This is indeed the final boss in Shadow Labyrinth, the level 70 wing of Auchendoun. The instance is for five people. :)
Sonic Boom – Murmur emotes, “Murmur draws energy from the air…” AoE blast around him for 5000-8500 nature damage and debuffs with, Nature damage inflicted every 3 seconds, movement speed reduced by 90%.
Murmur’s Touch – 15 second debuff after which party member blows up for 2000-3000 AoE Nature damage and gets debuffed with Shockwave, silencing them for 5 seconds.
Resonance – After Murmur has been agro’ed if no one is in melee range he will debuff the party with Resonance increasing Nature damage taken by 2000. He will renew this debuff every 5 seconds and the party will take damage equal to how much extra Nature damage Resonance adds.
For example no one in melee range the party is debuffed with Resonance increasing Nature damage taken by 2000 and whole party takes 2000 nature damage. 5 seconds later Resonance now increases nature damage taken by 4000 and the whole party takes 4000 nature damage, etc.
First of all Murmur’s agro range is pathetically low so we can position ourselves around him without too much to worry about. Ranged dps can spread out to avoid Murmur’s touch from hitting more then the person who gets the debuff. We will want our main healer to stand on the outer ring in front of Murmur to avoid line of sight issues.
There are 3 important parts to this fight, first of all when someone is afflicted with Murmur’s Touch no one else should be close this will help with damage control, the silence debuff that comes after can be devastating. Second is Murmur’s Sonic Boom, when he emotes “Murmur draws energy from the air…” either A. all melee exit his circle or B. all melee except the tank exit his circle and the tank should be topped off for the massive damage they are about to take.
The first option is dangerous because of Murmur’s Resonance, since all movement speed is reduced by 90% if the tank is hit it can be difficult to get back to Murmur in time before he gets angry he has nothing to hit. The second option is dangerous because after his Sonic Boom the tank will be low on hp and will need heals immediately, weighing the two options I would say we go with option B. keep the tank in front of Murmur and keep the tank topped off before Sonic Boom and be ready to heal after it hits.
Finally Resonance, as long as the tank is kept up this will not be an issue but if no one is in melee range for Murmur to beat on he can quickly defeat the entire party.
Quick comment on his Sonic Boom, this AE will not kill anyone, no matter your health it is a percentage based AE, I do not know the specifics but with a druid tank who has 13500 health he gets knocked down to 10% everytime no matter where his life is at. As a healer I wait for 4 or 5 pulses then I start a Greater Heal so it lands right as my tank takes the hit.
When the door opens to Murmur's room, it looks a little intimidating. There are many mobs in lines being nuked by some sort of knockdown by Murmur. He looks like an air elemental version of Ragnaros.
In regards to the mobs Murmur is nuking, the first pull will be a 2 pull while the following are 4 pulls until the last pull before Murmur which is a 3 pull.
As mentioned earlier he has a ridiculously small aggro range. A lvl 69 can run around his circle area without aggro. This being said, if you are on the Karazhan key quest and looking for the first key fragment, the arcane container is behind him to the left and you can open it without pulling him. Be warned this hasn't been tried with lower than 69 yet.
Read Lithic's post above for special abilities. I believe he also has an ability to warp someone into the air in front of him which deals a slight amount of falling damage.
Spread out a bit in order to avoid blowing each other up with Murmur's touch. Since this will silence healers after going off, act accordingly depending on your group so your tank will stay up.
Treat this like the Ragnaros fight in terms of dps'ing him down as fast as you can. He will not pull aggro onto ranged attackers so let the tank get some aggro and then melee can go to town as well.
He is positoned in a circular area which is easy to see once you are there. When the sonic boom starts, everyone (including the tank the way we did it) exits the circle. When doing this, melee should go a few meters beyond the circle because I (druid tank) have been hit by the sonic boom while slightly beyond the edge of the circle still. If done correctly this will deal no damage to the party. Whether the tank be a warrior or druid, be prepared to either intercept or bear charge right after the sonic boom hits to avoid his Resonance ability. This sonic boom happened 4 times during our first kill.
Finally, he's not as intimidating as he looks so just keep your cool and you'll have a dead boss in no time. Getting out of sonic boom and avoiding resonance are your only worries.
Can anyone confirm if Mana-Etched Pantaloons drop off Murmur on normal mode or is it heroic?
If you have the option of doing so, tank this boss with a shaman's Earth Elemental, as it has a very strong taunt and is completely immune to all of Murmur's special abilities. The only damage it will take is what little (if any) physical damage Murmur does. It will continue to tank through Sonic Boom, it does not get affected by Murmur's Touch, and it ensures that Resonance will never happen.
What exactly is the range of his sonic boom? Does the tank need to move just out of the flat circle around Murmur? Or should be move beyond the little raised platform that circles Murmur as well?
The use of intercept really helps to get the tank out of range of sonic boom keep this in mind next time your healer gets silenced and you tank takes a hit and you wipe.
Murmur stays in the center of a small depression, with a raised ring on the floor around it. The sonic boom reaches just to the outside of the raised ring. Rogues should be just close enough to hit him. He has a big hitbox, and if you're right up next to him you won't be able to get out of the ring in time to avoid the boom.
And btw, intercept can only be used in berserker stance. Which means your tank is either taking significantly more damage, or is stance dancing and thus has no rage to work with.
Any info for the heroic mode?
2 resto shammies and a prot paladin can trio this boss....
not fast, but this boss is all about timing and good placement...
soon as the sonic bursts waves start, tank must run out to at -least- where the waves start that he 'sucks' in... once you get this down he's cake..
ITS BETTER TO RUN FURTHER then to be to close.. if you're hit by sonic boom you WILL get resonance (unless someone else runs in for you)... but if you're not hit by sonic boom, there is enough of a grace period to easily get back in melee range before he gets mad...
Healer(s) and caster(s) should try and stay near max range, spread out... some people claim to never get hit by murmur's touch.. as a tank i cant verify this...
but as a tank for murmur half a dozen times now... high defense, and good timing and he's cake...
Tanks.. don't backstep out.. you will NOT get out in time..
soon as the first wave hits, sidestep / turn and run, or some combo of the two until you get to where the waves start, and then some... He doesn't resonance until ~5 seconds after his sonic boom goes off -- easy to get back in range AS LONG AS YOU ARN'T HIT... otherwise you WILL get resonance... hope you see my point here :-P
Another good thing to do for this fight is during Murmur's Touch is to designate the tent to the right as a "blast tent." Just helps with organization so there is no confusion and unwanted dmg.
Also when I tanked this fight I found it better to intervene out and intercept back in but you just need to figure out what is best for you.
Just did this easypie on heroic, besides the usual abilities he also periodicly does 2k dmg on everybody in the grp, my VE could easily heal it up so we just did like we normally do and it was really easy, easiest boss in instance imo
Easy boss... spread out and stay at max range unless you're a tank... just move back when you see he's casting sonic boom or whatever, and dps hard as hell... easy lootz, gg
Our experiences after 4 wipes:
You dont need to spread out. If you get the touch on you, simply run back to the hut and sit in it. It wont hurt anyone and you wont get booted in the air.
Tank: you CANNOT eat the sonic boom. If you do you cant run back to him in time and he starts tossing out resonates. So, I stood barely on his edge, didnt even look like I could hit him, but I could. His hit box is very large, so use that. I simply strafed one direction to get out of the boom radius, and went back in. If you tank him in the center, odds are you wont get out in time.
Having a druid really help if the healer or tank get the touch. But if the tank gets it, just have the melee DPS back off until you boom. We wiped so many times because I couldnt get out of the boom radius, and it went down from there. Relatively easy with positioning.
So, keys to the fight: tank positioning on his edge and strafing out of boom radius, and everyone else close to the hut if they get the touch (bomb).
I am not sure if he does physical damage or not, if not the tank can prolly use a 2 hander and that will help a lot.
Our tank always "eats the booms" and is not a big deal if he has a lot of health. Our guilds MT reports that a sonic boom takes him down to 20% health regardless of his HP before the boom. So keep him @ ~50% and you are fine as a healer. He hits like a pansy. Tank should use his Commanding shout after a sonic boom until your healer gets into a rhythm.
Having a second healer is nice but not necessary. As your healer can easily top off the tank if they get murmurs touch and your tank should be able to survive through the boom.
I have killed him 8 times or so (first two were tough until we figured it out) but we one shot him the other 6 times.
I am a hunter and, no sonic spear has dropped BTW.
The trick for tanking him is to stand just inside your melee range for hitting him, then you have plenty of time to run out of his aoe range. Just charge in and then back out until it says you're too far and take one step forward
If you do that this guy is easymode
OK there are alot of strats for this fight BUT today (in NON heroic mode) we had the rogue leave us which left Fire mage prot tank pally druid.. so we had ago and spnk him Np's at all war went in and stayed in pally and druid healed him though and as agro dont matter i just went hard on the dps = DEAD Murmur.. unfortunatly still no spellstrike recipe :( so back i go again
Rogues should evasion tank it if Murmur suddenly aggroed on you.
Taking over-dps out of the equation. That probably means that the tank has died or has moved out of range (it IS a little hard to see anything if you're behind Murmur stabbing him). You do not want to move out of range at any time because this will trigger Resonance, which will quickly wipe the party.
He doesn't hit a lot. A thousand or two, non-heroic. It's possible to tank it from 40%-0% in my grand marshal gear. Which gives me around 11k buffed.
it looks like a thunderaan, but with a healing mace instead of a Thunderfury.
Blizzard really needs to model new mobs :P
as a tank, i stand as far away from murmur as i can and still melee, so that the run to avoid the sonic boom is as short as possible.
one run, i was the only melee, so i thought "hey, i'm a paladin and there are no aggro problems, i'll stand in melee range and heal". bad idea -- turns out that it is getting HIT that prevents resonance. if i stand right in front of him and heal he WILL do resonance.
Just a quick note regarding that attack where he draws you in like a magnet.
I found in my fight that if I stood directly behind a pillar the attack would attempt to pull me in i would just end up floating a little way up the pillar. On landing i took very minimal damage.
So I think the casters should stand behind pillars for this fight (as long as you are still in line of sight)
On Heroic, this guy is bit tougher.
EVERYONE needs to stay in Murmur's little pit otherwise you will take 2000 damage every couple of seconds.
Places in the ring need to be designated (right top. right back, left back, left top) in order to control the Mumur's touch victim. When a person gets touched, everyone will be pulled towards eachother. The touched person should stay still while everyone else runs back to their spots. If everyone stays near eachother, everyone will take the 3000 damage.
As in Regular, when he does the Sonic Boom, run out.
Also, make sure the tank or a melee always has aggro. He hurts clothies...
FYI, on Dethecus tonight Murmur was bugged. He hits the group with resonance, pretty much wherever the tank stands. The GM confirmed that this is a known issue, and that they're looking at it.
Our group was all ranged, plus the tank, so that might make it more of a problem.
When we tried to get the Karazhan fragment and accidently aggroed him he started evading. According to GM's this is a common issue and they are working on it.
A little tip for tanks:
When i fight Murmur, i change the cameraancle, so that i look from directly above my char. That way, its easy to see, when Murmur starts his sonic boom, and u can see the way out and just run, no problem getting out in time.
before, I sometimes ran the wrong way away from him, because i couldn't see what way to run. This way, its no probs.
My group downed him on Heroic mode last night. The strategy that worked for us was this:
We all stood bunched together inside the ring. When he cast Murmur's Touch on a party member, they ran straight forward through Murmur to the opposite side of the circle. They then either took the hit or CloS/bubble/etc out of it and ran back to everyone else.
Also, we found out the hard way that the Sonic Boom area and the Shockwave area overlap. It's entirely possible to be Sonic Boomed just outside the center ring, then be killed by Shockwave immediately after. Be sure to get out of Sonic Boom range, then back in the ring IMMEDIATELY or it's entirely possible that you'll get hit by both.
After several failed runs, i finally downed murmur perfectly, and for all that effort, i got D3 shoulders :D
now the other two frags :P
lol, today something funny happened during a normal Shadow Labs run. Our group was a holy pally(me), two fury warriors, a lock, and a rogue. Now, what happened was that our dps warrior and rogue didn't pay attention to the sonic boom charge, so they died right off the start. We three maned it with me, our epic fury tank, and a lock. Took us like less than 5 minutes with us three, i even threw some dps in, and he was downed easily.
I have a question and i'm sorry if it were already asked: Spell Reflection (Warrior) can ignore Sonic Boom?
This guy is basically a sound elemental, as said in the Codex of Blood. Which is also probably the reason that he has such strange sound effects.
It's very easy to wipe on this guy if you don't know what you're doing, but easy to take him down if you do know what you're doing. The key is to stay on your toes and be ready to run (sprint comes in handy if you're a rogue) as soon as he starts charging his shockwave. (Or, Cloak of Shadows for rogues, Ice Block if a mage, but it's be smarter to save those for murmur's touch.) Be sure to have him tanked at all times, otherwise he'll use his resonance spell and make short work of your group. Plus, when you get Murmur's Touch, run to the lowest ceiling you can find (the tent in front of him is a good place) so you don't take falling damage. But the biggest problem, as said before, is the shockwave. It'll nearly kill everyone other than the tank(provided he's being healed well), and make this encounter harder on the healer.
It's mentioned in the strategy, but it's important enough to be repeated - if you're a mage, Slow Fall will help A LOT here. I was able to stay out of range of his Sonic Boom entirely, but he occasionally sucked me up into the air and drew me towards himself - Slow Fall lets you escape any fall damage from both this and Murmur's Touch.
The "Run out of the boom" strategy is not a good idea, and here is why.
He is too huge and covers a lot of the screen space, thus when u turn and start running, u lose sight of everything for a moment. Then you may find out that you're running not exactly in the right direction. In case you plan to use intervene 1st thing you need to do is to see who of the other party members is available to pick as they have to run a lot around due to his touch. Losing sight may disable you to do so. It also happens that the party member you intervene at is currently touched, and you end up in a nice boom. I tried using click-to-move, first-person view, a macro and so on, but none of the worked 100%. Another problem is timing the run since if you don't intervene and you lose a few 100s of the second to start running you get hit. I tried a lot of things with the running strategy, but in the end it is pure luck to successfully escape the Sonic Boom. Else healer gets sucked in, and it's game over. You know the story.
What worked at 100% is the following:
- at first boom I used an hp boost trinket
- at second boom I used a HP pot and/or healthstone
- at third boom I used Last Stand
- at fourth boom I used Shield Wall
The idea is that you have to help the healer a bit right after the boom, so any HP boost would work. Also as someone noted above a well timed Great Heal / Holy Light would do even without HP boost but that requires some practice = wipes :)
The important thing is to survive the melee hit following the Sonic Boom which is much easier than running out.
If you have a hunter pet with Avoidance (Rank 2) in the group, the whole problem of Murmur casting Resonance can be solved by leaving the pet on him 100% of the time.
Avoidance (Rank 2) reduces all AoE damage by 50%. Sonic Boom at most does 80% of total hp + 12% of total hp over time. Avoidance II cuts this to 46% of total pet hp in the worst case.
I just did it with my Ravager (around 6k hp buffed), and it suffered around 2.5k dmg from a single Sonic Boom. Every healer can heal through that easily, while your tank leisurely walks out of the AoE blast and back without risking Resonance going off.
Much incorrect information here. Lets make it clear.
1) Sonic boom hits for 90% of your current HP
For warriors, this can be reduced with Defensive Stance which is why so many players call it 80%. Its 90%, as a druid with 15933 hit points (semi buffed), i was repeatable times getting hit for 14340 damage.
Tips: Power Word: Shield or a well timed heal on the tank
To avoid taking fall damage when you get Murmur's Touch, run into the nearby purple tent on your right side when you are standing about 30-40 feet in front of Murmur.
By the way, for those who don't know, this boss hasn't really got 410k HP. Atleast not on normal mode (I have only done SL in normal mode per 8.08.07).
He may have 410k if his HP is full, but in normal mode atleast, the fight starts when Murmur is at about 40% HP, if I remember correctly.
Good luck! :)
I understand how wowhead isn't really the best place to talk about lore and how everything 'fits in'. But Murmur is a cake fight, even on heroic pre-patch, and would be so even at 100% hp. /sigh at destroyers of worlds that five 70's who aren't even kara-attuned can take down.
Feel free to rate this down, I know it isn't relevant to 99% of all who come to this page.
On heroic there's a bit of luck involved. If you get hit by murmur's touch and get tossed in there you're pretty much a dead duck if he starts his sonic boom during this. Also, if you get hit by his sonic boom on heroic, drink a pot or pop a healthstone bc theres a big chance the thunder projectiles will kill you at 20%.
Personally, I found his sonic boom has a slightly larger radius. I was a couple steps outside the circle and was getting hit by it.
This is for the tanks:
It's really important that you don't stand right near his target aura, you can still taunt and sunder from 1/2 meters back. This is very important as it gives you a shorter dinstance to cover when you're runing away from Sonic Boom. Just check your max range you can tank at and dont get any closer than that.
Don't try and intervene on a party member instead of running away since it won't do much good. You have to be really precise with it, and usually it will just get you wiped as 25yards is not far enough for the sonic boom.
Hope this helps!
There are a ton of comments on boss strategy, but perhaps we can see one about the pulls leading up to Murmur to prevent over-aggroing
as I understand it you have to wait until Murmur throws his Bone Spears?
This guy is way too easy compared to the rest of the bosses.
My party last night died 3 times on the MC boss, and 2 times on the 3rd boss, and 0 on this guy...
This guy is very pathetic... I thought the elites in Kara were harder then him.
I just did this guy with Holy paladin (me), 2 mages, 1 warlock and a druid tank.
We tried 2 times to run out of the Sonic Boom, but we just got one shotted afterwards with about 0.01 seconds to get back. Atleast that's how it felt.
Then we had everyone suck up the Sonic Boom, as it cannot kill u, and used HS/pot/bandage afterwards. We made it first try with this tactic, although 1 mage died.
I can imagine this tactic is Alot easier for a priest with aoe heal, or a druid that can put hots on everyone before it goes off.
Not really related to the game, but the name "Murmur" seems to have a lot of inspirations to it:
- the sound he makes (murmuring)
- the DC comics character (which explain his "mask")
But more than any, it seems to be the old mythic demonic being carrying the same name that is the inspiration. The name itself originally comes from the Latin word for noise, and description of the sound a trumpet makes. This would also be the most reasonable explanation to the trumpet like sounds and noises that is present in Murmur's chamber in the Shadow Labyrinth.
To answer your most obvious question; yes I have too much time on my hands to find things like this out :)
I must add if you are not in heroic mode, he is at 40% health to start off and you only need to take off 102,500 health.. i think, am i corrrect because i went last night and he was at 40%
Quite an easy fight if you have a good healer.. Killed him twice with same group (1st kill server crashed and we couldnt get out kara frag) so we did the instance again.
Protection Warrior Combat Rogue Feral Druid Frost Mage Holy Paladin
strat was simple, tank remains in place no matter what, rogue and druid will run out of the sonic. its quite hard to run from his sonic boom and very risky if u get hit (tank i mean) u will be -90% speed!
i did intervene healer and intercepted back at murmur, but make sure u have enough rage to use intercept (works fine)
otherwise he quite simple if ur healer knows what hes doing.
was done in normal, yet to try heroic.
I'm not sure if its bugged or not, but I have done Heroic Shadow Labs eight separate times and EACH TIME the damned girdle of ferocity drops...WoWhead.com speculates an 11% drop rate for this thing...but I cant image that it accurate. My fellow guildies have run it as well and thats all they have seen drop too.
Anyone else seeing this issue?
This boss is pie on heroic. Our retard hunter refused to move in the circle and died almost instantly, so we basically 4manned it. Have all dps run out of the circle at the sonic boom, but the tank stays in and uses a HS/potion/LOH/whatever after the boom to get some HP, and you healer should be able to top you off again.
Overall a very easy fight
Any reason why murmur starts at 40% health?
Dont get too excited when you see his health at 40%. His health isnt 40% of 410,000. The 40% IS the 410,000.
Also, as far as i know, he wont cast the resonance debuff as long as someone is within melee range
A slight error in the description at top, -Ice Block- will protect you from Murmur's Touch, not Cold Snap, which merely resets the cooldown on IB.
hehe if you remove both the Us in Murmur and replaces them whith Os you get the swedish word for grandma =P.
What does this guy do if you try soloing him on a Mage?
He can't move so... What stops you from soloing him?
As a warrior tanking heroic Sl, Murmur was the biggest problem because if i did not get back inside the ring in time everyone got hit by his shockwave ability. I was wondering if anyone had found a working, intervene/intercept macro to make this easier.
Important note for if your healer or tank goes down mid-fight...do not try to run out of Murmur's room. We had a pretty bad group going in there, and after wiping a couple times, the tank (me) went down, and the healer decided to take off running down the hall. She was all the way around the corner in the hallway when Murmur took her down. I know Invisibility does work to get out of battle, because our mage did that; so, I'm guessing feign death and vanish (and its equivalents) would work the same way. Just don't try to run out the door :)
Edit: Also, the info at the top is a bit incorrect...the sonic boom does not damage you for 70-85% of your total health, it damages you for a percentage of your remaining health. I was at half health once when the sonic boom hit me, and it took me down to a low (but not dead) health percentage. In addition, the sonic boom is fairly easy resisted, as I resisted it 5 or 6 times in one fight. Be sure to get a hunter to cast his Nature's resistance spell, as that should help mitigate damage a bit.
im not certian why, but after we wiped (healer DCed D: ) and we all came running back, about the time we got to the room vorpil is in, we started getting hit with resonance again, and we all wiped before we ever got into the room with him, anyone else have this issue?
If your a long range DPS class, you can run in a tent behind the combat area to avoid spreading Murmur's touch Aoe dmg to everyone in your party and also avoiding the fall dmg since the top will block the jump
But watch out if one of your party member decides to hide with you the touch will explode and you will be touched.
Hope this will help ;)
i was messing around with a couple of guildies a few minutes ago, and we ran shadow labs with a group of....
70 destro lock
70 bm hunter
70 holy priest
70 prot war
66 ret paladin(one of my alts i needed rep on)
we were all on undergeared alts, and we forgot how tough this boss was, we wiped TWICE when he was at 1% (/cry) and we finally decided that i would heal a little bit and the priest would throw some dps at him, we downed him finally and we got..
dropped which made me happy cause i needed it for my engineering goggles i was looking into getting(
) and i was lucky enough to convince them to let me have regardless of primal nethers selling for 200-400g each hehe
overall, he is a tough and challenging boss, your party really needs to cooperate and know the strategy like the back of your own hand if you want to stand a chance against him.
Hunters may want to put up Aspect of the Wild; it gives increased Nature resistance.
Just a little fact on Murmur, the name derives from the demon Murmur in Christianity, 7th in the
Order of Thrones
In demonology, Murmur is a Great Duke and Earl of Hell, and has thirty legions of demons under his command. He teaches Philosophy, and can oblige the souls of the deceased to appear before the conjurer to answer every desired question. According to some authors he also teaches music.
Murmur is depicted as a soldier riding a Vulture or a Griffin, and wearing a ducal crown. Two of his ministers go before him making the sound of trumpets. 'Murmur' in Latin means noise, whisper, murmur, and the sound of the trumpet. Some authors portray him simply as a vulture.
we had everyone suck up the Sonic Boom, as it cannot kill u
This is the key to beating heroic Murmur, and deserves repeating:
Sonic Boom cannot kill.
Thundering Storm can kill. Resonance can kill. Sonic Boom, by itself, cannot.
This results in the following strategy:
Tank Murmur inside it. Yes, Murmur has a big hitbox. So what? The tank does not. If
can't melee someone, he will kill the group with Resonate.
The other group members can either stack on the tank or spread out, at least 10 yards apart, within the raised-ring area. Either approach works. Stacking means only the player hit with the Murmur's Touch debuff needs to run away. Many players in my experience are bad at noticing debuffs, though, and spreading out means everyone merely needs to run back to their original spots when magnetically pulled to the debuffed player. Either way, the debuffed player should
go outside the raised-ring area; the shed strategy won't work in heroic because of Thundering Storm.
Other than due to Murmur's Touch, no one should move at all during the fight. Yes, this means healing through Sonic Boom. Obviously a non-paladin healer with group heals is ideal, but a good paladin should be able to manage if he works fast, starting with the tank (who should, Murmur's Touch and Sonic Boom aside, be the only one taking damage).
Why this strategy? In my experience as a tank who almost exclusively runs in pickup groups, most players find it very difficult to run out to avoid the Sonic Boom--not too far, and not too near--then run immediately back into the ringed area before Thundering Storm kills them. If the tank joins in running, Resonance will kill them. It makes sense to avoid the action with the smallest margin of error in favor of a guaranteed, but survivable, attack.
Last night I fought Murmur on heroic, and we wiped a lot due to me(tank) not being able to avoid his Sonic Boom.
My strat is if you have some serious dps, have them ignore their threat list and hit murmur hard and when sonic boom charges, have the tank stay in the circle, everyone gets out, and have tank use a pot/healthstone right after it hits.
Make sure your healer gets out of the circle, we had an issue where she didn't get out in time, but luckily she had a soulstone...but she still died again.
In the end, we were able to kill him.
"Sonic Boom" Get out of the black circle, and a couple yards past, if you don't, you will go to 10% hp with a 90% reduced speed. And if you do get hit, he will AoE own your whole party, including you =)..
Btw, it'll kill you if you get hit by Sonic Boom and his AoE
Just solod on a level 80 premade ret paladin on the beta test realm
1. You must kill every mob in Murmur's room, for who knows what reason they all aggro you when you fight Murmur
It took about 10 tries to get it down, but eventually I worked out that the best strategy is to just throw on your ret gear and whale on him til he dies, since he's going to throw Resonance on you every time you have to run out for a sonic boom, and eventually it'll one shot you (assuming you can keep from being killed by sonic booms themselves, since bad timing on a murmur's touch can take you out)
He spends most of the fight below 35%, so I was able to throw 4500 damage hammer of wraths into my rotation, which helped out quite a bit
Other than that, it's just standard Ret solo tank 'n spank: Crusader Strike/Divine Storm/Judgement spam with liberal use of instacast Flash of Lights
You'll probably need Divine Shield and LoH to account for miscellaneous bad luck incidents, and be sure to chug a mana pot if necessary
i really love his mechanical sound... but i really hate him when he wipes us:S
I've had the most success with the tank just eating the Sonic Boom and then healing him. For a priest this usually means a PWS once the Sonic Boom warning comes (Raid Warning Mods make this fight so much easier) then just top him off.
More ranged the better too. One tank and 4 ranged make this fight really easy.
Soundwave superior, Constructicons inferior.
this guy makes some really weird noises when you fight him, similar to the minions from the orginal xbox game fable imo.
Another option to avoid the Resonance is to have someone who can become immune to this tank him for a while. Ice Block, bubbles and CoS are the most common of them. Don´t worry about aggro when someone is bubbled, if noone else is in melee, Murmur will hit the bubbled player anyway.
Anybody know if you can use a Pallies HoF to free yourself of the 90% slow effect? If not, I will be confirming this when I get off of work.
means in romanian whisper
For those interested in soloing murmur at 80 be sure to clear the entire hallway, as they will aggro when you pull murmur
Murmur means grandmother in Swedish, wonder what that might mean :B
Note for level 80 WoTLK players: If you dont clear the mobs on the room, the whole room will all agro you when the boss fight starts. Have a nice battle :)
Solo'd as a 80 Feral Druid (Naxx25/Ulduar geared). This encounter was a letdown after coming from GM Vorpal. Did not have to run out and barely took any damage. I would say maybe 20% of his attacks actually landed.
I tried to solo it (also feral tank) but failed, i would like to know how you did this without running out since it does a percentage of you total life, that sonic boom just murdered me. granted im not quite as geared as you but i've got full 80 epics/4t7/and 1 or 2 other naxx items...
Since I didn't see this in the comments above...
Engaging Murmur will pull any remaining adds in its room. For you soloing old content types you need to clear the room first.
In reply to bitingsock (reply link is just taking me back to murmur page 1 comments)
I am surprised you had the poor result that you did. I play a fury warrior but have built an os prot set of craftable and rep epics mixed with blues, nothing over lvl 200 and nothing from raids or instances. I also built a prot spec when the dual spec came out. Never properly tanked an instance and key slammed murmer down solo on normal no problem without moving away from him . Luck v bad luck? I don't know.
Edit, looking at what was left of the fight later on in combat log I notice that one of his sonic booms missed me then when one did hit me it was for around 5.5k and ticked for around 1.5k from my 30k hp. If the other 1 had done the same then my commanding shout enraged regen last stand trio might not even have been enough to save the day so possibly luck.
I managed to solo him as a lvl 80 ret paladin in fairly crappy quest greens and blues.
I basically went in, burned him, and as the first boom + touch hit me, leaving me at ~15% health, I used Divine Shield. At the next one, I ran out, and I used a health potion and basically frantically used a mix of AoW'd FoL and HL to keep myself up, and Lay on Hands for comfort, although I think I could have done without.
DKs take note: when he starts casting Sonic Boom, quick jump into Unholy Presence - helps get you out of range a bit more easily. And as long as you avoid Sonic Boom, this fight becomes a piece of cake.
Heres a bit or Lore or some info that I believe were used to create this boss:
1. 'Murmur' in Latin means noise, whisper, murmur, and/or the sound of the trumpet (not of 'a' trumpet, but 'the trumpet' in general). Very obvious here.
The more Interesting find
Just solo'd him as a lvl 80 unholy DK.. he went down like sack of bricks... he didn't even get off one sonic boom, I just pulled out my undead army and went in.. He threw me up in the air one time durring the fight, then once right as he died.. piece of cake
Soloed on Heroic as Feral Druid. In bear I have 27K armor, 33K HP, 38% dodge, and 4500 AP.
Total Piece of Cake.
The hard part is clearing the room. If you don't clear the room first he aggros ALL of them and you'll get overwhelmed. As usual mobs are grouped together. Something important to note; the SUMMONERS MUST DIE FIRST! And unlike other mobs they won't chase you when you run out of range. I aggroed one group to pull but instead of chasing me the summoners just stand there calling a new elite every few seconds.
So you'll have to kill them first while the other 3-4 elites beat on you. I died twice because of this. You will see new mobs spawn every few seconds near Murmur but he kills them after a few seconds. Once you kill off the last of the regular mobs in his room they will stop spawning.
Boss his self was stupidly easy tank and spank. He hits for very little on me so I never needed to heal myself in any way. He does cast "sonic boom" which will destroy 90% of your current hit points. Has a several second cast time. This can be avoided by running out of the ring he stands in.
Don't go too far outside the ring to avoid the sonic boom. Just past the edge is enough. You gain a stacking debuff for staying outside of melee range so run out when he casts the Boom, then charge back in as soon as it goes off. Aside from that it was a total cake walk.
You do have to kill all the mobs in the room before engaging him or they all attack in case anyone was wondering.
Just soloed this as unholy DK, easiest thing ever, just poped army of undead and nuked him, didnt even hit me before he died. 24k HP 4800 AP 14500 Armor.
Im a DK.... Solo'd at 80 but had to use a few buffs and army of the dead to accomplish, but is do-able.
p.s. I let my wife who has only been playing 3 days use my DK and she made it to this last boss of the instance on her own. :)
murmur isint that hard aslong as you stay away from the sonic boom and dont get close to the party when you get murmur's touch. you can 3-man murmur if you have alot of dps.
je tu niaky slovak?
He used to be Holler, until Saurfang met him.
i do solo in heroic with 80 feral druid... is a little hard but not imposible XD
Some Real-Life lore about Murmur:
It's Hastur, The Unspeakable (a thesaurial variant of "unspeakable" is "murmur") from the stories of H.P. Lovecraft :)
I'm kind of amazed that after four years no one's posted this on his character page. The "Codex of Blood" is a transliteral term for "The Book of The Dead" - Lovecraft's Necronomicon.
Blizzard, by the way, are seriously HUGE Lovecraft fans. His references are everywhere in the game. Most notably, Brann Bronzebeard becoming more and more obsessed with lore of the Old Gods... just like Professor Armitage.
Soloed by a Ret pally wearing T9 gear. He got me to about 13k health when all was said and done, but I could Hammer of Wrath him just after I tore into him a bit. Really good stuff! I was after the key for the First Key Fragment, which I was able to sneak around him to get.
The Essence of Sound carries a gnome effigy around for whatever reason.
he looks like prince thunderaan
Soloing as an 80 Protection Paladin
At first I attempted to exit his hitbox every time it announced his
, however, after a few exits and returns, I noticed that the damage caused by that ability is highly mitigated by level, armor, and resist. So, I changed up my tactic to using
Judgement of Light
to keep my health up and just kept smacking him until he dropped.
Obviously, level plays a strong part in this approach, but don't be distracted by his size. He's more bark than bite.
just in case you'd like to see how I'm spec'd.
I sincerely hope we get to see him one way or another in Cataclysm.
His lore is too good just to be ignored.
And the sound effects he makes....oh man I love it so much. Sound effects are generally unappreciated in video games for the last few years :(
Could you imagine a hero class based on Sound?
Oh the possibilities!
As with every other boss in this instance, you have to clear the room before him before pulling or the mobs will just swarm in.
Just solo'd it as an 80 Frost Mage - he hits like a truck sometimes xD Started with 29K health, finished with 3k - popped no cooldowns. Pulled with Ele, so he took a few hits - got knocked over a fair few times, and silenced once.
As gamedisciple said a few posts above for a prot pally.
Soloable. Do NOT run out. Just eat the sonic booms. He cast 3 of them during my time on him.
1st it took 60% of my health away..just healed it.
3rd I popped divine shield just before and continued dpsing him.
Use Hammer of Wrath as much as possible after the 20%.
Used other cooldowns as necessary. Very soloable.
48K health, 5.6K GS.
Working on soloing all the BC heroics..having a blast :)
Solo'd in normal mode by 80 sub rogue with 31.7k HP. Kept recuperate up (no Improved Recuperate) and didn't even need to pop CDs to kill him. Sonic Boom got me down to 3k, I may have been lucky.
He was a much easier fight than the other 2 bosses I fought in the instance.
Solo'd with a 85 DK, really easy fight.
As far as I understand it, Murmur is actually a stand in (sort of) for one of H.P. Lovecraft's
There are a couple of passages in the Codex of Blood that seem to reference Azathoth:
Long ago, in a dimension of the cosmos unfathomable to mortal minds, there was born - if such a term can be used for it - a being of such unbelievable power that its very entrance into existence shattered all reality around it.
This seems to mesh (in part) with Azathoth, whose 'home' Lovecraft writes as being
...in the spiral black vortices of that ultimate void of Chaos wherein reigns the mindless daemon-sultan Azathoth.
(The Dreams in the Witch House, 1932)
Existing only for chaos, its slightest whisper meant the destruction of whole worlds!
Alas, I don't recall the title of the story it was mentioned in, but there were mentions of Azathoth blindly writhing, unknowingly or uncaringly destroying entire worlds, galaxies, and universes regularly.
The biggest thing that leads me to believe Murmur is a reference to Azathoth, though, is the sounds of the horns when you fight him. Azathoth and the sounds of off-tune horns (and drums, for that matter) are almost always mentioned together. A couple of examples:
the boundless daemon sultan Azathoth, whose name no lips dare speak aloud, and who gnaws hungrily in inconceivable, unlighted chambers beyond time and space amidst the muffled, maddening beating of vile drums and the thin monotonous whine of accursed flutes.
The Dream-Quest of Unknown Kadath
the ancient legends of Ultimate Chaos, at whose center sprawls the blind idiot god Azathoth, Lord of All Things, encircled by his flopping horde of mindless and amorphous dancers, and lulled by the thin monotonous piping of a demonic flute held in nameless paws.
The Haunter of the Dark
Perhaps I'm reading too much into this, but after reading through the Codex of Blood, the moment I heard the horns start wailing after the fight started, I was sure it was supposed to be Azathoth :D
I just want to proclaim my love for this boss. The sound effects are absolutely astounding! It's one of my favourite TBC dungeons, that's for sure.
'By sound be purged!'
Why downgrading? as it sais in
The Codex of Blood
Known only as Murmur, it was the essence of sound. And to hear it speak was to know death eternal!
Existing only for chaos, its slightest whisper meant the destruction of whole worlds!
It refers to the Romanian word "Murmur" which means Whisper.
Murmur is the essence of sound; an ethereal horror summoned by the Shadow Council from some dark place. Unable to control the monstrosity they summoned; the Council tries to kill Murmur while the evil being tries to get a grip on this new world.
This thing destroys entire worlds with just a whisper, therefore, hope to god that this guy doesn't /whisper you
I just soloed this successfully as a level 73 Discipline Priest. It was VERY difficult and took many attempts, each time adding slightly better gear, gems, glyphs etc.
But it is possible.
Apparently we'll probably be getting a pet based of this guy when Warlords drops! Pet Lovers rejoice!
Murmur has the same models with Ragnaros, even death animations are the same
Does Murmur's death sound remind anybody else of
Murmur was the cause of Auchindoun's obliteration, when the Shadow Council tried to summon a powerful demon they instead summoned this elemental horror from a distant corner of the galaxy, in doing so, it caused a massive explosion that pretty much flattened the whole area around and massive temple itself. The area is currently known as The Bone Wastes.
More at page 93 of World of Warcraft Chronicles - Volume II
The Destruction of Auchindoun.
If you ever wanted to know what beating a vuvuzela to death would sound like, this is your boss...
Just queued into Shadow Labs as a Blood DK random TBC dungeon, while level 80.
My group was: Bood DK (80), Resto Shaman (80), Ret Pally (80), Boomkin (79), Rogue (78) - I believe group finder scales us all to be the same level. The boss was shown to be "level 82"
We didn't lust on our first pull of the boss, as we had heard that the boss might be an issue, and wanted to test the waters.
Test proved that the single person debuff "Murmur's Touch" isn't actually that big of a deal, as the journal would make you believe.
Just make sure the person isn't standing on anyone else, give it a 30 yard spread or so, and it's fine.
The big whammy though is Sonic Boom. On our first pull, the boss still had 90k HP when it cast Sonic Boom, and it killed 3 of our players instantly when the cast finished.
So on the second pull we had everyone use their personal CD's to survive it. AMS, Bubble, Evasion, and to a lesser extent, Astral Shift and Barkskin.
We had the Boomkin and Shaman run away during Sonic Boom down the hall for good measure. I'm not sure that even took damage because they survived.
We popped lust on pull and only got Sonic Boom once. We killed the boss while it was casting a second time. It helps to have a battle rez.
这个 NPC 能在这些地区找到：
—摩摩尔触碰一名玩家，使其周围的空气随着声波的能量而震荡，持续14 sec。摩摩尔之触消失时，将产生一股能量震荡波，造成47点自然伤害，并使被触碰的玩家附近20码范围内的所有玩家沉默，持续6 sec。
—摩摩尔触碰一名玩家，使其周围的空气随着声波的能量而震荡，持续7 sec，并将其他玩家拉向这名玩家。摩摩尔之触消失时，将产生一股能量震荡波，造成47点自然伤害，并使被触碰的玩家附近20码范围内的所有玩家沉默，持续6 sec。
—摩摩尔震击一名玩家，对当前目标造成(100% of Spell power)点奥术伤害。
—摩摩尔向所有离他25码以外的玩家投掷音速闪电箭，造成(100% of Spell power)点自然伤害。
当摩摩尔的近战影响范围内没有玩家时，他就会对所有玩家造成(100% of Spell power)点自然伤害，并使其受到的自然伤害提高405点，持续45 sec。
杀死此 NPC 后您可获得：
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