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M'uru, Healer Guide

Updated 1 week ago for patch 2.5.5 by Preston. View the change log.

M'uru Dungeon Journal ModelThis page covers a healer-focused strategy for M'uru in Sunwell Plateau in The Burning Crusade. While it's tailored for healers, other roles may also find the information useful. If you have any suggestions or feedback, you can leave a comment below or tweet @PrestonDvorak.

This guide has been updated and maintained based on my own experiences with the encounter, combat log information, and Dungeon Journal information. I'll continue to update it as-needed.

General Mechanics and Abilities

Stage One - Minions of M'uru

This stage begins the encounter and ends when M'uru is killed.

  • Players will be dealing with waves of enemies from the doorway you enter the room and from the ramp at the back of the room.
    • Humanoid waves occur every 60-seconds and consist of four Shadowsword Berserkers and two Shadowsword Fury Mages.
      • Both enemies move very quickly are are susceptible to crowd control.
      • Shadowsword Berserker
        • The tanks will be dealing with extra damage while Flurry is active.
      • Shadowsword Mage
        • When possible, interrupt Fel Fireball to prevent the light damage dealt to random players.
        • Purge Spell Fury to remove the increased magic damage dealt and instant spell cast effect.
    • Void waves occur every 30-seconds and consist of one Void Sentinel and four Void Spawns.
      • Void Sentinel
        • The tanks will be dealing with Void Blast, decreasing attack speed, which could lead to threat generation issues.
        • Stay more than 10-yards away to avoid Shadow Pulse.
        • Upon, spawns eight Void Spawns.
  • During Darkness:
    • Avoid the large void zone in the center of the room.
    • Spawns eight Dark Fiends.
      • Dark Fiend
        • Purge Dark Fiend to kill it.
        • Upon death, deals light damage and light damage over time to all players with Dark Fiend.
  • Deals light damage to up to five random players with Negative Energy throughout the encounter.

Stage Two - Entropius

This stage begins when M'uru is killed, and becomes Entropius, and ends when Entropius is killed.

  • Darkness now spawns a smaller void zone under a player with a single Dark Fiend that must be purged.
  • Singularity orbs will periodically move across the room, knocking back nearby players.
  • Deals increasing light to moderate damage to an increasing number of players with Negative Energy.


Resistance Levels

  • Players should use as much Shadow Resistance as possible without sacrificing other stats.

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Healing Notes

Quick Notes

The notes below mostly pertain to progression difficulty, meaning if you out-gear the encounter or use extra healers they may not apply.

  • Use Cooldowns
    • while Void Spawns are alive if they're near players
    • during stage two
  • Other things to watch for
    • Healing increase quickly during stage two, so conserving mana during stage one may be necessary.

Debuffs to Track

Buffs to Purge



Useful Addons

The Sunwell DBM Import Code for Healers - +

To use this import code, install the Deadly Boss Mods addon, type /dbm in your chat, expand The Burning Crusade heading in the left-hand panel, click on the The Sunwell heading, click on the Load AddOn button in the right-hand panel if necessary, click on the Import Profile button, paste the code into the box and click Import. Note that importing this code will replace all of your current settings for all Sunwell bosses.


Comment on M'uru, Healer Guide

Changelog - View the last ten changes. - +

May 09, 2022 - 5:08 pm (Felmyst) - Removed Encapsulate as a trackable debuff. The affected player doesn't seem to gain a debuff.

May 09, 2022 - 4:58 pm (M'uru) - Added Singularity spell ID.

May 09, 2022 - 4:54 pm (Eredar Twins) - Added Shadowfury spell ID and noted it as a magic dispel.

May 09, 2022 - 4:51 pm (Kalecgos) - Added Revitalize spell ID.

May 09, 2022 - 4:35 pm (Healer) - Added DBM import code for all bosses.