
M'uru, Healer Guide
Updated 1 week ago for patch 2.5.5 by Preston. View the change log.
This 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.
- The tanks will be dealing with extra damage while
- 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.
- When possible, interrupt
- 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.
- Void Spawn
- When possible, stay more than 20-yards away to avoid
Shadow Bolt Volley.
- When possible, stay more than 20-yards away to avoid
- Void Spawn
- The tanks will be dealing with
- Void Sentinel
- Humanoid waves occur every 60-seconds and consist of four Shadowsword Berserkers and two Shadowsword Fury Mages.
- 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.
- Purge
- 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.
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.
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