Where is murmur wow
User Info: JKSonic. I beat him first group I was with granted they all ran him before. We had a badly geared Warrior tank, decently geared Druid healer, well geared Rogue, decently geared Spriest, and decently geared Mage me. Just keep your tank healed and if somebody else gets pulled in tell them to get out ASAP. If you become a bomb run into the tent. In all honest I didn't find it hard at all. User Info: Moukaryuu. Don't worry about the jackasses, TC. They're everywhere, and not having a life to speak of, that's the only way they can communicate.
I can't say I've ever had problems with this boss, to be honest. As has already been said, get the melee and tank out of the AoE range as soon as that ring pops up, and whomever gets the debuff needs to get away from the other party members immediately. We always just spread out in a ring around the outer edge of his little sand trap.
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Forgot your username or password? User Info: herki hawkeye herki hawkeye 13 years ago 15 [This message was deleted at the request of a moderator or administrator]. User Info: Fluffball Fluffball 13 years ago 16 I'm a warrior tank and just stink at stance dancing and the whole intervene and rush back thing. User Info: CanadianMadness CanadianMadness 13 years ago 17 For your melee guys, they need to be in melee range but just barely at the 'farthest' distance before getting that 'too far away' msg , some charge in too close.
User Info: rhombencephalon rhombencephalon 13 years ago 18 Murmur has a huge hitbox, melee shouldn't be standing anywhere near him. Well, my guild called it quits.
Do you think Disney will buy Activision Blizzard? Blizzard's first female co-leader announces she is already stepping down. I, the resto druid, was healing, and didn't even find healing him back up that hard.
It was the smoothest we've ever done Murmur, and I recommend it to anyone having a tough time :. These things seemed to work out well: 1. It helps to have one melee on him. It sounds odd but all you need is the tank to keep attention on him.
And, if Murmur is spamming Sonic Booms, the healer only has to worry about the tank. Spread out evenly and keep your distance. Spell casters should be as far back towards the wall as possible, except the healer who should be positioned behind the tank and in range to heal.
And, if you spread equally around the chamber, you have no need to run away from others. The tank does not have to run from the Sonic Booms. If the tank has potions or healthstones, and if the healer does what is needed, the tank can keep Murmur from long-ranging everyone.
I was tank last night and had to use a potion and a healthstone but I doubt I really needed them. DPS needs to pound him constantly or you lose time and mana from the healer whos watching the tank. Comment by Thottbot As a hunter, i found that when he's charging his sonic boom, a pet can easily absorb it and because healers usually aren't focusing on pets during 5 mans unless asked ahead of time.
The reason you want your pet in there is because Murmur likes to hit stuff, requiring something within melee range or else he gets mad and starts spamming his range can of "wup ass".
Comment by Thottbot the sercert is good dps, any class with a stockpile of dots. Comment by Thottbot I tanked this guy 40 times for the shoulderguards of the bold. However one day i got a healer who insisted that i stand through the sonic blast and aced it. Advantages are: a You are able to keep your threat if your lacking it b You do not risk getting caught by the slowed movement, and loss agro or get his ranged attack! Please more people do this, it was very impressive. Comment by Thottbot my group had trouble with this on heroic mode so this what we did.
Group setup: paladin tank me Resto shaman fury warrior fire mage feral druid I went to murmur and aggroed him, the rest of teh group followed me spreading out in the inner circe. If player for murmurs touch he leave the circle and enters then tent in the back infront of murmur closes tent to murmur. During sonic boom every1 apart from me will run out to the side. Rinse and repeat. Comment by Thottbot If you are a rogue you will love this fight.
If you are a rogue you will love his drops. If you are a rogue you will hate his guts. If you are a rogue that because of his drops. LOL I hope you liked the poem, couse its true. My suggestion to all rogues since I am one and I downed Murmur too many times is to stand on Murmurs right side not in front. Also make sure you and tank are the only melee in the group unless you're bringing more melees along. Have the casters on the ladges of the walls that are on the tight and left side of the path to Murmur.
Now rogues hwn you see this guy performing his sonic boom run behind him asap, you mught have to pop sprint or cos to avoid his magic damage but if you run when you se him starting you probably wont need to do it, couse all you have to do is get out of the circle. That means behind the black one, to avoid all the damage he can do get out of the black cirlce.
Also make sure thank gets all the agro before atacking this guy. If you do this you probably wont even have to get healed by the healer. Ive done this thing this way and I only used COS and a bandage so the healer can focus on tank and another melee.
Also the last part, if you are here for Leggings of Assassination prepare to run this instance 30 more times. Ive been here more than 10 times and Ive seen him drop the shield and the cloth.
You wont see leather for a long time. If he drops it on your frist time here I suggest to run this instance only for rep and nothing else, and do it on heroic.
I got revered with lower city by runing this for leggings and i havenbt seen thepolearm or leather drop. Comment by Allakhazam It depends a lot on the make up of your group.
With a melee-heavy group, it was impossible, but substituting in a shadow priest made it tons easier. Comment by Allakhazam I noticed a lot of postings about how to tank and range DPS as well as the details on his debuffs and special abilities, but not much on how to help with close range melee DPS.
I am a 70 rogue and did this for the first time last night. Before the fight, I got some tips from the tank who had done this before and it helped trmendously. Just want to pass it on. When Murmur begins his sonic blast, it is imperative that you get outside the ring as quickly as possible. The best way to accomplish this for melee is to strafe run sideways to the outside of the ring. I also found that if you position yourself just off center either left or right and stay at max melee range, it gives you a little extra time to get away.
Hope you found this helpful. Comment by Allakhazam Quite easy boss, we killed it first time yesterday night with lvl 70 prot. Comment by Allakhazam yay im imba healer! Comment by Allakhazam Best team: Any non-retarded tank Any non-retarded healer Shadowpriest 2 warlocks 85 seconds fight. Here is a proven formula for Murmur's defeat in normal mode, and is it not dependant on any class or special abilities.
I have also included some rogue tips since many other posts seem to assume that a tanking warrior is the only melee class. BEFORE: Everyone in the party should have target's cast-bar displayed interface options , and nobody except the healer should look away from this during the fight. Rogues can use Deadly Poison on both weapons for a best constant damage. Melee classes should fight Murmur face-to-face at maximum melee range don't try to stand behind and backstab.
Melee should also use the left mouse button to swing the camera degrees so that your camera view is directed to the door where you entered. Looking away from this for half a second can be the difference between an easy win and a total wipe. If you are affected then run to the nearby tent until it has expired. This will prevent the fall-damage element of the spell. If you are not affected then carry on as before.
Rogues may COS the Touch debuff when they move away from other party members but I would advise against this since your cloak could save your life later if accidents happen. Sonic Boom: As soon as you see Murmur beginning to cast Sonic Boom then all melee classes should run away towards the entry to the room. If you have set your camera view rearwards then the very fastest way to do this is to hold both mouse buttons at the same time. If you don't start to move immediately when Boom is being cast then you will be caught in a slow effect.
You will not get out of range if this happens although rogues can use Cloak of Shadows to withstand the blast. Keep looking at the cast bar: Once Sonic Boom has been cast then melee should immediately turn and run back to Murmur to resume the fight. If melee do not immediately return to Murmur after Boom then the party will receive the Resonance debuff and will probably result in a wipe. Remember to reset your camera angle to reverse once back in position. If casters and hunters are at max range then there should be no need for them to move for Sonic Boom.
This will mainly be the tank however top-up heals may be required by the whole party, especially after a party member has been damaged by Murmur's Touch.
Congratulations: You have slain Murmur. This is certainly not the only method available, but this works every time. If you wipe using this method then it is only because one or more of your party did not respond quickly enough to Sonic Boom or Murmur's Touch.
If at first you don't succeed Good luck. Comment by Allakhazam Any type of tank can be used here, warrior of any spec, druid or pally, as long as he can stay alive at melee range return to it quickly if he pops out during sonic boom there is no problem.
Seriously, as long as something can stay in melee range and take some hits the group will be fine As for Murmur's touch, which is the only difficulty ranged have in this fight it, has an easy solution. Just have all ranged stand at the left of the hallway leadin to Murmur, when you see his touch cast big red lightning, easy to distinguish ranged are to check themselves and if affected by the debuff start walking over to the right and stand next to the tent there, when there are 3 sec left get into the tent so you won't be send flying and immediately creep back out and walk back to the left calmly while you do your thing.
Wondering if anyone has done him on heroic and can say what's new there. Comment by Allakhazam A shaman Earth pet is ideal, but we found sending in a hunter or warlock pet right after the Sonic Booms goes off gives you time to get the tanks back in. Then pull the pet out and keep him safe until the next blast.
Depending on your group's DPS, he'll usually get about 3 blasts off in regular mode, and I would guess a hell of a lot more of them in Heroic mode haven't tried Heroic yet. Happy Hunting. Comment by Allakhazam Before you leave the instance if you got the karazhan pre q the item is right next to him.
On the left side if i am right so dont leave to hastily. Comment by Allakhazam Dropped the oblivion shoulders and robe at same time last night Comment by Allakhazam As a shadow priest, this is my single most favorite fight in the game bar none. As ranged DPS, so long as your tank is in and out quick im exhalted with lower city for my mace, in all the runs ive had, ive found only 2 tanks completely unable to manage this then you are in absolutly no danger.
So long as tank is there, no matter what you do, no matter how hard you hit, or how often you crit, he doesnt focus on you. And since i cant pull aggro, Vamp embrace stays on the entire fight. I havent yet found anyone who even comes close to the amount of damage i can do on this fight.
I can dot before i a single sunder and nuke hard till he drops. If you have trouble getting this guy down, get a competent shadow priest. Now ive broken shadow spell damage, i do quite a bit more from within a few seconds of the fight starting till he dies. So damn good to just DPS hard without watching aggro. Comment by Allakhazam This boss needs two healers, it doesn't matter how pro you are at healing there needs to be two.
He has a debuff that silences people, if the solo healer gets the debuff after Murmur's aoe, the group is screwed. So two healers is the way to go. Also when his debuff is applied to people it shoots you up into the air, silences you, and anyone around you while damaging the people around you. Here is a helpful tip, when you get the debuff run into the tents you will take no damage, you'll merely get silenced.
Comment by Allakhazam Don't need 2 healers at all, I holy priest took murmur's silence bomb 3 times during this fight and we did fine. As a priest its very easy, as soon as you see you have it 1.
It's worse when the tank get's the debuff Comment by Allakhazam This fight can be really hard or moderat hard :D. We took him down with 1x Druid, healer lvl 66 1x Druid, feral lvl 70 1x Warrior, MT lvl 70 1x rouge lvl 70 1x Hunter me , MM lvl70 First time we tried with 1 healer and rest on dps. But we could not get away from his aoe-spell.
And if we mannaged to get away from it - he nuked us to shreds with sonic something :D Second time our feral druid went healing to. This worked well. Both healers on MT. The rouge had to watch out for the aoe - run out and bandage.
We did not move the MT away from the aoe, just healed him fast. He will use some "mark" on random targets - witch will cause you to explode for 1. The way to avoid the fall dmg is to run into one of the tents as soon as you see the mark on you thats why there need to be 2 healers - because one of them will eventually get the mark Really a fun and hard fight.
Looking forward to face him in heroic mode :D. Comment by Allakhazam Murmur: This fight shares features with the baron geddon fight. If no one is in melee range he will eventually start casting some nasty debuff's and stuff on the entire party.
You wont survive it for long so keep atleast one person in melee range at all times, except when he's charging his sonic blast attack. Every now and then he starts charging his sonic blast attack You wont need an UI to notice this, the ground starts flashing as if he was drawing energy from it.
The range of this is about yards, which in practice means that anyone standing in his pit or on the darkened ledge that circles his pit will be hit with the blast. Everyone will need to get out of range as soon as he starts charging it. He sometimes puts a debuff called touch of murmur on a random party member causing him to explode after 12 seconds or so, dealing about damage in a 10 yard radius and sending you up in the air.
You'll also be silenced for a couple of seconds. Tank: Just do your thing. If the healer gets the touch of murmur debuff you'll be without healing for a couple of seconds, so keep any healthstones and potions within reach. Melee dps: Mind your aggro as usual and run out of range as soon he starts charging the sonic blast.
If you get the touch of murmur debuff, run out of sonic boom range and stay away from party members. If get low on hp just run out of range and bandage yourself. Ranged dps: Before engaging him; spread out, don't stay close to one another, And stay at max range.
Other than that, just nuke him - nothing to worry about here, you can't take aggro because you're out of range. Just maximise your dps from the start and keep at him. Healers: Keep out of sonic blast range and just keep healing whatever gets low on hp. If someone other than the tank gets hit by the sonic blast you should ignore it unless you have more than one healer. Should you make it down safely, heal the tank then heal yourself. Comment by Allakhazam With any half-decent geared tank and healer, the tank can just stay and tank the boss the whole time through sonic booms with only melee dps needing to run out.
Simple Tank n' Spank encounter. There is enough time to run out of his sonic boom as a melee dps class if you pay attention to when he starts casting it.
Nothing complicated about him in the slightest. Comment by Allakhazam it is an easy boss if you have good tank and better healer and best ranged dps. Comment by Allakhazam Most of the body look like Ragnaros and Thunderaan Comment by Allakhazam Just finished him on heroic today.
Didn't seem to have much more health, we killed him just as he was casting his third sonic boom. As for new tricks, his murmur's touch sucks all party members towards the targeted player, and anyone outside the circle gets blasted with shockwaves or something. Not sure if he did that part before, as I'm always inside it. Not to hard, if you can kill a fel overseer in heroic mode you can probably clear the entire instance lol.
Comment by Allakhazam Ehh VERY powerful? Comment by Allakhazam Hes the boss of the Black Labyrinth, final instance of auchindoin sp? Comment by Allakhazam Murmur's AoE explosion is not a static 5k damage. All i know is, the more stamina gear i put on, the harder he hit me every time.
At this point, he will stop attacking, and the tank and any melee will need to run out of the circle around him, or they will be hit by his Sonic Boom. Warriors should Intervene to someone standing outside the ring.
This will almost guarantee no damage from Sonic Boom. The tank will then need to get back in range immediately. Alternatively, the tank can stay in and take the hit from the Sonic Boom. A large heal will need to be timed right after the hit, in order to restore his health before Murmur resumes attacking.
Rogues can [Cloak of Shadows] through a Sonic Boom if timed correctly. The ranged classes will be primarily concerned with Murmur's Touch. Everyone needs to watch for this debuff and run away from his teammates to avoid damaging and silencing them. Spells such as [Divine Shield] will prevent damage from occurring to the person with the debuff, but the AoE effect still occurs.
A common tactic to avoid the fall damage that results from being launched in the air is for the player with this debuff to run into the tent situated in the area. If a healer receives Murmur's Touch, he should watch the countdown timer carefully and make sure the tank is healed to near-full before Murmur's Touch goes off. The explosion will interrupt the healer's spellcasting, and since he's considered to be "moving" while he's in the air, the healer won't be able to cast any healing spells other than instant-cast spells until he lands.
Everyone must position themselves completely within Murmur's raised inner circle to avoid his Thundering Storm—if you're on the raised ledge or outside you will be hit by Thundering Storm.
Have all players close, on the flat ground immediately next to Murmur. When Touch of Murmur occurs, there is a large, very visible green beam and all players are drawn to the target.
The person with the debuff should run through Murmur to the back, where he can detonate without hitting party members. He can then run forward and resume the fight. Alternatively, use fighting positions such that no party member is within 10 yards of any other, and everyone can simply run back to their positions when drawn to the target of the touch.
Murmur is surrounded by a raised ring. Stay completely inside the ring—not on the inner slope, but on the flat part of the floor—to avoid Thundering Storm. When Murmur starts casting Sonic Boom, run across the raised ring to get completely outside of it. When he finishes casting it, run back inside of the ring. The raised ring itself, including both slopes, is a death zone —characters standing on it get hit by both Sonic Boom and Thundering Storm. The Sonic Boom has a snare component, so victims take a long time to get back inside of the dark ring, take multiple Thundering Storm hits, and die.
Run out and in quickly! Murmur is very unforgiving about not being tanked in heroic mode; he will start using Resonance almost immediately.
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