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  •   Report  Quote Reply Just do Shalls?
    Score 4.4     Vote: [-] [+] by ankangronto, 1.4 years ago
    why not just get the key instead of taking sucide??
  • Shadow Labs by tothemaxofmax, Score -0.09
  • Pugged this easy by callex, Score 0.00
  •   Report  Quote Reply lock boss
    Score 0.00     Vote: [-] [+] by noodlest91, 1.4 years ago
    our group wiped so many times on the warlock boss then our tank came up with an idea for him to kite boss and keep him away from the voids i dont know how you guys did it
  •   Report  Quote Reply Ran a million times
    Score 0.18     Vote: [-] [+] by XFG, 1.4 years ago
    This takes so long to complete plan on having to re-group. Ran the other day got to Murmur (last Boss) after the 3rd boss. Tank ran up Healer focused on TANK if you get hit with Murmur's Touch you explode fly high in the air then fall and die. (-2000/-4000 dmg) + fall dmg. Plan is Tank run away after the sonic bomb(flashes) if hit with Murmurs touch run into tent. get the dmg but not the fall dmg. Heal then run out and keep dots on him until dies. Very hard boss but get the first key frag in side area.
  • Boss # for Hellmaw by Lestalody, Score 0.00
  • plz help by monasou1, Score 0.00
  • how to get past 3 boss by epicfight, Score -0.19
  •   Report  Quote Reply Some tips for bosses
    Score 2.3     Vote: [-] [+] by imatinib, 1.4 years ago
    Here are some tips for the boss fight. maybe useful. our grp warrior(me, prot) priest (shadow) mage(frost?) lock(idk) and pally (retri), all 70. run SL routine. can normally get it down in 80 mins.

    1st boss: pull it into HALL WAY. Reason
    1)intimidating shout wipes aggro, so make sure everyone is feared by boss (40 yrd). so that boss will keep hitting tank.
    2)heal may fail, becoz everyone is too far away from each other, which makes hall way per fect (confined space). During intinidating shout, who didnt get feared will pick up aggro. if tat happens to cloth, will be very dangerous. otherwise this is a tank-spank fight.

    2nd boss: make sure dps is enough. place tank against the wall and pick up aggro. other non-melees should spread out and keep max distance with boss. so wont be affected from his stomp. the boss will do a 12 sec MC on everyone which is annoy. but with enough dps and a good healer (one will be enough). this fight is not hard. Tip: if someone got killed by the boss, RUN back to the instance immediately. dont stay there and watch. coz u may make a difference!!! (my personal exp told me that!).

    3rd. slash everything u have on him. DPS is very important. coz u r racing with time. the adds will pop up quicker and quicker that u will never catch up. use everything u have on him. i.e. reckless, elements etc. a good tank is essential coz how to kite the boss determines!!! we can manage to down him with everybody >50% hp left at the 3rd teleportation.

    last boss: i think it is the most easiest boss. tank use Intervene! place one of ur players at 20 yards away from tank. so tank can intervene when boss give Sonic Explosion. i (with 600 pin sometimes)can manage not to be hit by S.E by repetive using Intervene. after intervene, tank need to intecept (or run) to boss within 3-4 sec. otherwise every one in grp will be hit by arcane missle for 2000 dmg. if tank dont want to run, then get two healers to boost hp. coz sonic explosion costs approx 8000dmg.
  • lol spellstealed one... by HannibalBob, Score -0.40
  • Why by weenietot, Score -0.31
  • Re: Shadow Labyrinth by xx24xx, Score -0.33
  •   Report  Quote Reply Re: Shadow Labyrinth
    Score 0.10     Vote: [-] [+] by Waymental, 1.2 years ago
    Last edit: 1.2 years ago
    Just completed this last night with a PUG group. 70 Hunter(me)
    69 Rogue
    70 Pally(very good healer)
    70 Warlock
    68/69 Druid(tank)
    Each person did their job well. I did my best with CC using my ice trap. I died once on a stupid mob pull. But other then that all went well. On the last boss the rest of the party died and I had to take out the last 2% of his health. Sucess! Got my key frag. Now on to Steamvaults.
  •   Report  Quote Reply Re: Shadow Labyrinth
    Score 0.30     Vote: [-] [+] by Zalcin, 1.2 years ago
    Easy instance, havn't been there more then 3 times only been abit harder one time because we had a real crap group. (xD)

    First boss is easy, inti shout won't be a problem with healing over time. (Renew, Regrowth etc.) full dps.

    Second boss is abit tricky, here healing over time is also a very good choice! (I'd say a good resto druid is obvious here.) once healed this on my friends balance druid, no problem. (Usually rogue) so its just about good healer & fairly good dps.

    3rd boss is a pain if you don't know what to do. There's alot of tactics, but I usually kite him back & forwards trying to either AoE adds or avoid them completly, either is good.


    MURMUR! My personal favor; He's the one I find easiest. I both healed & melee dps'ed this guy:

    Place healer on "road" (in middle in front of him) then put ranged DPS (Must be here...) on both sides, in range of healer. (Near the wall, so you form kind of half circle or  something) then tank tank him at his position and Melee dps same. (Rogues shouldn't be behind him, will in some cases get you too far away from healer. )


    He do some hard AoEs, and its a long fight depending on classes & gear etc. Pretty much tank&spank, healer just need alot of mana (Which makes it even better to have druid, less mana use with HoTs and innervate)

    Whole instance perfect group (In my opinion only of-course)

    Rogue (Melee DPS)
    Warrior / Feral Druid (Tank)
    Druid (Resto preffered, healer)
    Mage / Hunter (Ranged DPS)
    Warlock / Mage (Ranged DPS)

    This'll do quite well, it did with me, and I'd definatly say: EASY INSTANCE! Just need to know tactics and shit.


    Good luck :)

    // Zalcin - Hakkar
  • Re: Shadow Labyrinth by Namury, Score -0.34
    •   Report  Quote Reply Re: Shadow Labyrinth
      Score 1.1     Vote: [-] [+] by Gauli, 1.1 years ago
      I found that you get between 1700-1900 rep per each run. Depends on if you do the first room that nobody on my server does -_-
      •   Report  Quote Reply Re
        Score 0.00     Vote: [-] [+] by EdIh5oqOMO, 2.3 months ago
        Navigation to the webpage was canceled
         
          What you can try:
         
  • Heroic SLab by weenietot, Score 0.00
  • Re: Shadow Labyrinth by Kleinesmurfy, Score 0.00
  •   Report  Quote Reply Re: Feared
    Score 0.22     Vote: [-] [+] by draercus, 1.1 years ago
    Be careful of the guys that fear, somehow one of them feared me through a wall and I endlessly fell until i died. If this happens to you, you have to run back to the instance to recover your body, you can't be rezzed.
  • Shadow Labyrinth by HighDruidAviad, Score 0.00
    •   Report  Quote Reply Re: Shadow Labyrinth
      Score 0.00     Vote: [-] [+] by jebz3, 1.1 years ago
      The key to the 3rd boss is to completely avoid fighting the adds. Walk the boss back and forth towards the entrance and then the exit when he summons you to him. If everyone in the group all out DPS against him he dies in about 30sec and only one summon/aoe thing. This prevents adds from healing him too much if at all and will make this battle seem like a joke.
    • Re: Shadow Labyrinth by friesnadrink, Score -0.39
    •   Report  Quote Reply Re: Shadow Labyrinth
      Score 0.11     Vote: [-] [+] by strangebrew, 1.1 years ago
      This instance can be a pain if you don't have the right grp or tactics.

      CC is very important, as you will have a few hard 5 pulls before the second boss.

      Good grp in my opinion is:

      Rogue (Melee DPS)(CC)
      Warrior Prot(Tank)
      Priest or Druid Resto (healer)
      Mage / Hunter/Rogue (Ranged, Melee DPS)(CC)
      Warlock / Mage (Ranged DPS)(CC)

      1st boss if you wait till he is down at the bottom of the back tunnel and then tank him facing away from everyone else he is pretty easy.  the tunnel will keep you confined when he fears the grp.

      2nd boss just make sure you get in and tank him against the wall in back until the first mc.  Once mc wares off tank will have to run and taunt him to keep him on you until the next mc.  make sure when you taunt your back is towards the back wall so when he slams you in the air you land against the wall and he will follow you there. You should try to have him down before the third mc.

      3rd boss if you are heavy on dps then you can tank him very easy sitting by the book below the alter and assign adds to the dps guys.  I have done this twice and it worked great.  If you are not heavy on dps then you will have to kite the guy down south from where you came from then north down the hall that is behind the boss once you are teleported back to the alter.  Make sure once you teleport back to the alter that you run outside the alter circle to get out of his AOE, or drop off the edge.  Once AOE stops tank taunt and resume whichever tactic you are using.

      4th boss is really tank and spank just make sure you run out of his circle when you see him emote sonic boom.  Make sure you equip your casting bar in the interface options so you can see when he is casting it.  Once you run out tank will intercept back in to grab aggro again.  rest of the group ranged DPS stay in attack distance and melee just run back and forth between sb.  Wash repeat. 
       
    •   Report  Quote Reply Re: Shadow Labyrinth
      Score 1.3     Vote: [-] [+] by alice.it, 1.1 years ago
      You get 2k rep for SL full run.
    • Re: Shadow Labyrinth by Plaguefrost, Score 0.00
    • Re: Shadow Labyrinth by jaja, Score -0.14
    • Re: Shadow Labyrinth by bihogd, Score -0.74
    • Re: Shadow Labyrinth by Pedrokas, Score 0.00
    • Re: Shadow Labyrinth by bihogd, Score -0.52
      •   Report  Quote Reply Lower City Rep
        Score 0.14     Vote: [-] [+] by atepanubis, 10.9 months ago
        For rep a mage(myself), a shamman, and a pally cleared the first room over and over. Each clearance is an easy 300 rep. Never a ful1 wipe. Just clear, reset, and repeat.
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.00     Vote: [-] [+] by Xil_is_the_best, 10.4 months ago
        Thanks for that :o

        Never thought of doing that at all! I'm going to get some guildies to do it. I need that polearm from LC!
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.71     Vote: [-] [+] by miyukitty, 10.1 months ago
        If anyone is having trouble with Grandmaster Vorpil, do NOT do the kiting North and South thing that everyone seems to do. We did this the other night, and for the first time in FOREVER, Vorpil went down ridiculously fast with very little interference from his Void buddies.

        Our group:
        1 Paladin Tank
        1 Shammy Healer
        1 Hunter
        1 Warlock
        1 Rogue

        Rogue, Hunter Pet and Tank went up to the platform and beat on Vorpil up there. While they did that, the hunter and the lock stood on the stairs leading up to the platform and helped with DPS and burnt down any Voids that started making their way towards him. By doing it this way you are not constantly trying to figure out which way to go when you are teleported, and also the tank doesn't always have to try regain aggro.

        When Vorpil started his Rain of Fire spell, the rogue CoS'd and the healer just spammed heals on the tank and his health barely dipped. If you are not a rogue, all you have to do is take like 5 steps back or just jump out of the circle of fire since it really does not have a very large area of damage.

        Seriously everyone, just keep him where he is! It is so much easier and a lot less confusing. Especially if you are doing this with a pug with no vent. You won't have to frantically type, "NORTH!!!" or "SOUTH!!!" ^_^
      • Re: Shadow Labyrinth by Velsta, Score 0.00
      • Re: Shadow Labyrinth by TheUnborn, Score -0.59
      • Re: Shadow Labyrinth by badlyevilman, Score -0.34
      • Re: Shadow Labyrinth by ulyeney, Score -0.37
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.30     Vote: [-] [+] by zandoff, 8.7 months ago
        Last edit: 8.7 months ago
        We did a successful run last night and I just wanted to add to the useful information above.  Despite what has been said, the second boss is diffcult and unpredictable, but the most damge comes when he "has some fun" and mind controls, especially when you have a group majority of clothies.

        Our group was all above minimum Kara spec.

        Paladin Prot Tank
        Holy Priest
        2 Fire mages
        1 Ice mage.

        All level 70 and 2 epic mages.

        I won't repeat what's been said before, but we found the best way on the second boss was for the tank to kite him to the entrance, or near to it. Previous wipes have been from party memebers not being able to get back in time after dying- this tactic minimises the corpse run time and allows party memebers to get back to the fight quickly.

        This boss has very little HP, but is very difficult to bring down with melee DPS, so relies heavily on the casters, who are usually cloth wearers who don't respond well to being hit with a big sword under mind control. Kiting to the entrance allows the casters to spend more time fighting and less time running.
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 1.8     Vote: [-] [+] by iamalock, 8.6 months ago
        Last edit: 8.6 months ago
        I ran Shadow Labs today for the first time on Heroic mode, and i figured I'd share some useful tips with you guys since the normal mode and the heroic mode are completely different. My group consisted of the following:

        70 Affliction Warlock (myself)
        70 Fire Mage / 70 Rogue (exchanged after the 2nd boss)
        70 Holy Pally
        70 Prot Warrior
        70 Hunter (not sure what spec)

        CC is extremely important for this instance. Unless of course you have a leet pally tank. =P Otherwise you will be pulling groups of 4-6 elites at a time sometimes, and theres always the chance of an assaisan popping out of no where to ruin your day.

        1st Boss: Hellmaw
        Hellmaw didn't really change from normal mode, he's still a tank and spank. To make things easier, after you kill the remaining mob next to him, run back to the hallway so your group can eat and drink without catching any aggro.

        2nd Boss: Mindcontrol Guy
        This boss is highly unpredicatable as usual. However, my group was able to down him with only the mage dying. Just make sure you establish a certain place to tank him so that the healer isnt out of LOS from the stairs. Also, after the MC is over, run to the tank so that they can regain aggro quickly. Blow ALL cooldowns before facing this boss as well.

        3rd Boss: The Warlock Guy
        In normal mode, many people like to use the kiting method to down the boss, ignoring the adds. We attempted this a few times but did not succeed. Therefore, we decided to put our hunter on the adds that were nearing the boss so they wouldnt explode and heal him. This seemed to work very well, we kited him SNS and dropped him without him healing. Many people may argue over which direction to kite him, but every situation is different. You just have to look where the most voids are and run the opposite way. Even though this sucks because its a split second decision, it seems to work. FYI, warlocks can banish any adds that seem to near to the boss. This majorly helps in dire situations =)

        4th Boss: Murmur
        Everything you knew about Murmur from normal mode, erase it. He still does his bomb debuff and his sonic boom. However the way you approach him is quite different. First, make sure all your group members are standing inside his circle while fighting him, including healers and casters. When someone gets the "Murmur's Touch" debuff, run away from the group and out of the circle. If you do not run out or your group is standing outside the circle, Murmur will draw all party members to the person with the debuff and you will explode and die. After the person explodes, run back into the circle and repeat. Secondly, when you see Murmur's sonic boom approaching (Enemy Cast Bars help a lot, its in your interface options) everyone must run out of the circle. Once the boom is over, run back in. My group attempted this a few times using the "normal mode method" and wiped horribly. This method, however, was easy and simple as long as everyone followed instructions.

        Hope this helps you guys =)
      • Re: Shadow Labyrinth by Kaood, Score -2.3
      • Re: Shadow Labyrinth by Kang the Decapitator, Score -2.6
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 1.5     Vote: [-] [+] by thicksod, 7.3 months ago
        Just done Shadow Labs. and it was a pain in the arse. First 3 bosses no trouble. Even the one most people appear to struggle with was easy.

        I'm a lvl 70 Prot Warrior (only just 70) the group was me tanking, a dps warrior, rogue, hunter, and shaman healing.

        When it came to murmur it all went tits up. It was entirely my fault and i don't blame the group at all, although some instruction as to what i SHOULD do, rather than what i SHOULDN'T might have been more help.

        I understand the concept that when murmur is about to let out the sonic boom you leave the circle so you don't get zapped. So i tried waiting til the enemy cast bar was saying he is casting and ran. Hey presto still hit me and i lost most my health.

        Then i tried leaving earlier i could n't work out when he was casting and when he wasn't. Then i tried using incercept (targeting the healer) but she was too far away to use this effectively.

        What i need to know is WHEN should you get out of the circle with enough time so you don't get hit but have the time to get back in so everyone doesn't die?

        I quite like this instance but this is putting me off tanking in it because the responsibility to the group is very high and if i can't tank it properly i may as well not be there.

        With P.U.G's unless you can do a better job or have some positive instruction for a player new to a dungeon, p;ease don't moan.

        i hope i'm not the only one that has experienced this and would be grateful to see some positive feedback so i can be a better tank.
      • Re: Shadow Labyrinth by poranolas, Score 0.00
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.36     Vote: [-] [+] by Ghoris von staghelm, 6.9 months ago
        I think I've run this place about a billion times :-D
        I ran sethekk halls to get the key and then ran slabs from about 1k neutral to about halfway revered.
        Never had a bad group, best ran in under an hour and 30 min... Usually downing 3rd boss before 2nd teleport. Just kite and dps:-) murmur's easy as long as the melee dps/tank can get out in time for the sonic boom. One time our tank said he/she wanted the obliv drop so he/she hopped on his/her lock and we went 4 DPS 1healer and downed him. Also when you get murmur's touch you can run into the tent that's nearby and eliminate the fall dmg...
        • Re: Shadow Labyrinth by devilspade, Score 0.00
          •   Report  Quote Reply Re: Shadow Labyrinth
            Score 0.26     Vote: [-] [+] by Phoenicia11, 3.9 months ago
            As a mage, if I get blasted into the air I use Iceblock in flight and take no damage and then run back to my spot and start firing away.  I take pride in the fact that I have never died on Murmur in 5 or 6 tries......Chaos dude...now that's a different story.
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.00     Vote: [-] [+] by lhw84lee, 5.4 months ago
        What's is wrong with the pull at second room with oversser in heroic slab? seem like there is no way to pull only overseer with out aggro mobs at middle. Anyone have idea?
      • Re: Shadow Labyrinth by jackmor, Score -0.75
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.23     Vote: [-] [+] by Booyah!, 5.1 months ago
        u dont need to get attuned for kara anymore with the 2.4 patch all u need is for some1 in the raid group to have the key to open the door so this whole quest chain is pretty much useless
      • Re: Shadow Labyrinth by slaughterama, Score -0.63
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.00     Vote: [-] [+] by dnc warrior, 4.8 months ago
        is this a challenging instance to tank on heroic?
        dnc lvl 70 warrior andorhal
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.23     Vote: [-] [+] by Bot-al-la-thott, 4.8 months ago
        Shadow Lab
        Probably the best instance to grind enchanting matts.
        With loads of crappy green and blue drops that no one every wants, its enchanters paradise.
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 1.2     Vote: [-] [+] by kriskaudio, 4.5 months ago
        I found interesting that no one has posted the coords to the entrance.  39,70. 
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.58     Vote: [-] [+] by NicholathePally, 3.2 months ago
        what addon is that Belf Lock using?
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.37     Vote: [-] [+] by Loota, 2.1 months ago
        i tanked this as a lvl 69 prot warrior. our heals was a resto drood level 70 we finish without wiping   
         





      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.38     Vote: [-] [+] by lolerzol, 2.0 months ago
        Hi, can someone tell me how long this instance would usually take on Heroic with a:
        Crap grp =
        O.K grp =
        great grp =
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.38     Vote: [-] [+] by hanric, 2.0 months ago
        heroic this instance is EXTREMELY HARD, if u have a crap group u cant do it, simple as, good group can take a few hours maybe depending on how good. if u are really well geared but a bunch of retards, then u dont a chance in hell of doing this, dont judge people on gear.

        a tip BTW, the room just after first boss and b4 second boss, its very hard because they are VERY large groups, even with alot of CC, get a preist (shadow holy or disc doesnt matter) get them to take off ALL there gear, and get the rest of the group to move right back, so they wont enter combat. the preist mind controls one enemy and gets it to attack the others, the others will then kill that enemy then the preist, preist comes back and does it again (they take off there armour to reduce armour damage) the enemys will kill there own man before killing the preist, so u can take the room out without any durability lost or frustration, it will take a little while longer, but at this hard point makes it easier for less experienced groups ^^
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.39     Vote: [-] [+] by scott0463, 1.9 months ago
        Since the Kara attunement requirement has been removed, lots of people say this instance is worthless.  There are a couple of decent pieces of gear to get out of here though.  For example: Sonic spear, Adamantite figurine for you tanks, and a couple of patterns for you pattern junkies.  Not to mention the lower city rep.  The gear is not epic but very solid as you go.  The bosses are challenging for first timers.  Really the first easily accessible early feel for more difficult bosses than hellfire.  Requires some planning if you've not done it before.  The days of pure tank n' spank are gone once you hit S.Lab.  Although Sethekk starts that as well.  All in all this is still a great place to get some gear, some stuff to DE, and grind out some rep, especially considering you don't need a flyer to get here.
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.86     Vote: [-] [+] by Belurhawk, 1.6 months ago
        Last edit: 1.6 months ago
        I agree and disagree with some of the earlier tactics for the four bosses. I did this last night without a problem.

        Group: Tankadin (70-Me: 11.5k HP-814 sta, 496 def, 4.4k int, 16.2% dodge, 13.97% parry, 12.24% block, 27 res),  Feral Druid (70), Mage (68), Warlock (69), and Resto Shaman (69). I got the 496 def after I got the Platinum Shield of the Valorous (http://thottbot.com/i27887) off the first boss Hellmaw. I lucked out!! From what I read, it's a hard drop. I had the Crystal Pulse Shield (http://thottbot.com/i31292) with +18 sta enchant +18 sta enchant.

        1st boss - We fought two of the three groups a little back to prevent aggro from any of the other groups. We pulled the last group further back towards the center, and once we downed the last guy we ran back to the hallway we used to enter there and waited until boss finished his pat. We then got up close to our right side (either side should be fine), then I got close enough to aggro with avenger's shield and ran down the hall with the guy in the cage. Kept back to wall. Kept aggro even with fear.

        2nd boss - Same as other posts above. Kept my back to wall for knockbacks. Picked up aggro as soon as possible after MC was done. DPS keep spread, and healer/casters keep close to max distance. Easy as pie.

        3rd boss - We didn't worry about the adds. Just concentrated all dps on boss. Went to ledge by westside stairs. Healer/casters was able to keep close to max distance. Everytime he ported us, we went back to same spot (I was still able to keep aggro) and just dpsed him.

        4th boss - Different tactic. All melee stay in front of boss, so that healer can stay at max range and still heal. Healer stayed center max range. If you got the "Murmur's Touch" (debuff) run out to the sides. Stay away from the healer, I'll say it again, STAY AWAY FROM THE HEALER!! When sonic boom starts run out as fast as you can, except tank. I stayed there plugging away at Murmur with dmg. My healer ensured that I got my health up to max when he started casting sonic boom. With a little over 11k HP and 496 def, I still had about 1k to 2k HP left. Never died!!! This worked out great, so that I could keep up the dps without even worrying.

        I hope this helps out. I will try this in Heroic and let you know how if the same tactics work. Happy Questing.

        Belurhawk (Aerie Peak)
        •   Report  Quote Reply Re: Shadow Labyrinth
          Score 0.77     Vote: [-] [+] by theqwerty, 16.0 days ago
          Just wanted to agree on Murmur tank advise. Do not run, it is useless most of the time. I tried to do Intervene-run so many times, 4 out of 5 times I got my portion of boom. After that I had to switch stance and Intercept back so his aggro was back on me.

          I do not use macros. I am just an average guy who manually clicks on a healer, then Intervene and I guess most of the time I am not fast enough. I think if you do that right after he starts preparing for his boom you might be able to run away (given healer is close enough). I even had a buddy behind my shoulder doing only one thing -warning me when to run, did not help.

          We tried putting our healer in different spots to ensure i can get away, did not help

          Now when I think about it loud advises on how I should be able to run away were coming only from ranged dudes :-) So next time you feel like telling your tank/melee how this should be done shut up, log out/in with your melee/tank and show, ok? Otherwise you should not say anything.

          PS I am prot warrior : Armor 14.1K, H 13.5K, Def 512, d/p 15.5%/16.6%
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.47     Vote: [-] [+] by theqwerty, 1.4 months ago
        Last edit: 1.3 months ago
        We had a good PUG run 2 days ago. All but 1 were 70s with pre Kara blues.
        I think the main problem with double Mur is low dps. Long fight with him is not a good idea. Low geared tank is always obvious to spot. Low geared DPS is a different picture, fights are a bit longer but you never really know how much longer. Mur mur is a good test for that i think.

        So I guess PUG is always going to be a bit of gambling here. We actually kicked out a warrior out when we were getting the group. He was 70 but mentioned he was low on DPS (I am a warrior tank). So when I asked him how come he said he just respeced from tanking to DPS but had all old gear.
      •   Report  Quote Reply Re: Shadow Labyrinth
        Score 0.63     Vote: [-] [+] by Rockegg1, 23.9 days ago
        I've been in groups that failed repeatedly with the third boss by trying to kite him around to avoid the adds.  This method is not good.  They don't heal him for that much that it makes the loss of dps on him worth it.  Just keep it simple:

        1.  dps him hard
        2.  when he teleports everybody to where he is know that an explosion is coming so back off until it's over
        3.  ignore adds
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