M ' uru ( tactics ) As of Patch 2 . 4 , M ' uru is missing from his location beneath the Blood Knight headquarters in Silvermoon ' s Farstriders ' Square , having been captured by Kael ' thas and brought to the Sunwell Plateau . Magister Astalor Bloodsworn curses Kael ' thas and his felblood s for their treachery , commenting that Lady Liadrin is looking for another source to power the Blood Knights ' magic . M ' uru is located behind Rohendor , the Second Gate and ahead of Archonisus , the Final Gate , placing it as the fifth boss encounter of the instance . M ' uru was made accessible at the same time across all servers five weeks ( 29 April , 2008 ) after the opening of Rohendor , the Second Gate . The removed quest warns that M ' uru is now a " twisted reflection of its former self " . With his advanced tactics and heavy pressure on healer and DPS roles , M ' uru was considered the toughest boss in Sunwell Plateau and therefore one of the toughest bosses in The Burning Crusade expansion . Abilities . M ' uru . These spawn 1 Mage and 2 Berserkers at both sides every 60 seconds . That is 6 Humanoid adds every minute . The Humanoid adds spawn from the corridor behind M ' uru , and the ramp / doorway from which you enter , running towards the center . Void Spawn s and Void Sentinel can be snared , Void Spawn s can be feared . Raid Composition . M ' uru is a very DPS intensive fight , and as such it requires stretching your healing and tanking as much as possible . This includes having about 4 tanks , 6 healers and 15 DPS . It is highly recommended , if not absolutely necessary , to include a Protection Paladin as one of your tanks to pick up the Void Spawns that spawn . You must divide your DPS up into a few sub - groups , that are able to each put out substantial amounts of DPS . Generally you will have 2 groups assigned to killing Humanoid adds , as well as a Warlock group assigned to kill Void Sentinels and Void Spawns . Strategy . Pulling M ' uru . When you are ready to pull M ' uru , DPS will mount up in the door way and be ready to run in to their positions and burn M ' uru as hard as possible before switching to your respective jobs . Humanoid tanks should be ready to pick up their adds on each side from the start , using only one or two attacks to throw up a Sunder Armor or Faerie Fire on the boss . Can also use an Eye of Kilrog to engage and quickly reset him , allowing 30 seconds for the raid to setup and position themselves . Phase 1 . While your raid group runs in and attacks M ' uru , you will be in Phase 1 . This phase is a combination of a control fight and a DPS race . Each Humanoid group , which will be comprised of one tank , one healer , and three to four DPS , will be in charge of controlling each add entrance ( the doorway and the opposite side of the room , where the ramp down to Kil ' jaeden is blocked off . ) A Mage is also highly recommended on each side , to Polymorph a Berserker or Mage . You will also have a group of AoE , generally Warlocks , to control the Void Sentinels and Spawns . This AoE group is recommended to be comprised of a Protection Warrior or Feral Druid , a Protection Paladin , 3 - 4 Warlocks and 2 healers ( one for each tank ) . You should also have two raid healers assigned to keep the rest of the raid up . Humanoid adds . Each Humanoid Wave consists of two Berserkers and one Mage . When the Humanoid wave enters the room , the tank should pick up all 3 of them while a mage sheeps a Berserker and the tank drags the other two adds slightly away from the sheep so multitarget attacks such as Blade Flurry , Cleave , Sweeping Strikes or Multi - Shot can occur . Void Sentinels and Void Spawns . The warrior will need to be fast in picking up the Void Sentinels , and the warlocks need to be quick in DPSing the Void Sentinels to allow this mobility . Warlocks will have to manage a rotation on the Sentinels and Spawns to ensure that DPS is still active on M ' uru , you need to allow the Protection Paladin to gather up two or three sets of spawns before AoEing them down . Warlocks should DPS the Void Sentinels , kill them , allow the Protection Paladin to pick up the adds and while this is occurring DPS M ' uru until another Sentinel is ready to be DPSed . Darkness . You should assign a Shadow Priest to DPS M ' uru full time and Mass Dispel the Dark Fiends when Darkness comes up inside of it , thereby killing them . Be ready to target ones that resist with a single Dispel or call it out so someone else can Dispel / Purge . Phase 2 . After M ' uru has been slain , he transforms into Entropius , a demon - type void god . Most of the adds that were alive during the transition should be dead or almost dead as there is 10 seconds before Entropius engages the raid . Entropius has 1 , 450 , 000 health and at this point the fight turns into an all - out DPS race before the raid damage from Negative Energy ramps up substantially and overwhelms your healers . This fight also tests the reflexes of all players in the raid and their ability to move on a seconds notice . At level 80 - 85 . Ideal Raid Composition : 4 healers , 2 tanks , 19 dps At level 80 , like Brutullas before him , M ' uru is a trivial encounter due to the fact it was designed to be a gear check and dps race . However , please remember to : 1 ) At least 2 tanks should still be assigned to pick up any adds that are summoned and / or spawned around the encounter area ( especially Void Sentinels ) . 2 ) Stay out of void zones . 3 ) Spellsteal / purge / ( mass ) dispell Dark Fiends . At 85 the phases should go on much quicker , as long as there is people dispelling the Dark Fiends and staying out of the void zone it should be no problem , burning down Entropius should be of no concern . Loot . M ' uru drops 3 items plus one of the Sin ' dorei rings .