「M'uru」の編集履歴(バックアップ)一覧に戻る

M'uru - (2008/06/23 (月) 03:17:29) の編集履歴(バックアップ)


なんかTwin未完成だけどまあいいや

Introduction

 M'uru(以下Muru)はSunwellの5番目のボスにして、Kil'Jadenの手前にいるボスだ。
 レイドメンバー全員が最初から最後まで一切ミス無しで行動できるかどうかに全てかかっている。
 Phase 1の間は、Muruと相対する。彼自身、彼の能力、そしてAddと戦うことになる。
 Phase 2でMuruはEntropiusに変身し、そこから先はやられる前にやるDPS&Healingレースになる。

Raid Setup


 4Tanks:一人はVoid Spawnsをコントロールする為にPaladin Tankが望ましい。
     他の3tankはDisarmを持つWarriorの方がDruidよりもずっと楽にTankできるだろう。

 6healers : この戦闘はShamanとPriestのAE Healがとても役に立つ。が、他のHealer Classも混ぜることを推奨する。

 15DPS : 最低二人のSpri、三人のWlk、そして二人のMageを入れるべきだろう。他の枠は最良のDPSを出せるプレイヤーで埋めるといい。

Gear Requirements


 一般的に、ここまで来れているのならそのGearで十分戦うことができるだろう。

Add Tanks : いつものTank装備。
Void Sentinel Tank : いつものTank装備。もし必要なら1、2箇所をS resi装備にしてもいいが、普通は要らないだろう。
Void Spawn(Pal) Tank : 200程度のShadow Resist装備を最良のTank装備になるように調整して着ける。
DPS and Healer : いつもの装備。

Buffs and Consumables


 いつもの。

Boss Abilities -M'uru


 HP300万

Negative Energy


 毎秒、ランダムで4~6人のプレイヤーに、最大1000程度のダメージを与える。
 このダメージはレジストできないのでヒールで凌ぐしかない。

Darkness


 45秒毎に20秒間、Void Zoneを作り出し、中に立っているプレイヤーに3000のレジスト不可能なダメージを与え、
 更にこの中にいる間、被ヒール量が0になるDebuffを受ける。
 Darknessの回避は容易であり、誰も喰らうべきではない。

Dark Fiends


 Darknessを使用する度に、8体のDark Fiendが彼の周りに(後述)出現する。
 彼らは魔法のクリーチャーであり、倒す為にPriestのDispelか、ShamanのPurgeを必要とする(というかDispelで殺す)。
 出現後、ゆっくりとランダムなプレイヤーに向かって移動し、たどり着かれてしまうとRaid全員が5000のダメージを受ける。
 PriestのMass Dispelを正確な位置で使用すれば、一撃で全て倒すことができるだろう。

Summon Humanoids


 Phase1にて戦闘開始10秒後に使用され、その後は60秒毎に使用される。
 3体のHumanoidsを部屋の各サイドから召還する(合計6体出現する)。
 各グループはShadowsword Berserkerが二体と、Shadowsword Fury Mage一体で構成される。
 Tank4人はBerserker二体とMage二体をPickし、残りのBerserker二体はPoly Keepする。Fearは使うべきではないだろう。
 このAdd六体は、次のWaveが来るまでに倒しきらなければならない。

Humanoid Abilities

Shadowsword Berserker


 DW Melee。Main Handで3,4kのダメージ、Off Handで1,2kのダメージを高速で与えてくる。
 攻撃力を下げる為に、Disarmを使うといいだろう。
 また、時折FlurryのBuffを使うことがある。6秒間攻撃力と移動速度が倍になってしまうので、
 この時はスタンで凌ぐのが理想だ。

Shadowsword Fury Mage


 高い物理攻撃力を併せ持つCasterである。
 2sec castで5-6000のダメージを与えるFel Fireballを使う(このダメージはレジスト可能だ)。
 また、時折Spell FuryのBuffを使い、攻撃力を1.5倍に上げる。
 このBuffはMageがSpellstealで奪い取り、TankへのBurst Damageを防がなければならない。

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.


Boss Abilities Entropius


 220万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.

M'uru raid positioning


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.

M'uru raid positioning, Void Sentinel Spawn Points


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
Entropius raid 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.
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