| 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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© 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
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
Notes: Abilities
Notes: Abilities
Notes: Abilities
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
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 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
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
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
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
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
Link: Laughing Skull Hitpoints: N/A Notes: Avoid looking at these guys or they'll drive you insane! MUAHAHAHAHAH. Abilities
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
Suggested Raid Composition Normal Mode:
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.
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.
Tips
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
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!
The achievements are the same on both normal and heroic modes. The heroic mode achievements simply append “Heroic:”.
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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Why does my Succubus always say, "I'm with stupid"? Last edited by Akasha; June 18, 2009 at 10:07 AM.. |
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#2 (permalink) |
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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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#3 (permalink) |
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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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#4 (permalink) |
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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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#5 (permalink) |
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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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#6 (permalink) |
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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. snif |
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#7 (permalink) | |
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Character Info
Soulzar 70 Human Warlock Medivh US PvE Guild: Trismegistus Profile: Talent Spec: Destro |
Re: Yogg-Saron
Quote:
--- 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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#8 (permalink) |
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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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#9 (permalink) |
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Character Info
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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