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All information here is copyrighted and cannot be reproduced without permission. M'uruFrom StratsFuOverviewM'uru is six minutes of add killing followed by 80 seconds of sheer terror. He is arguably the hardest boss in the game now. It's a test of the personal play and accountability of every single one of your raiders. Rarely can an error be ascribed to only one person, and it can be easy to feel like you're making zero progress or even backsliding. While DPS matters, it's personal dps, not raid dps like Brutallus. You cannot count on debuffs to boost the output of the raid, nor can the stronger members help carry the weaker members: everyone needs to pull their own weight.
Auxiliary Pagesnone. SummaryImportant note: none of the mobs in this encounter have SunwellRadiance. The FightRogues and druids can stealth in to get next to M'uru before the pull, and dps can edge halfway around the room to be closer to their final destination. No ranged should fire off spells (curses/arrows/dots/etc.) until M'uru enters combat, since that gives the raid the most time possible to get in place before the timers start. Phase 1The first phase is the majority of the fight, and is best visualized as a series of five-man trash fights. Your raid is split into three main groups: your ranged are attacking M'uru, the sentinals and the void spawns, while two melee/ranged groups are fighting at the doors. Every 45 seconds M'uru creates "Darkness" and spawns eight dark fiends in the darkness which have to be dispelled. Every 30 seconds a Sentinal spawns at one of eight spots in the room, along the walls. When it dies, 8 void spawns emerge from its corpse. Every minute three adds spawn on each side of the room and run in. During all of this M'uru is constantly hitting the raid with Negative Energy for about 1k each. When M'uru's health reaches 0, Entropius will spawn. It's very important to time this properly, since you have very little time to finish off any remaining adds, and Phase 2 has a soft enrage. Phase 2You fight Entropius during phase 2; it is very short compared to phase 1. The only DPS target is Entropius. He continues the casts of Negative Energy, but this time they increase in damage with each cast, giving the encounter a very firm soft enrage. He also periodically casts a void zone, and the latest void zone periodically spawns a Dark Fiend. It needs to be dispelled just like the fiends in phase 1 (although an instant dispell/purge is fine now.) Finally, Black Holes also produce a Singularity, which targets a person at least 15' away and moves towards them. Anyone caught up in it gets tossed back and forth (including into void zones) taking small amounts of damage but (more importantly) unable to do anything involving a cast-time (instants are usable.) Entropius is a 60-90 second DPS zerg with extremely high healing requirements. The raid splits into three groups: two ranged dps clumps and a melee clump. This setup maximizes healing while reducing the chance that your entire raid will get caught up in a gravity ball at once. It's also an easy formation to fall into since it mimics the positioning in phase 1. Abilities ReferenceM'uru
Other mobs
Entropius
CompositionTanksAt a bare minimum, 3 tanks are required to execute M'uru: one at each door, and one tank covering both sentinals and void spawns. Optimally, however, bring 4 tanks: the 4th tank (a paladin, either prot or holy with Imp Righteous Fury) can cover void spawns from the Void Sentinal deaths, and reduces the gib factor considerably. Ideally, a warrior should tank the Void Sentinals, as spell reflect is not only significant threat, but also significant damage and helps to kill them faster. Additionally, the reflection of Void Blast reduces the attack speed of the Sentinal, which reduces incoming damage, making your healers' lives easier. Also ideally, a protection paladin (or holy paladin in prot gear) is picking up the void spawns which are then AE'd down by the warlocks. Feral Druids and protection warriors make excellent side tanks. These mobs do not have Sunwell Radiance, and gearing for mitigation is extremely important, as the melee mobs have a bezerking debuiff which can kill a tank quickly if they fail to dodge a fair amount of the attacks. Note that dodge has a much bigger impact on them than a boss since they are lower level. Warriors have the advantage that they can disarm and spell-reflect the incoming bolts. Ferals have excellent avoidance and a high health pool. HealersYou need 6 healers to kill M'uru. It can be done with 7, particularly now that M'uru has been nerfed, but you may find the dps requirements too tight (although it creates a more stable P2.) 5 healers is technically possible but risky. It is highly recommended that you bring at least 2 resto shamans; if you so choose, more is also good. Fusion's raid composition for M'uru healers is:
DPSBring 2 shadow priests and 2-3 warlocks. Beyond that, almost any composition works. You want 4 dps per side group, and the highest possible synergy. It is highly recommended that melee be used on at least one side, as they make the most stacked group possible. Mages are especially strong for P2 (which is the harder of the two phases once you get better at the fight.)
Many many different raid compositions work. You do not need to stack any class or particular flavor of dps to win at M'uru. What matters is bringing strong players and making the best groups you can with those. You do *not* have to have two enh-shaman based door groups. While those are strong, hunters and elemental shaman also do very well on the door sides since can share the melee debuffs or need few debuffs to reach close to their dps potential. About the only thing that wouldn't work would be having a lone mage or warlock helping an otherwise pure-melee group, simply because all the debuffs on the mob would be melee-oriented and the caster would be losing 25% of their dps with no debuffs. Group Composition NotesA typical setup for Fusion:
TankingSentinalsAssuming you're using a warrior, TC and DS are your friends. Do not let the mob hit you without DS up; it hits HARD. If you don't have misdirects, you have to get to its spawn. You have a few seconds while it's spawning in which you can interact with it (e.g. shield slam to pick it up.) Like many other adds in sunwell, any interaction with it will force it to activate immediately. Assuming a typical healer position of directly in front of the door at the edge of the Darkness, there are two spawn sites that are out of range: the two on the far side of the room, left and right of the carpet. These are the dangerous ones. Don't tank a sentinel over there out of range of your healers -- grab it and move quickly in range. When darkness is up, you cannot move through the middle of the fight. In that case follow the path indicated with blue arrows on the chart to the right. It seems long, but you will have plenty of time. The reason for the semi-circuitous route is that the sentinal has an AE pulse: if you go around the far side not only are you risking fewer people, but you're avoiding forcing the warlocks to move. Warlock timing is very tight to get all the void spawns down, and interruptions can cause ripples and issues in getting enough dps on all the mobs. Hold the sentinel at the edge of the Darkness circle until it hits 30%, then run / intervene into the prot paladin's location. You want the sentinel to die directly on top of the paladin if possible. Don't miss Spell Reflects on Void Blasts. They hurt and they are both free threat and damage when reflected. Keep your consumables and cooldowns ready: if you take 3 straight melee attacks with no dodges/parries, use something. That's over 4000 dps to you ... no single healer can keep up with that. If you use a protection paladin instead, they will need Grounding Totem for the void blasts.
But don't ever assume you will have a misdirect. It is entirely possible (and important) that sentinel dps is sufficient that it dies a couple seconds before the next sentinel spawns. You should be able to get anywhere in the room in time to pickup the next sentinel. It is usually recommended to pick a side (for us it is door side) to favor if you have a couple seconds to spare, and if the sentinel spawns on the far side (hallway side) use an intervene macro to intervene the shadow priest, which will move you across theroom faster to pick up the far spawns.
Void SpawnsA paladin is really the only option here. Stand in one place, have consecrate up, wait for the warrior to bring things to you. You do not need a protection paladin: a holy paladin can tank with 3-4 pieces of epic SR and a mix of holy and protection gear for the rest as long as they have Improved Righteous Fury spec'd. The important thing is having some SR and enough hitpoints, since you're getting hit with shadow damage not melee'd by a boss. Side tankingThree mobs spawn, run into the room, pause, and then attack. Do not taunt before they pause, or you can cause them to bug out. Druids are awesome at picking them up due to swipe. Even with swipe, this is hard. Ask for earthbind from your shaman. As with all mobs, never ever ever turn your back to them. Swivel your camera if you need to see something. There are two main schools of thought: killing the fury mage later to allow time for Spell Fury to come up and be spell stolen, or killing the mage first since it can be semi-tanked more easily while the tank builds up threat on the other two adds. A warrior is a very good tank for the first setup as spell reflecting a few Fel Fireballs enables them to tank the mage without directly focusing on it. You can also use a polymorph (berserkers, usually) in the mage-later setup to decrease the amount of incoming damage on your tanks. We have tried both methods and settled on not trying to sheep/spellsteal. There's nothing wrong with doing that, but stealing the buff isn't really a necessary DPS boost for the fight, and a polymorph adds another thing that can go wrong with the fight. Regardless, you may need to sheep a Berserker if you have an undergeared warrior tank and keep having deaths. Mind that the danger point for a tank comes when both berserkers raise Flurry simultaneously. For both warriors and ferals, we kill the mage first: the tank keeps threat on it for the most part while melee use stuns if needed and burst it down. If you're a warrior, Disarm and Concussive Blow are amazing for controlling the adds, especially when berserkers have gone into Flurry. Ideally, you want to be over 20k threat on the first berserker before the dps finish killing the mage. Your tanks should have macros to mark which Berserker should be killed after the mage dies. The goal of the sides is that the mobs are dead *before* the new mobs reach the camp -- and ideally a few seconds before, so the melee can move back out of the way and not risk proximity aggro. Avoidance/mitigation gear is excellent for this, but mind your expertise as a string of parries is devastating on the pickup (ready your AoE taunt if you see this happening.) Do not be afraid to use ironshields here. Entropius tankingTPS like mad, and watch your feet. If void zones spawn within 10' of you, move. Listen to vent and the calls for Gravity Balls, and move as necessary. We start Entropius in the middle and tank him there for as long as possible. When we do have to move him, Bazz takes him to a specific spot along the wall, and after that moves along the wall whenever possible, because even if melee are in the orb, they will be able to dps more effectively since the wall keeps them within dps range of entropius for longer while in the ball. (Unfortunately the diagram on the right looks odd, because I dont' have a good picture of the room. Pretend that arrow goes to the wall and gently curves along it.) Another option is to do a continuous kite around the room -- but this is generally inefficient unless you're very heavy on melee. HealingPhase 1Healing on M'uru Phase 1 is mostly boring, with occasional heart attacks interspersed to keep life interesting. There are basically two roles: tank healing and combination tank/raid healing. Each healer will be detailed here. Sentinel Tank HealerVoid Sentinels hit extremely hard when not debuffed (10-12k on a full Sunwell-geared tank), have a shadow pulse that does 3500 non-resistable damage, and have a Spell Reflectable Void Blast that hits for approximately 10k and reduces attack speed and movement speed of the target. You want your best geared tank covering Sentinels, and a competent, high HPS healer. Priests or Shamans (optimally, priest) are recommended for the Armor buff that occurs on crit heals, as it reduces incoming damage by significant amounts. Typically, your tank will engage the sentinel at full health, with a Renew and a full Lifebloom stack up on him. In the Fusion strat, which assumes less than 3 hunters, the tank will engage the sentinel himself, and then drag it across the room. As soon as TClap goes up (which, if your tank is good, happens quickly), the hits come approximately every 2.4 seconds, exactly in line with your primary heal (with a bit of haste). Ideally, cast-cancel your highest rank heal until after the first major hit (not a shadow pulse for 3500, but an actual hit). Land the heal, and then begin spamming a mid-rank heal, upranking to max-rank if your tank takes a large hit. When the sentinel hits 15%, land your current cast, and then stop: the Lifeblooms on the tank will keep him alive for the final 10%, and save you a lot of mana. If you are a shaman or a priest, take the 10 seconds available to you now and make a judgment call. If you have mana to burn, heal the raid. If you do not, regen until your tank engages a new sentinel. Do this for 6 minutes, and you have done your job. Void Spawn Healer; Secondary Sentinel Tank HealerThis job is filled very well by a resto druid. Roll LBx3 on both tanks, Rejuv on both tanks as possible, and in your available GCDs cast Regrowth on the Sentinel tank. This provides an extra option for Swiftmend (which you will use constantly), increases your healing to the sentinel tank, and generally keeps you busy. HoTs are usually enough to cover the void spawn tank for the 20 seconds the sentinel is alive; once the sentinel dies, refresh your LB on the sentinel tank and focus on getting yourself and the void spawn tank up to full health. You are largely responsible for you and your sentinel healer friend's life bars, so use your HoTs wisely and top yourself up when you have the time. Primary Side Add Tank HealerThis job is typically given to paladins, although it is actually fairly cookie-cutter tank-healing for any direct healer class. The damage can be considered very spikey, but most of it is predictable once you are familiar with the encounter. Three adds spawn on the sides: one mage and two berserkers. Damage spikes are predictable based on whether or not berserkers have their Flurry buff up. Mages are also very dangerous with their fireballs if they are not being controlled via stuns/grounding totem - their buff must also be spell stolen or purged ASAP. The peak of danger is roughly 10 seconds into the initial wave, when a mage is still up and both berserkers are flurrying. You should use max-rank heals here and your side's second healer will likely be be offering some additional assistance as well while you are learning, as it is a potential gib scenario for some. You can rank down appropriately as flurry drops or as adds are stunned. In a typical wave, depending on your kill order and speed, berserkers will roll through at least two bouts of flurries, so be prepared and find your rhythm. Once you are down to one add, down rank considerably and conserve mana. It is a long fight, and you can't afford to go out of mana. Encourage your add tanks to wear extremely high avoidance gear, chug iron shields (if not capped), and incorporate defensive abilities on flurrying berserkers. All of this makes your life easier and reduces the risk of a double flurry+fireball gib. As a paladin, you can also incorporate your own stuns into the wave, but you must be very selective about your timing so as to not lose the tank during a HoJ GCD.
Every wave should eat a cooldown - burn Divine Illuminations aggressively (starting with the first wave) and when applicable (90% mana and below) so as not to waste the mana return from any crits. Other waves can utilize Divine Favor in the form of cast-canceling until the tank takes some measurable damage. On-use trinkets also see benefit here in conjunction with aggressive down ranking. During the onset of each wave, you should be unloading max rank holy lights on the tank until relevant debuffs (stuns/etc) and flurries have dropped/been controlled. You can then down rank to HL9 until the first add is dead. When the second add is at 50% (and not flurrying), you should be able to sneak in a HoJ on the third add. By the time your HoJ expires, your second add should be dead. This reduces the time where it's possible for both berserkers to flurry at the same time, as well as allows you to heal the rest of that wave with only FoL once the HoJ is in place. If you have at least two points in improved HoJ, you'll have it up for every wave and be able to consistently execute this plan. Secondary Add Tank Healer; Primary Side Raid HealerTwo resto shamans are assigned, one to a side, to heal the raid. The harder of the two jobs is the close side, as there are 3 extra people in that group soaking up damage and requiring healing. Additionally, the warlocks are on close side, and tap after every SoC wave. Your job is backing up your paladin on the side add tank when there are 2-3 adds up, typically putting CHeal through the tank in order to top up melee who take damage from the fury mages. As soon as you can afford to, mix and match CHeals on the tank with CHeals on the raid, trying to have your entire side fully topped up before the next wave of adds arrive. Eventually, you get into the rhythm of tank damage spikes, and can predict when it is ok to heal dps before the tank. If your tank has enough avoidance, you can be primary on the raid and almost ignore the tank, as he will be taking very controllable damage strings. Phase 2Your Entropius MT healer should be one of the two add-side paladins, preferably the one that tends to have more mana near the end of phase 1. This paladin should break away from his wave to get into position before Entropius spawns. The other Holy Paladin should be given 3-4 targets that are exposed to excess damage not immediately covered by CoH or CH. For example, they make an excellent healer for the shaman so the they never have to stop to heal themselves. If you do not use a second holy paladin, apply the below methods to the respective class. The raid should be in two clumps, as CoH and chain heal are both effective at keeping the raid's health up. Chain Heal is also excellent for your melee clump, who are guaranteed to be near each other - in this case, chain heals should be going directly to melee, not passing through the tank. Druid HoTs should be kept up on the Entropius tank and on the Void Spawn tank (if you skip killing the last set of Void Spawns like we do.) The MT can be healed by a single Holy Paladin and a single Druid's HoTs. Around the 30-40%, we call for the raid to hit their healthstones/rejuv potions, as that can be enough to push you over to a kill. Relevant healer cool downs should be used: bubble if you get hit by singularity, divine illumination, nature's swiftness, innervates, etc. It is largely debilitating to the entire raid if you are caught in a singularity - however instant casts are still usable if you are being flung around. Make the best of a bad situation if this happens, but it is very important that you avoid all singularities as healers as your roles are very critical and losing one or two DPS early can potentially block you from making the soft enrage. Ranged DPSDon't get confused: dps on M'uru is not more important than DPS on anything else. The faster *everyone* kills the sentinals, the safer the raid is and the more DPS can get back to M'uru. It's best to have all your mages and warlocks helping on the sentinals and not get hung up about synergies or lost debuffs. On the P1/P2 transition, center DPS should help the sides finish off if need be and if they have time (warlocks typically will not.)
In P1 you need to mass dispell the dark fiends each time darkness is cast. For greatest safety, both spriests dispell, but that can cause mana issues and lowers DPS a bit. No matter what you do, however, there is a chance that one will resist, so both spriests need to be ready with dispel macros, otherwise the raid will wipe. Having a spriest dot a sentinal is useful because of Misery and Shadow Weaving, but they do not have the range to spend time actually killing them and should spend the vast majority of their time on M'uru. In P2 you need to be alert for Dark Fiend spawns and dispel them immediately.
In P1, Mages are responsible for helping to kill the void sentinals and M'uru. Each time a sentinal spawns both mages should scorch it twice and then Fireball it twice. They do not need to make sure it dies, that's the warlock's job. Some guilds might also have mages sheeping and/or spellstealing. We do not, since we found it added an unneeded risk to the fight in exchange for a mostly unneeded DPS boost. If you have an undergeared warrior on one side, it may be necessary however. In P2 mages have excellent DPS and survivability. It's a short fight, catering perfectly to the mage cooldowns (make sure they're all available) and you can iceblock if your health gets low. Also note that Blink will pull you out of a Singularity that is tossing you around so you can go back to DPS.
In P1, Warlocks are DPS'ing all of the center mobs. DPS M'uru (only CoE needs to be up after the first 10-15 seconds when the melee pull off) and switch to the sentinal when it spawns. Make sure it dies, and then turn back to M'uru. Every other sentinal death DPS the void spawns (so you are AE'ing two groups at once.) There's no reason to AE after just one set of spawns, it's far less efficient and it's simple for the paladin to hold both sets of spawns. We wait 2-3 seconds (a lifetap or two) after the sentinal dies before we start AE'ing just to give the paladin a bit of a threat lead. One warlock is assigned to making sure all the spawns die, the other locks switch off to the new sent shortly after it spawns. It's inefficient for all locks to keep seeding until it dies, due to seed's explosion mechanic. If a void spawn does escape, just have a designated warlock to enslave it and send it to attack M'uru. It'll die as soon as darkness is cast again. During the P1/P2 transition, finish off the void sentinal and then enslave one of the void spawns, sending it to attack Entropius. You do not actually have to kill the others: we just have the prot paladin move to the back of the room and tank them while we kill Entropius. As long as your guild doesn't move back there (which is easy with a bit of practice) it speeds up P2. Lifetap to full right as P2 is starting, since damage is still low and it's easy for healers to heal you. Using your pot timer on a Super Rejuvenation Potion is an excellent choice in P2.
You will probably be assigned to a side. If you aren't, follow the mage instructions. See the melee DPS section below for information about the side groups. Melee DPSAt the start of P1, rogues should be stealthed next to M'uru so they don't lose time running up. Wait until M'uru actually gets into combat before you break stealth however, since the timers start with when he activates, and there's no sense losing a few seconds of DPS. (note that you can actually hunter-despawn M'uru and get your entire raid in place if you want.) Melee can stay on him a bit after the side adds spawn to get in some extra DPS time. With practice you'll know how long you can stay in the middle without risking not killing the adds in time. Phase 1 is a mixture of control and consistent DPS. There's no point in blowing everything on one set of adds only to fall behind on the next set. If you have two rogues, they can alternate using cooldowns on the spawns so has to keep a consistent DPS on each side. It's absolutely critical that melee not pull aggro. Talk with your tank and figure out how to work together to control the mobs. Melee should be away from the door when the mobs spawn, since they do have some proximity aggro when they activate. If melee get behind on their side, they can ask for help from the casters. Keep in mind that this does have a trickle down effect, and the ranged will have trouble getting sentinals and void spawns down, so do what you need to do on the sides to kill them without assistance. At the P1/P2 transition make sure your sides are down (you'll get some help from your casters) before moving to Entropius. Scroll your camera out and watch VERY carefully for void zones and orbs and move to accomodate. While it's tougher to see what's going on as a melee, that's not an excuse for wiping the raid: unseen void zones under Entropius spawning a Dark Fiend that instantly wipes the raid are far too common if you're not paying attention. Enhancement shaman need to be spamming a purge macro to target and purge dark fiends. Shadow priests will be doing the same, but they may not be in range to catch the ones near Entropius. Miscellaneous TipsHow to Learn M'uruDPS on M'uru is the least important aspect of the fight. One way to start getting everyone comfortable with the fight is to assign a full 7 dps to each side, leaving the only remaining DPS to kill Sentinals and void spawns. This will give everyone a margin of error as they learn the pacing of the fight, healers learn how the damage is coming in, etc. Eventually you want to drop down to 4 dps on each side (plus a tank) so start pulling people off once the pacing is comfortable. How to use BloodlustLusting in Phase 1 is pointless, since every wave is the same and they're on timers, so getting ahead on DPS doesn't buy you much. If you really have a lot of shaman (6), you can lust right on engage and get a big initial burn on M'uru. Phase 2 is the ideal time to lust for most guilds (running 3-4 shaman). Lust the Entropius tank immediately on spawn, since he needs to generate as much threat as possible in a short period of time. DPS group lusts should come 15-20 seconds into the fight when everyone is on entropius and all adds are down. If you have a lust for your healers, they will find it more beneficial to lust later, around 50-60% health, since that's when healing is starting to get harder. Healers dying on the sides during P1The way the side mobs activate, they do not accrue any heal threat until they are active, but they do start their threat table for non-healer threat. This means you can start building threat before they activate and reduce the chance that they'll peel off for your healer. DPS keeps dying on the sides during P1This is typically due to aggro pulling on an add. Everyone in a camp really needs to buckle down and plan their aggro in advance here - if you know you can clear the wave 6 seconds before the next one spawns, there is no reason not to give your tank 3 extra seconds up front and thus kill the wave 3 seconds before the next wave. Consequently, your tank needs to be smart about how he spends his initial GCDs and his own aggro management. As a tank, using defensive abilities such as demo roar/shout/bash is nice, but initial threat should be your highest priority as a tank. Establish good threat while learning the fight and then cycle in defensive abilities once you feel out the aggro of your camp as a whole. As far as aggro management is concerned, your tank needs to learn when he's simply built up enough threat on one add that he can now switch to the next mob without risking an aggro pull on the previous add. Taunt-tanking/stuns can also assist in this if the tank knows the mob is going to die very soon, allowing the tank to move onto the next mob with impunity. Our spriests suck and aren't dispelling fiends in P1!This might be true. Or you have people standing too close to the inner circle when darkness comes up. If it really is your spriests, start by having both of them mass dispell so that they can practice it and you don't keep wiping. Once they're comfortable, you can go back down to just one spriest mass dispelling if you want (although the second needs to be fast on a single-target followup dispell in case one resists.) How to transition to P2Rather than trying to describe it, this video may help. Download a full quality version (1600x1024, ~43mb) or watch the embedded version here. Our players suck and aren't dispelling fiends in P2!Well, this might be true. Make sure that they are spread around the room, and that your enhancement shaman are spamming a purge macro as well. But a more common reason for wipes due to P2 fiends is that your DPS are standing in void zones or standing only about a yard or so outside of the void zone, and the fiend is reaching them before it can be dispelled. Emphasize that people need to stay well away from void zones. A good (but complex) purge macro for P2Raiste, from <Fruit of Elune> on Cenarion Circle came up with this for his raiders and gave us permission to repost it here: One very important thing that helped us tremendously was this macro that I made for our enh shamans and spriests. It works great and they can make one for all their normal abilities. It will target and dispell any dark fiend if it is up otherwise they wont notice any difference as far as autoattack breaking or anything else while DPSing entropius: /cleartarget /targetexact Dark Fiend /focus /targetexact Entropius /cast [target=focus, exists] Purge; /startattack Entropius; /cast Stormstrike; And here's one from Thelein/Thelyna in <Deus ex Crux> on Dragonblight: /cleartarget /targetexact Dark Fiend /focus /targetexact M'uru /targetexact Entropius /cast [target=focus, exists] Dispel Magic /target [target=focus,exists] Our melee keep getting caught in the orbs in P2Orbs will target someone more than 15 yards away and move towards them. Having a caller announce where the orb has spawned and where it is heading can help your melee (who have their heads stuck in Entropius's model) react appropriately. We start Entropius in the middle and tank him there for as long as possible. When we do have to move him, Bazz takes him to a specific spot along the wall, and after that moves along the wall whenever possible, because even if melee are in the orb, they will be able to dps more effectively since the wall keeps them within dps range of entropius for longer while in the ball. WWS Samples
Videos
DiscussionFeel free to visit to talk about the fight or post questions: http://www.fusion-guild.org/forums/forumdisplay.php?f=30 Loot
Patch History2.4.3 (7 July 2008)
2.4.2(?)
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