Mu'ru
Moderators: Fridmarr, Worldie, Aergis
Cakes wrote:fafhrd wrote:
although I guess with a 30s cooldown on MD next reset, that's not gonna matter.
Getting M'uru to 20% with the initial burst is going to make the point moot as well
We where talking about this last night.
1 tank
3 healers
21 DPS.
Bloodlust off the pull and burn all DPS cooldowns even 3 healers dps (with a timer for a free cast), then anal rape muru in 20 seconds of DPS before the humanoids come out
We can succesfully get him to 75% ish before first humanoid wave now with 16 DPS so 30% hp nerf + raid dps upped
- Morganim
- Posts: 427
- Joined: Tue Oct 16, 2007 11:55 pm
We've been dropping him to 69 - 70% by the time people switch off him to head to the sides.
M'uru currently has around 2.7 million hp? So that's 837k burned. 30% nerf drops him to 1.89M, so the same DPS brings him down to 55%.
If we'd bloodlust on the pull, that'd be about 30% more DPS, so we'd drop him to 42% instead. But since we'll only get one bloodlust for the whole fight, I'd rather save the lust for entropius, since it's still harder to survive.
So to get him to 20% on the initial burn, you'd need the increased tank DPS and the various mechanics changes to do 20-30% more of his health. I don't really think they'll amount to that though :S All the hybrids will be doing a lot more damage, the hunters and rogues will be doing about the same as they do now, dunno about mages and locks. Tanks will all be doing more too, but 30% of his health is 567k damage. Actually with the changes to ArmorPen debuffs hunters and rogues might be doing less than they currently do, especially if the BM hunters run out of mana.
You're definitely not dropping to 1 tank, since even if you get him to 20% on the pull, unless you get him to 0% the humanoids are still going to spawn, and one tank probably isn't going to be able to pick up both sides of spawns before someone gets killed. Dunno about healing reqs, since none of the magical AoE damage is nerfed, just the melee damage on the tanks.
If you could get one tank to pick up both sets of humanoids though (maybe have the raid clumped in the middle with the tank at one entrance and a consecrate at the other?), could definitely see some guilds killing him before the 2nd way (dunno about before a sentinel though).
M'uru currently has around 2.7 million hp? So that's 837k burned. 30% nerf drops him to 1.89M, so the same DPS brings him down to 55%.
If we'd bloodlust on the pull, that'd be about 30% more DPS, so we'd drop him to 42% instead. But since we'll only get one bloodlust for the whole fight, I'd rather save the lust for entropius, since it's still harder to survive.
So to get him to 20% on the initial burn, you'd need the increased tank DPS and the various mechanics changes to do 20-30% more of his health. I don't really think they'll amount to that though :S All the hybrids will be doing a lot more damage, the hunters and rogues will be doing about the same as they do now, dunno about mages and locks. Tanks will all be doing more too, but 30% of his health is 567k damage. Actually with the changes to ArmorPen debuffs hunters and rogues might be doing less than they currently do, especially if the BM hunters run out of mana.
You're definitely not dropping to 1 tank, since even if you get him to 20% on the pull, unless you get him to 0% the humanoids are still going to spawn, and one tank probably isn't going to be able to pick up both sides of spawns before someone gets killed. Dunno about healing reqs, since none of the magical AoE damage is nerfed, just the melee damage on the tanks.
If you could get one tank to pick up both sets of humanoids though (maybe have the raid clumped in the middle with the tank at one entrance and a consecrate at the other?), could definitely see some guilds killing him before the 2nd way (dunno about before a sentinel though).
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fafhrd - Posts: 5430
- Joined: Fri Aug 31, 2007 2:31 pm
Theoretically you can, but it's terribly risky
As much fun as that would be, it's a better idea to burn through the humanoids. Still probably killable in about 2 minutes though.
As much fun as that would be, it's a better idea to burn through the humanoids. Still probably killable in about 2 minutes though.
Gladiator Psiven, 90 Tankadin
85 Dru, 85 Mage, 85 DK, 70 War, 70 Pal, 60 Priest, 60 Lock, 64 Rogue
Longtime addict of Space - Glory Through Conquest
85 Dru, 85 Mage, 85 DK, 70 War, 70 Pal, 60 Priest, 60 Lock, 64 Rogue
Longtime addict of Space - Glory Through Conquest
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PsiVen - Moderator
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- Location: On a Boat
PsiVen wrote:Theoretically you can, but it's terribly risky
As much fun as that would be, it's a better idea to burn through the humanoids. Still probably killable in about 2 minutes though.
Hmm... what's the CD before the raid can take a 2nd lust?
I'm thinking you could bring 5 healers, 3 tanks, and just lust p1 then lust p2 down without killing any humanoids.
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Elsie - Posts: 3819
- Joined: Sat Jan 12, 2008 11:12 pm
It's 5min, so you definitely only get one.
Gladiator Psiven, 90 Tankadin
85 Dru, 85 Mage, 85 DK, 70 War, 70 Pal, 60 Priest, 60 Lock, 64 Rogue
Longtime addict of Space - Glory Through Conquest
85 Dru, 85 Mage, 85 DK, 70 War, 70 Pal, 60 Priest, 60 Lock, 64 Rogue
Longtime addict of Space - Glory Through Conquest
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PsiVen - Moderator
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- Joined: Fri Jun 01, 2007 5:28 pm
- Location: On a Boat
towelliee wrote:Will probably be on adds on Muru tonight. I have SR neck and SR cloak plus SR aura and druid buff and racial. Is 170/180 enough now for adds post patch?
by adds do you mean the spawns only or the sentinals as well.
If you mean spans only you could go in t4 and be fine.
Shit you could solo them fast enough if 2 ticks of blizzard didnt do it before hand
- Morganim
- Posts: 427
- Joined: Tue Oct 16, 2007 11:55 pm
The easiest way I found to kill him was for you to have a druid/war at 1 door, a war picking up the sent, a pally picking up the other door
sheep the mages on either side, and just nuke muru while tanks hold them, and the only time they are dps'd is when the melee DPS has to get out of the middle and then burn down the ones the pally has, so he can go pick up the void spawns when they die, which is usually around when entrop goes live, and then our pally tank holy wraths, our ret pally holy wraths, so theres very little raid damage from the void spawns.
And thats what has worked best for us. The whole key is getting muru down before the 2nd wave of adds.
sheep the mages on either side, and just nuke muru while tanks hold them, and the only time they are dps'd is when the melee DPS has to get out of the middle and then burn down the ones the pally has, so he can go pick up the void spawns when they die, which is usually around when entrop goes live, and then our pally tank holy wraths, our ret pally holy wraths, so theres very little raid damage from the void spawns.
And thats what has worked best for us. The whole key is getting muru down before the 2nd wave of adds.
- Blitzago
- Posts: 74
- Joined: Mon Feb 18, 2008 3:12 am
Blitzago wrote:The easiest way I found to kill him was for you to have a druid/war at 1 door, a war picking up the sent, a pally picking up the other door
IMO: Its easier for the tankadin to pickup the Sentinel's and it makes grabbing the Voids easier as you should already have concecrate down. I do it 490def 29%dodge 16%parry, 16% block & 172shadow res (neck,back & priest buff usually)
3/6 Sunwell Pre-Nerf.
- sanctifico
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I don't think you need shadow resist anymore. I mean you only have 2-3 sents at most now and you should be fine without it considering how little dmg the doors are taking since there adds die in fractions of a second now.
We tried the whole burn before first wave which ended badly b/c we had a tank dc so we just said screw it and did like normal. Ended up waiting till 2 humans phases just to make sure everyone was ready.
We tried the whole burn before first wave which ended badly b/c we had a tank dc so we just said screw it and did like normal. Ended up waiting till 2 humans phases just to make sure everyone was ready.
"Salv doesn't fix stupid"
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Markoh - Posts: 296
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