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The Warlocks Den - WoW Warlock Discussions » Discussion Forums » Instances & Raiding » Ulduar » Yogg-Saron

Ulduar Boss Strat Threads: Flame Leviathan - Razorscale - Ignis the Furnace Master - XT-002 Deconstructor - Kologarn - The Iron Council - Boss Stat - Auriaya - Hodir - Thorim - Freya - Mimiron - General Vezax - Yogg-Saron - Algalon the Observer

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Old April 04, 2009, 08:38 PM   #1 (permalink)

Character Info
Crest
70 Undead Warlock
Aman'thul Oceania PvE
Profile: Blizzard Armory

Post Yogg-Saron

© The Warlocks Den 2009. All rights reserved. Not to be copied or redistributed without prior written approval.

Yogg'Saron

Yogg'Saron is the Old God of Death, imprisoned long ago inside Ulduar by the Titans. In the millenia since that time, he has slowly worked his way free of their prison, corrupting Loken and using him to slowly influence the other four keepers. Before players can reach Yogg'Saron, they must first free the four keepers from his dominance. Prior to starting the encounter, players are able to request assistance from each of the keepers who was rescued.

Hard Mode
There are four levels of hard mode availabe on Yogg'Saron, all revolving around how many of the keepers you choose to ask for aid from. The less help you accept, the harder the fight will be. Each level of difficulty opens up additional loot.

General Information
There's no trash on the leadup to Yogg'Saron, unless you want to count General Vezax as trash! Once Vezax is cleared, the raid can move straight onto Yogg'Saron.

Yogg'Saron
The Yogg'Saron encounter has three phases, and requires the raid to split up during the second phase, similar in principle to the Thorim fight. Prior to engaging Yogg'Saron, players can talk to each of the Keepers who have been rescued from Yogg'Saron's influence. Each Keeper, once activated, assists the raid with one additional buff and one extra ability throughout the fight. It's very important to note that once players enter his room Yogg'Saron will agro. All preparation must be performed outside the room. phase 2 is considered to be the DPS phase, whereas phase 3 is more of a controlled fight. However, phase 3 becomes much more of a DPS race when doing it in full hard mode. (no keepers)

When the encounter begins, players will have 100 stacks of “Sanity”. Throughout the encounter, players can have their stacks of sanity reduced. Once they reach 0 stacks, that player will be under Yogg'Saron's control for the remainder of the encounter, even after death. It's important that players keep track of their sanity throughout the encounter. (ah, I love Blizzard's sense of humour) The first phase of the encounter requires the raid to “kill” Sara, Yogg'Saron's avatar. Once the raid has accomplished this, the next phase is attacking Yogg'Saron's brain, and the third and final phase is attacking Yogg'Saron's physical body.

Yogg'Saron has a 15 minute hard enrage.

Link: Yogg'Saron
Hitpoints: Normal – 11 million. Heroic – 55 million
Notes: Yogg'Saron himself doesn't cast anything in the first phase, only Sara does. Phases 2 and 3 are where he starts to factor in the fight. In phase 2, when the cast of Induce Madness is finished, any pllayers still in the brain will become insane and be mind controlled for the rest of the fight.

Abilities
Phase 2
  • Induce Madness (60 seconds, channelled) - Drives all nearby targets insane, reducing Sanity by 100%.
Phase 3
  • Lunatic Gaze (instant) -Looking into the maw of madness unhinges your mind, inflicting 5700 to 6300 Shadow damage and reducing Sanity by 4% every 1 sec. for as long as you are facing the caster.
  • Shadow Beacon (instant) - The target becomes a beacon for Yogg-Saron's Empowering Shadows.
  • Empowering Shadows (instant) - Empowers friendly units within 20 yards of the target, causing them to regenerate 225,000 Health over 20 sec
Phase 3 Heroic Hard mode (3 or less keepers) only
  • Deafening Roar (2.3 second cast) - Deals 7600 to 8400 physical damage and silences enemies for 4 sec.
Keepers
Thorim
Notes: If you're attempting the various levels of hard mode on Yogg'Saron, Thorim's ability is probably the one you want to keep until you try the hardest mode. (no Keeper assistance at all)
Abilities
  • Fury of the Storm - Increases all damage done by 10% and total HP by 20%
  • Titanic Storm - Shoots a bolt of energy that will kill the weakened versions of otherwise “Immortal” creatures.
Freya
Notes:
Abilities
  • Resilience of Nature - Increases damage done by 10% and healing recived by 20%
  • Sanity Well - Regenerates sanity by standing under the beam.
Mimiron
Notes:
Abilities
  • Speed of Invention - Increases all damage done by 10% and movement speed by 20%.
  • Destabilization Matrix - Mimiron shoots a beam at the Phase 2 tentacles that reduces their attack speed by 100% and their casting speed by 300%.
Hodir
Notes:
Abilities
  • Fortitude of Frost - Increases damage done by 10% and reduces damage taken by 20%.
  • Hodir’s Protective Gaze - Hodir will save a player who takes otherwise fatal damage by putting them in a block of ice. This ability has a cooldown.
Phase 1
Guardian of Yogg-Saron
Link: Guardian of Yogg-Saron
Hitpoints:
Normal - 935k. Heroic – 935k
Notes: Shadow Nova is only cast when they die. It is highly recommended to use ranged DPS only for the actual kill. Interrupt their casts of Dark Volley as much as possible.
Abilities
  • Dark Volley (1.5 second cast) - Hurls missiles of dark magic, inflicting Shadow damage and wounding nearby enemies, reducing the effectiveness of any healing by 25% for 10 sec. Normal 8500 to 11500 damage. Heroic
  • Shadow Nova (instant) - Inflicts indiscriminate Shadow damage to creatures within 15 yds. Normal 20000 to 21994 damage. Heroic 25000 to 27500 damage.
Sara
Link: Sara
Hitpoints:
Normal - 160k. Heroic – 200k
Notes: Sara will cast Sara's Anger on the Guardian of Yogg'Saron mobs. You can tell when they have it by their increased size. It is important to note that they are untauntable when under this effect. It can be removed by Tranquilising Shot, or other enrage removing abilities.
Abilities
  • Sara's Blessing (4 second cast) - Heals a friendly target for 27000 to 33000, but causes 60000 Shadow damage over 20 sec.
  • Sara's Fervor (4 second cast) - Increases a friendly target's damage by 20%, but also increases damage taken by the target by 100%. Lasts 15 sec.
  • Sara's Anger (4 second cast) - Inflicts 12500 Shadow damage every 3 sec, but increases Physical damage done by 12000. Lasts 12 sec.
Phase 2
Sara
Link: Sara
Hitpoints: N/A

Notes: Sara can't be killed in this phase, so your raid will need to deal with her abilities through the entire phase. Players entering the portals to attack Yogg'Saron's brain will not be affected by these abilities.
Abilities
  • Brain Link (1.5 second cast) - Links the brains of two enemy targets. Afflicted targets suffer 3000 Shadow damage and lose 2% Sanity every 1 sec. whenever they are more than 20 yards apart.
  • Psychosis (2.9 second cast)- Inflicts 7500 Shadow damage. Also reduces Sanity by 9%.
  • Death Ray (1.5 second cast) - Unleashes four streams of deadly energy that destroy any enemy targets they touch.
  • Malady of the Mind (1.5 second cast) - Inflicts 5000 Shadow damage and causes the enemy target to run in horror for 4 sec, then attempts to jump to another enemy within 10 yds. Also reduces Sanity by 3%.
Crusher Tentacle
Link: Crusher Tentacle
Hitpoints:
Normal - 400k. Heroic – 2 million
Notes: These should be the primary tentacle to kill for ranged classes. Stopping attack for 1-2 seconds will cause the Focused Anger stacks to drop off. Diminish Power will not be cast while a player is in melee range, so it worth having these tanked, either for the entire duration they're up, or by having the tank stepping in and out.
Abilities
  • Erupt - A tentacle bursts from the ground, dealing 1488 to 2012 physical damage to enemies in a small area and knocking them back.
  • Diminish Power (channeled) - Weakens enemy units in a large area around the caster, reducing the damage they do by 20%..
  • Focused Anger (instant) - Enrages the caster when focused by attacks and spells, increasing damage and attack speed by 3% per stack.
Constrictor Tentacle
Link: Constrictor Tentacle
Hitpoints:
Normal - 20k. Heroic – 100k
Notes: Casting Blessing of Protection the player will release them and instantly kill the tentacle. Similarly Ice Block and Divine Shield will work on themselves for mages and paladins.
Abilities
  • Squeeze (instant) - Grabs a nearby enemy and squeezes the life out of them, inflicting Physical damage every second. Normal 6000 damage. Heroic 7500 damage.
Corruptor Tentacle
Link: Corruptor Tentacle
Hitpoints:
Normal - 120k. Heroic – 600k
Notes: All of the abilities of this tentacle can be cured, and it's casts can be interrupted.
Abilities
  • Erupt - A tentacle bursts from the ground, dealing 1488 to 2012 physical damage to enemies in a small area and knocking them back.
  • Apathy (1.5 second cast) - Reduces the attack and casting speeds of an enemy target by 60% and slows its movement by 60%. Lasts 20 sec.
  • Black Plague (1.5 second ) - Infects an enemy target with the plague, causing it to periodically retch uncontrollably, stunning them for 2 seconds.
  • Curse of Doom (1.5 second cast) - 20000 Shadow damage inflicted after 12 sec.
  • Draining Poison (1.5 seconds cast) - 3500 Nature damage inflicted every 3 sec. 1400 Mana drained every 3 sec.
Influence Tentacle
Link: Influence Tentacle
Hitpoints:
Normal - 8k. Heroic – 40k
Notes: While DPS can stop attacking to save their lives, this is counter-productive to being in the brain tunnels. Thus, it is recommended that a healer go into Yogg'Saron's brain with the DPS.
Abilities
  • Grim Reprisal (self buff) - All attacks against you cause 60% of the damage taken to the attacker as well.
Laughing Skull
Link: Laughing Skull
Hitpoints:
N/A
Notes: Avoid looking at these guys or they'll drive you insane! MUAHAHAHAHAH.
Abilities
  • Lunatic Gaze - Looking into the laughing skull unhinges your mind, inflicting 1750 Shadow damage and reducing Sanity by 2% every 1 sec. for as long as you are facing the caster.
Phase 3
Immortal Guardian
Link: Immortal Guardian
Hitpoints:
Normal - 150k. Heroic – 425k
Notes: These can only be killed by Thorim's Titanic Storm ability. The Empowered buff will drop one stack for every 10% hps they are taken down. Each reduction in the debuff stacks will reduce their damage output.
Abilities
  • Drain Life (channeled) - Transfers health every 1 sec from the target to the caster. Lasts 5 sec. Normal 2000 health. Heroic 3333 health.
Strategy
Suggested Raid Composition
Normal Mode:

  • 1 - 2 tanks
  • 2 - 3 healers
  • 5 - 7 DPS
Heroic Mode:
  • 2 - 3 tanks
  • 5 - 6 healers
  • 16 - 18 DPS
The Fight
Phase 1
This phase will activate once players enter Yogg'Saron's room. The aim of this phase is to get Sara's health down to 0% by causing the Guardian of Yogg-Saron mobs to explode next to her when they die.

The room itself has floating green clouds of Saronite, which will spawn the Guardian of Yogg-Saron mobs periodically. If a player enters a cloud for any reason, this will immediately spawn another Guardian in addition to the timed spawns. For this reason, the general strategy is for the raid to wait near the entrance while the tanks will bring the Guardians to the raid to DPS. Once the Guardians are low on health, the tank, a healer, and ideally some ranged DPS will move with the mobs back to Sara. Tank the Guardian next to her while the ranged DPS who came with you finish it off. Repeat this process until Sara's hitpoints reach 0, which will trigger the next phase.
In addition to requiring the raid to DPS the Guardians down, you should ensure that any cast of Dark Volley is interrupted, both while DPSing them down, and when they are being moved.

The following is the spawn rate of the Guardians from the clouds.
  • The first add will spawn 10 seconds into the encounter.
  • The next 3 adds will spawn 30 seconds apart.
  • The next 3 adds will spawn 15 seconds apart.
  • Any additional adds will spawn 10 seconds apart.
Alternatively, you will have an add spawn at the following time intervals since triggering the event.
  1. 10 seconds (10 seconds in)
  2. 40 seconds (30 seconds)
  3. 1:10 minute (30 seconds)
  4. 1:40 minute (30 seconds)
  5. 1:55 minute (15 seconds)
  6. 2:10 minutes (15 seconds)
  7. 2:25 minutes (15 seconds)
  8. 2:35 minutes (10 seconds)
  9. 2:45 minutes (10 seconds)
  10. and so on every 10 seconds.
In addition to these abilities, your raid will still need to deal with the effects that Sara is casting. She will randomly cast these abilities on players or the Guardians. If phase 2 is triggered while there are Guardians up, finish them off as quickly as possible.

Phase 2
Once phase 2 has been triggered, Yogg'Saron himself will be revealed in all his glory. This phase will require your raid to split into two parts, similar to the way the Thorim areana / gauntlet works. You will need a strong team to deal with the tentacles that will spawn, while another team will have to enter portals that spawn approximately every 80 seconds. There are a limited number of portals, (four on normal, ten on heroic) and each portal will close after a player has entered it. If Yogg'Saron opens the portals four times, the spawn rate of the tentacles outside will increase significantly, basically guaranteeing a raid wipe. The first set of portals will spawn 60 seconds after phase 2 starts, and then 20 seconds after each portal phase ends another set of portals will open.

The general recommendation is to send primarily melee players into the portals, along with a healer. This keeps your ranged DPS outside, able to deal with the tentacles which are better dealt with by ranged. It is possible not to send a healing into the portals, so long as the dps you do send have means to self-heal. e.g. Druids, DK's, Shaman, etc, but this does increase the risk of players dying and isn't exactly recommended.

Tentacle Group
The Crusher Tentacle should be the group's primary focus, as the channelled debuff will severely hamper your raid if left alone. These tentacles can be tanked, which will stop the debuff from being cast, however, the stacking self-buff Focused Anger means that your tank will need to either step in and out to minimise damage taken, or everyone will need to stop hitting the tentacle for 1-2 seconds to allow the buff to drop off. It is very important to note that if you have a druid tanking the tentacle and they are grabbed by a Constrictor Tentacle it will cancel the bear form, leaving them very vulnerable and unable to DPS or generate threat.

While your raid is dealing with the Crusher Tentacles, the Constrictor Tentacles will be randomly grabbing a raid member and applying the Squeeze effect. Whenever a raid member is grabbed in this way, the tentacle must be destroyed. Remember that immunity effects and Blessing of Protection will release the player and instantly kill the tentacle. Players who are grabbed by the Constrictor Tentacles can continue to cast, both instants and non-instants, and do melee damage. As such, they can help to get themselves out, or continue to DPS the main target, however you decide to handle this phase.

Corruptor Tentacles are the lowest priority tentacle for the raid to kill. Their spell casts can be interrupted, and all of the abilities can be cured with disease / poison / curse removal spells. Shaman are especially effective for removing these debuffs.

In addition to the tentacles, Sara will be randomly attacking the raid. Each of her abilities except for Psychosis has a 30 second cooldown, and will be cast at random. Whenever she isn't casting one of her other abilities, she will be chain casting Phsychosis. Keeping the raid stacked will help to deal with the various effects, as well as the Constrictor Tentacles. Brain Link will put a red or green beam of light between the affected players, and simply requires the affected players to stay close to each other. If the beam is red, the players are too far apart, if it's green they're close enough that the debuff won't trigger. Players with Malady of the Mind will run around feared, and the rest of the raid should keep well away from the affected player so as to avoid the malady spreading after it wears off the initial player. Death Ray is similar to Kologarn's eye beam, in that there is a “warm up” phase where they're not doing damage. Four small beams of light will appear at first, and grow in size over a few seconds before starting to move around. Avoid the beams and you will avoid taking the large amounts of damage.

Portal Group
When they first enter the portal, players will see one of several illusions, and some Influence Tentacles with Laughing Skulls floating around the room. Players must avoid looking at the Laughing Skulls or else they will have Lunatic Gaze cast on them. When a character is looking at a skull, a purple beam will link your character to it. Strafe around the room to avoid looking at the skulls, and kill each of the Influence Tentacles. 60% of the damage done to the tentacles will be taken by the DPSers.

Once all the Influence Tentacles are killed, the illusion will shatter and the players can progress into the Mind's Eye and dps Yogg'Saron's brain. When the illusion is shattered, the tentacles up top will be stunned, Sara will stop casting (any in-progress spells will still be cast) and no new tentacles will spawn, giving the top group a chance to catch up. Inside the Mind's Eye there are three portals, each of which is reusable and will take the players to a different area of the room. This means multiple players can take the same portal.

As soon as the portals spawn, Yogg'Saron will begin casting Induce Madness, which takes 60 seconds to cast. Any players still inside the Mind's Eye at the time it completes will be mind controlled for the rest of the encounter. When there is 5-10 seconds left on the cast, players should start moving to the portals. If Freya is assisting the raid, then players should stand in the Sanity Well's to recover their sanity ready for the next round of portals.

Once the brain reaches 30%, the third phase of the encounter will begin. Any tentacles still active up top will remain active, however, if it's only a few Coruptor Tentacles, then your raid may choose to ignore them and simply deal with curing the debuffs.

Phase 3
Yogg'Saron starts the final phase with 30% of his hitpoints ,(Normal 3.3 million, Heroic 16.5 million) will not move, and has no agro table. This stage of the fight is primarily about positioning, and raid awareness. Yogg'Saron will cast Lunatic Gaze basically whenever it is off cooldown, (12 seconds) and players need to ensure they're not facing him when this happens. DPS should pre-emptively turn away once it's been 12 seconds since the last cast, and healers should have their backs to him at all times.

In addition to the regular casts of Lunatic Gaze, Immortal Guardians will spawn every 10-15 seconds. These need to be picked up by the tanks ASAP and immediately DPS'd down so as to reduce the stacks of their Empowered buff. You don't need to drop them to 1% health immediately, but reducing the stacks by 5 or 6 will make tanking and healing significantly easier. When they first spawn, the Immortal Guardians will be hitting tanks for approximately 25k. Use melee DPS to burn down the Immortal Guardians, with ranged only helping during a Lunatic Gaze cast, or if the tanks are being overwhelmed.

Whenever the Immortal Guardians are low on health, Yogg'Saron will first cast Shadow Beacon on a Guardian. Ten seconds after the beacon has been placed on the Guardian, Yogg'Saron will cast Empowering Shadows on that Guardian which will heal the Guardians and all mobs within 20 yards back up. This is an AE heal, so if Yogg'Saron is withing range of the Guardian, the effect will heal him also. While Thorim is up, this shouldn't be a major issue, as he will kill any of the Guardians when they're almost dead, just make sure to drop the Guardians to 1% health once the beacon has been placed on a Guardian.

If Freya is assisting the raid, then players would be advised to keep their groups somewhere close to the Sanity Wells she places. DPS (both ranged and melee) should stay grouped relatively closely, (15-20 yards away from each other) with tanks keeping the Immortal Guardians a bit further away from Yogg'Saron. This allows the ranged DPS to turn around and continue to DPS the Immortal Guardians during Yogg'Saron's Lunatic Gaze cast. Repeat these steps, maximising DPS on Yogg'Saron in the 12 seconds between Lunatic Gaze casts until he dies.

Hard Mode
Hard mode adds some extra difficulties due to the limited or complete lack of assistance from the Keepers. (depending on how many you have assisting your raid) Probably the most important Keeper to have up is Thorim, as leaving the Immortal Guardians up in phase 3 will cause the most difficulty. The loss of other Keeper's abilities can be somewhat negated by a raid that is aware and on their toes, minimising loss of Sanity stacks or damage taken by effects.

In order of importance, the keeper effects would (arguably) be as follows: Order is from most important to least import.
  1. Thorim
  2. Freya
  3. Mimiron
  4. Hodir
Hard mode is harder not by addition of new effects, but removal of the buffs and abilities provided by the keepers. As such Yogg'Saron hard mode is a real test of each raid member's abilities. Players who aren't on top of the game on the no Keeper hard mode will show up.

Tips
  • While Bloodlust can be used twice in this fight (phase 1 and phase 3) this isn't necessarily the best way to use it, as phase 2 is the DPS race. Try and save it for the portal group in Phase 2, while they're on the brain. This has the advantage that it ONLY affects the portal group. You can then use another Bloodlust (if you have it) at the transition from phase 2 to phase 3 to help clean up left-over tentacles.
  • Phase 1 – Deliberately triggering one or two additional Guardian of Yogg-Saron during the initial few spawns (where they're 30 seconds apart) can make this stage much easier by dropping Sara's health more quickly early on.
  • Phase 1 – It takes 8 Guardians exploding on Sara to trigger phase 2.
  • Phase 2 – Tentacles can spawn on the opposite side of Yogg'Saron. Let the portal group work on these to reduce the movement required by the ranged casters after they've entered their portals.
  • Phase 2 – Use your portal group to DPS Corruptor and Constrictor tentacles while they're waiting for their portals. This will help to keep them under control and reduce the rate at which the buff stacks build up on the Crushers.
  • Phase 2 – Assign specific portals to each member going into the Mind's Eye. This will reduce delays getting players in there.
  • Phase 2 – It's more important to get your brain DPS into their portals as quickly as possible than for them to do a few seconds more DPS on tentacles. For that reason, have them move to where the portals spawn a few seconds beforehand, which will give a few seconds extra DPS on the brain.
  • Phase 2 - The portal group does affect the tentacle group by how fast they can clear the pre-brain section. The faster they can break the illusion, the easier the tentacle group will have it. As a point of reference, the second Crusher Tentacle will spawn 40 seconds after the portals open.
  • Phase 2 – Co-ordinating the stop dps on the Crusher tentacles must be exact. When the stop DPS is called, the raid must immediately stop all DPS for 1-2 seconds. As soon as the debuff drops off, start DPS again.
  • Phase 2 – Once your raid is used to the fight, you can try leaving the Crusher Tentacles alone (just have them tanked to stop the debuff) and clear the other tentacles. Once the illusion in the Mind's Eye is broken, use the stunned period of the tentacles to burn the Crusher down without worrying about the buff stacks.
  • Phase 3 – Try to keep only 1 or 2 Immortal guardians being tanked at any one time. If your melee DPS are having trouble getting them down and you have more up, call for ranged DPS assistance immediately.
  • Phase 3 – If attempting the encounter without Thorim, you must ensure that the Immortal Guardians are tanked more than 20 yards from Yogg'Saron. Have rogues with Wound Poison on their weapons use Fan of Knives to reduce the amount of healing the Immortal Guardians receive from the Empowering Shadows.
Warlock Role
There's no specific Warlock role in this fight. You're just one of the DPS, so make the most of it and go nuts!
Tips
  • Phase 2 is where you can shine. Dot up all the tentacles you're able to without severly affecting your DPS on the main target. This will assist the raid in clearing these once they get to them.
  • Phase 3 – You will need to turn around and stop dpsing Yogg'Saron quite regularly. Save your lifetap and any other spells that don't require you to be facing him for this time.
Videos
As always, I recommend viewing the HD videos, as it just makes it much easier to see what's going on.

Tankspot 10 man

Tankspot 25 man (part 1)

Tankspot 25 man (part2)

If anyone knows of any hard mode videos, can they please post a youtube link to it in reply to this post. I'm also looking for alternatives to just using the Tankspot videos, so if you find some other good ones please link them as well.

Warlock Loot - 10 Man
Have fun looting Yogg'Saron, just watch out for those teeth... so many teeth!
Warlock Loot - 25 Man
Achievements
The achievements are the same on both normal and heroic modes. The heroic mode achievements simply append “Heroic:”.
  • Kiss and Make Up - /Kiss Sara in Ulduar while she is angry with you.
  • Alone in the Darkness - Defeat Yogg-Saron without the assistance of any Keepers.
  • One Light in the Darkness - Defeat Yogg-Saron with the assistance of one or fewer Keepers.
  • Two Lights in the Darkness - Defeat Yogg-Saron with the assistance of two or fewer Keepers.
  • Three Lights in the Darkness - Defeat Yogg-Saron with the assistance of three or fewer Keepers.
  • Drive Me Crazy - Defeat Yogg-Saron without any raid member going insane.
  • He's Not Getting Any Older - Defeat Yogg-Saron within 7 minutes.
  • They're Coming Out of the Walls - Defeat 9 Guardians of Yogg-Saron within 12 seconds.
  • In His House He Waits Dreaming - Experience all 3 visions of Yogg-Saron's mind.
Credits
Information compiled from WoWHead, WoWWiki, StratFu, and the members of the Warlocks Den. Really big thanks to Soulzar for his big list of strategy.
__________________
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Last edited by Akasha; June 18, 2009 at 10:07 AM..
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Old May 05, 2009, 03:55 PM   #2 (permalink)

Character Info
Soulzar
70 Human Warlock
Medivh US PvE
Guild: Trismegistus
Profile:
Talent Spec: Destro
Re: Yogg-Saron

There is a 3rd type of tentacle in phase 2 called constrictor. These have 100k hp and will grab random members of the raid. If you get picked up you can dps them so start working your way free. All dps shoudl swap to these when they spawn as they die fast.

Last edited by Soulzar; May 05, 2009 at 11:33 PM..
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Old May 09, 2009, 10:45 PM   #3 (permalink)

Character Info
Relent
80 Human Warlock
Auchindoun US PvP
Guild: Simple
Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: Yogg-Saron

We got to phase 2 of this fight recently and I have some questions regarding spec choice. Yogg seems to really hate my melee pets, so I made my second spec Affliction especially for Yogg.

The primary burn phase for me will be P3. It would appear that a substantial part of phase three has the boss below 25%- does this mean that a deep destruction build would be at a disadvantage due to the extended period of execute time available with affliction?
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Old May 10, 2009, 11:08 AM   #4 (permalink)

Character Info
Soulzar
70 Human Warlock
Medivh US PvE
Guild: Trismegistus
Profile:
Talent Spec: Destro
Re: Yogg-Saron

Yes and no. It is of course a great advantage, however phase 3 is not the dps race, phase 2 is.

There are enough targets in phase 2 to make decent use of the execute and lots of things to off targte dot.
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Old May 10, 2009, 01:26 PM   #5 (permalink)

Character Info
Ráms
80 Human Warlock
Dragonmaw Euro PvP
Guild: Rebórn
Profile: Blizzard Armory
Talent Spec: 0/30/41
Re: Yogg-Saron

I'm running a 40/31 spec on this fight but I keep my imp on passive for the crit and spell damage increase.
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Old May 10, 2009, 01:54 PM   #6 (permalink)

Character Info
Snifles
70 Undead Warlock
Mal'Ganis US PvP
Guild: Calamitous Intent
Profile: Blizzard Armory
Talent Spec: 0/21/40
Re: Yogg-Saron

I find affliction works best for this fight with imp out. Mostly because it preforms really well in P3, that is you can still do dps to yogg without facing him, drain soul and rotate. In P2 Im usually on the bug tentacles, the crusher ones i think. In P1 I am usually in the center dotting low health mobs while avoiding the clouds.

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Old May 10, 2009, 05:32 PM   #7 (permalink)

Character Info
Soulzar
70 Human Warlock
Medivh US PvE
Guild: Trismegistus
Profile:
Talent Spec: Destro
Re: Yogg-Saron

Quote:
Originally Posted by L4nd3r View Post
I'm running a 40/31 spec on this fight but I keep my imp on passive for the crit and spell damage increase.
there really is no need to keep him on passive. I have never had my pet die in this fight. I dont think i can really think of any damage that would even target a pet, aside from the explosion mobs in phase 1
--- Information Added ---
I had this posted before but took it down. Reevaluating that choice I think there is enough information out there on the fight that there is no harm sharing more than a basic strat.

This fight is more about phase changes than anything else. You NEED to be caught up on adds and get a clean transition or you will fall behind on the next phase very quickly.

In phase 1 a strat tip would be to spawn an extra add at the start. No, generally you do not want people spawning adds and you will know why after a few attempts at phase 1. Once you get the phase under control however you will find that adds spawn faster as the phase goes on, and you will end up with 1-2 extra adds during your phase transition if you dont take advantage of of getting the extra mob in at the start while spawn rates are low.

Phase 2... There is a HUGE synergy here between your two groups. How fast your melee do their job is 100% connected to the casters up top being able to keep up with theirs. To explain, thre will be a LOT of adds spawning up top. When the melee finish the first part of their portal phase and engage Yoggs brain, it stuns him. During this stun, no adds spawn! The faster your melee engage the brain, the less adds you have to deal with up top. This is KEY to the phase! Having a ranged by the 'invisible wall' to yoggs brain to initiate combat 1-2 sec earlier really does make a big difference. I stress... melee being at their designated portal before they spawn is more important than a few seconds of dps on a random corrupter tentacle.

In regards to the adds up top. There are 3 different kinds where as only two were listed above (unless I missed it).

100k hp - Constrictors - These mobs are the ones that will pick up a player and wave them around. If these spawn near you switch to them and kill them. They die very fast when all dps attacks them. Note: you CAN dps them or any other target if you are the one its holding on to, so dont wait for others to help break you out.

600k hp - Corrupter - They need to die and in some cases should take priority over the big crushers. Any that spawn ont eh opposite side of Yogg further away from the raid should be killed by the melee when they are not in portal phase. Make sure they get thos ebefore ones near the raid so the ranged dont have to move as often as we will be busy enough.

~950k hp - Crusher - These are the big guys! and they have a catch. They do apply a 20% less damage debuff, however only if they are not tanked. It is ok to have one or two up if you have a tank on them, so dont stress when the second spawns. The catch is when you dps them, they apply a stacking buff to themselves that makes them hit the tank harder. This debuff takes literally a second to drop, however all direct damage (dots are ok) will refresh it, so timing the "dps off" is a very important part of the phase. You will find the fight is tuned very tightly and you cant have some dps of and waiting..while others are casting that last nuke or the Rdps loss will be too great!

Strategy: You need to kill everything. You cant just focus on the big crushers. You have to stop dpsing on the crushers to let the stack buff drop, so make sure you have people prepared to assist off on a corrupter. It can work great to take a crusher to 50%, switch to a corrupter to kill it, then back to the crusher to to finish it off. This lets the stacks drop while dps is still 100% on another target.

Once you get more comfortable in this phase I found it most effective to kill nothing but constrictors and corruptors until the portals spawn for the melee. If at this point you swap your dps to the crusher, by the time the stacks get to high and you normally would have to stop dps.. the melee will be engaging the brain which stuns the crusher.. allowing you to 100 > 0 it without having to halt dps to allow the stacks to drop.


Phase 3.... Since there are often the odd add up still, we chose to put ranged on yogg and melee on the guardians. Melee can not finish off a crusher... and the dps team on the guardians MUST start 100% on them the second the first one spawns. Ranged are better suited to take out any remaining adds while staying in a group. this phase is very sinple if your on Yogg dps. Burst and turn away when he gazes.. very straight forward.
Remember.. you will have to turn around... and you will be doing so often. Save your lifetapping and spells thatd ont require you to face the target for this time.

Watch your sanity!!!
Mostly in phase 2, however phase 3 can drain it fast if your slow to move. Dont feel that your safe at 40 sanity. All it takes is for a tank on teh other side of teh room on a crusher to brain link with you and you wont make it to him or a sanity well in time.

Heroism... This is a long fight. Hero can be used in phase 1 and again in phase 3. While so, I personally feel those are teh worst times to use hero.
Phase 1, the only reason for a hero woudl be if your behind on adds. If you have spawned extra adds a hero could catch you up, but your attempt is now hindered as phase 1 is NOT a dps phase but a control phase.

Heros in phase 3... once again.. this is about control. If you guardian group is falling behind its as simple as calling 1 or two yogg dps to assist. If you have the dps to make it through phase 2, you wont be worried about the enrage timer and this phase is clear sailing as long as your guardian dps is up to speed.

Phase 2.. If you hero while down in yoggs brain room.. dps up top will not get it. KEY! Melee shoudl use their hero when they get the best (read: most) dps time on the brain to push it down faster. You need to get the transition to phase 3 before being overwhelmed up top.
Up top, the best time to use it is when Yogg is stunned on the dps stage that pushes him over into phase 3. if your dps is caught up, this allows all remaining adds to be cleared up before the phase change... this is by far the biggest part to the fight... hving the adds down so that you dont need to kill them in phase 3. idealy save it for the stun/p3 transition.. but use it at any point that the ranged are falling behind so that they can catch up.

TL;DR - Phase 2 dps is TIGHT. Make sure you have an assist that knows when and which targets need to die. The fight is phase 2
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Old May 11, 2009, 09:39 AM   #8 (permalink)

Character Info
Faraday
80 Human Warlock
Euro PvE

Re: Yogg-Saron

We killed Yogg last night on ten-man, and it was a really nice and challenging fight. I ended up specing 0/17/54 for the burst damage, as on phases one and two most of the adds have very low hit-points, except the crushers, and go down very fast. In my view if you're using the cloud-dodging strategy it is worth taking two points in destructive or grim reach for phase one, as sometimes you can be kept outside of DPS range by the clouds, which is really annoying.

Having fully experienced phase two and three now, I can see how affliction would be good for dotting up all the tentacles, and especially for the big tank-and-spank nuke-fest at the end. Still I feel burst helps a lot on phase one, which for us was the most difficult phase, as our guild is not very good at that sort of coordination.

That being said, it's not a DPS race at all, on our kill we did it with just under five minutes left on the enrage timer, and our DPS wasn't exactly stratospheric. As I said, a really fun and challenging fight, and a great end-boss. Now we just have to do it again on twenty-five man! :D
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Old May 28, 2009, 09:42 PM   #9 (permalink)

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Nereme
80 Human Warlock
Silvermoon Euro PvP
Guild: Numen
Profile: Blizzard Armory
Talent Spec: 0/13/58
Re: Yogg-Saron

We have yogg on farm now and heres what i can see from my PoV, I dont do inside but i can comment on what i know from talking about it all.

Phase 1: We have Melee and Tanks in the middle next to sara as our melee have the awareness to move and avoid the clouds and also if they get the de-buff that increases damage taken.

Phase 2: Priority here is constrictor, Crusher then corrupter. We find we have enough DPS to not get overwhelmed by the crushers to also be able to have enough free time after they die to go on the corrupter's, Also before the first portal phase melee go on the corrupter's which helps control them. Also the one thing we found that helped us get through phase 2 with no trouble is to assign the people going into the brain which portal to take and also which area they will DPS we had ranged and any class who can charge/intervene so our hunters and warrior go to the tentacles at the back while the rest went on the ones close this ment we were able to kill them all in the 20secs before the next crusher spawned and overwhelmed us too much.

Phase 3: we just have melee on the adds and ranged on yogg. At about 4% the melee go onto yogg too and we just burn him. Also melee get heroism here because we use it when the melee are inside just before the phase 2 and phase 3 change to make sure all the tentacles are clear so we have more time on yogg to do it faster. Also place your teleport where ever you DPS form so if you need to get sanity back then you can just teleport back quickly.
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Old June 09, 2009, 08:53 AM   #10 (permalink)

Character Info
Alsaladin
80 Blood Elf Warlock
Kul Tiras Euro PvE
Guild: Shadows of Doom

Re: Yogg-Saron

here's a stupid question. Does anyone know of a good macro to turn 180Deg fast apart from turning the camera and then just clicking both mouse buttons at the same time? I'm hoping for something faster then moving the camera evry turn
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