they do happen for about 9k+ and it usually results in a death--and of course all cool downs are being used to prevent this. Seems like too much of a luck roll. Any suggestions?
Our raid make up for m'uru is typically:
3x locks
2x mages
2x hunters
3x rogues
2x prot warrior
1x fury warrior
2x enh shaman
2x resto shaman
2x Holy paladins
1x Prot Pally
1x Feral
1x Resto Druid
2x shadowpriests
1x ele shaman
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05/29/08, 1:28 PM
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#25
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Von Kaiser
Orc Shaman
Magtheridon (EU)
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Originally Posted by Krazen
On another note, do guilds feel that connections/game is less stable in this room than it is elsewhere? Several guilds have chronicled how DCs/crashes have ruined attempts leading to their first kill.
It could also be biased as DCs are more noticable (since almost any DC causes a wipe, not just key players).
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Gonna chip in and although only anecdotal we've witnessed this a number of times, and to a lesser extent in Kil'jaeden's room too.
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