Frosty Foes: Murmur
Murmur is the last boss in Shadow Labyrinth. He’s an ancient elemental, and is considered to be the primordial essence of sound, which is quite ironic since his namesake is an understatement of his status… The stage of battle consists mainly of a generally flattened circular area, with Murmur standing in the middle. He is surrounded by a slightly raised ring that can be walked over. Super-Cool Paint Diagram of Super-Coolness A – Murmur. No haphazardly drawn stick figure face can ever accurately portray his badassery. Relevant Abilities Non-melee damage dealt by Murmur is of the Nature type, unless otherwise stated. Sonic Boom – A chat message will indicate that Murmur will begin to draw energy from the surrounding air. After the cast finishes, Murmur will release an AoE attack to everyone within 34 yards of himself, dealing damage appoximately 70-85% of your health, plus a DoT that saps 12% of your health for 6 seconds. Also slows. Murmur’s Touch – Debuff is applied to a single target, drawing the party towards it. After 10 seconds, the target explodes for approximately 4k damage to all targets within 10 yards of the target, and will send him flying high up into the air. Players hit by the AoE will also be silenced. Resonance – If no players are in melee range, this attack will apply a debuff to all members that initially hits for approximately 2k damage, and will increase nature damage (essentially all non-melee damage) by 2k for each stack of the debuff applied. Magnetic Pull – A player is drawn towards murmer, and will get hit by a melee attack. Sonic Shock – Shocks for around 2-3k damage, and leaving a DoT debuff. Thundering Storm – Hits players standing in an area (D) outside of the raised ring for around 2k damage. Strategy DO NOT STAND OUTSIDE THE RING! Just don’t. You’ll get hit regularly by Thundering Storm, and the Healer will not be able to keep up, and you’ll just die. Instead, it is safest to stay inside the ring (B), but make sure to not be too close. In heroic mode, Murmur’s Touch will move all party members, including the tank, to the debuff target. Instead of having all members run away from the debuffed guy, make sure the debuff guy runs away from the group, in any area outside the ring far away from the other members. If you get debuffed, your Ice Block will protect you from the explosion, but will still hit your party, so it’s not advised to use it while still close to your team. Instead, use it after you run away from the group. Pay attention to chat. When you see a message saying that Murmur is drawnig in energy, Make sure to run out of your own Frostbolt casting range, otherwise you’ll get hit with a Sonic Boom. To be efficient, use Blink to get out of range.
Be sure to talk over with your team regarding where the player with Murmur’s Touch will run. When this spot is established, make sure that the Elemental is far away from that spot, to ensure that he doesn’t die from the explosion. When your pet expires, use Coldsnap when appropriate, then repeat the above process.
Blink – Use while running away from Sonic Boom. Also, use when you get the Murmur’s Touch debuff to quickly get to your designated spot, away from your party.
Cold Snap – If you get debuffed early in he fight, save the cooldown for when you have already used up both Water Elemental and Ice Block. If you used the Elemental already, but did not get debuffed, use your judgment on whether or not to use the cooldown.
Silent Slippers of Meditation – decent overall stats
(image courtesy of Wowhead)
(Image courtesy of ME! Image took over 300 hours on MSPaint)
B – Area inside the raised ring. Pew pew occurs here.
C – The ring. Don’t try your luck with the pew pew while standing here. My lag issues have caused me to get hit while standing here.
D – Outside the ring. No pew pew allowed. Run here to avoid AoE attacks.
Belt of Depravity – Spell Hit, Epic Drop, very low drop rate. Also drops from the last boss of Heroic Arcatraz.
August 25, 2008