Yogg-Saron 25+0 tactics

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Gnurg
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Yogg-Saron 25+0 tactics

#1 » Post by Gnurg » 13 Jan 2016 22:58

Yogg-Saron+0 25 tactics/general guideline brought to you by me.

Raid composition:
  • 2 tanks
  • 5 heals
  • 1 rogue (AoE healing reduction)
  • 2-3 paladins (with Aura Mastery)
Phase 1: Slaughter Sara :twisted:
The phase ends when you kill 8 Guardians of Yogg-Saron (GoYS) on top of Sara.

Stuff to worry about:
  • At all cost avoid the moving yellow clouds. (Spawns another GoYS). Stop DPS/heals to move!
  • When the GoYS dies, make sure you are more than 15 yds away from it as a non tank.
Tank:
  • Keep the GoYS on top of Sara.
Damage Dealer:
  • Avoid taking agroo as GoYS must die by Sara. No rush as we likely have enough DPS.
  • MDPS might wait by door should there be sufficent DPS, but that's up to the individual. If there are many by the door, they can pick up and kill a GoYS should they be overflowing.
Healer:
  • Make sure you together can cover the whole raid with heals even if you're relatively grouped.
  • One has to cover the ones by the door.
[hide="Yellow Cloud"]Image
The one highlighted is a GoYS about to be spawned and is what happens if you touch them.[/hide]



Phase 2: Take out Yogg-Saron's brain
The phase ends when you bring the Brain of Yogg-Saron to 30 %.

Sanity will be introduced in this phase. It has a total of 100 stacks and will be lowered by certain spells. Without Freya, it cannot be recovered, and should you reach 0 stacks you will get mind controlled for the rest of the fight or until you die.

Debuffs/auras to worry about:
  • Malady of the Mind: Lose control of your character for 4 seconds, and jumps to a player within 10 yds at the end. Keep distance to the ones affected!
  • Brain Link: The two players linked (like on BQL, just lime color) must remain within 20 yds of eachother for the duration of the debuff.
  • Death Ray: Standing in the green rays from the boss will kill you rather quickly.
Tentacles:
  • Constrictor (Small): Grabs a player until it's killed. (Like Bone Spike from LM).
  • Corruptor (Medium): Has a set of debuffs that it hands out. All can/should be dispelled/decursed.
  • Crusher (Large): Raid Wide -20 % damage aura. If struck by melee attack, gain increasing damage and attack speed.
  • When the Brain of Yogg-Saron is being damaged, all the tentacles are stunned.
Melee Damage Dealer:
  • Small > Medium > Large
  • When tentacles are stunned: Small > Large > Medium (Have someone inside tell them that they are damaging the brain).
Ranged Damage Dealer:
  • Small > Large > Medium

Descent into Madness:
10 portals to enter Yogg-Saron's brain room spawn 60? seconds into phase 2. They last for 1 minute and come back 20? second after they close. There should be minimal delay when from them spawning to someone entering. You will be assigned a portal through a number (see picture).

[hide="Portals location"]Image[/hide]

There are three possible rooms: Dragon, Lich King and Stormwind room.
  • Keep your character turned away from the (3-4, it's fixed!) floating skulls (You will see a purple ray if you're faced against them)
  • Kill the (8-9) neutral mobs.
  • You main priority is to kill the neutral mob assigned through a number (see picture) and thereafter kill nearby mobs. Ranged should have those furthest away (3, 4, 5, 6). (Alternatively group 1 focus left side, group 2 focus right side, if you want it to be simpler, but less efficent)
[hide="Dragon Room"]Image[/hide]
[hide="Lich King Room"]Image[/hide]
[hide="Stormwind Room"]Image[/hide]

Deadly Boss Mod/Raid Communication:
  • Should warn about Malady of the Mind. (Player should /say Move away from me).
  • Should have a 5 seconds countdown for every portal spawn to minimize the delay to enter it.
  • Should have a 5 seconds countdown for when the Descent into Madness ends.
  • Someone should tell the raid when the brain is being damaged. (Stunned Tentacles).


Phase 3: Finish off Yogg-Saron
Pretty much a DPS race to 0 %. Heroism should be used in this phase and at some point, it's better to ignore the Immortal Guardians and just go full out DPS, but we need some experience to find out where that point actually is.

Spells to worry about:
  • Lunatic Gaze: Turn away everytime this is casted. (Purple ray as with the skulls). Take some time off to damage the Immortal Guardians in the meantime.
  • Deafening Roar: Silences the whole raid for 4 seconds. This should be countered by a paladin with conc aura + aura mastery.
  • Shadow Beacon: Yogg-Saron marks up to 5 Immortal Guardian (IG), which will heal the other nearby IGs after 10 seconds with the buff empowering shadows. The marked IGs must be brought away from the others. Once mark is gone, bring them back. (See Shadow Beacon Duty)
Immortal Guardians:
  • Two spawn every 20th second.
  • Does increased damage depending on how much hp it has. Should be kept at low HP as they can't die (without Thorim)
  • Can heal through drain life (interrupt it) and Empowering Shadows (see Shadow Beacon above)
  • Tanked in a group close to the boss, so that melee DPS can AoE them at all time (diseases, concreation, etc.) while DPSing Yogg-Saron
Shadow Beacon Duty
  • 5 tanky DPS (feral, warrior, paladin, dk) will be chosen
  • They will be given one symbol (skull, square, star, etc.)
  • When Shadow Beacon has been casted on the IG, the tanky DPS will pull away their marked IG.
  • Failing to move it away will result in that every IGs within reach will heal for 750K hp over 20 seconds for every unmoved marked IG.
[hide="Immortal Guardian positioning"]<coming soon!>[/hide]

Rogue
  • Must maintain healing reduction on IGs by using Fan of Knives
Paladin
  • Paladins should have Aura Mastery + Conc aura to counter Deafening Roar
Deadly Boss Mod/Raid Communication:
  • Should have a timer for Lunatic Gaze, Deafening Roar and Shadow Beacon.
  • Should mark beaconed IGs, to easen the process of moving them from the rest.
Plausible simplified guide for overgeared ICC farmers?
  • Have three tanks tank the Immortal Guardians by the door with some distance between eachother. IGs spawn 2 by 2, so at 60 seconds, each tank should have 2 IG and no more.
  • Healers/Ranged should be gathered in the center. Melee Damage Dealers should be on the boss.
  • Damage Dealers will tunnel the boss.
  • Each tank will have a tank-healer assigned to them.
  • 1 minute, 20 seconds into the fight players may ignore the Lunatic Glare if they have more than 20 sanity.
  • If only 1 aura mastery in the raid, save it for the 3rd Deafening Roar
I'll look forward to any feedback. Hopefully related to improvements.
Last edited by Gnurg on 19 Jan 2016 22:23, edited 25 times in total.
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Fastor
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Re: Yogg-Saron 25+0 tactics

#2 » Post by Fastor » 14 Jan 2016 00:34

Awww crap, l was writing guide too. Did a lot screenshots with Matsy of every single thing that can happen. Planed to do it in pictures only since l know how people wont read anything at all.

Anyway, just did Yogg 10 One guardian. It was super easy.

Here is short version of it before l upload regular.
[youtube]zO7D6FtTcwE[/youtube]

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Gnurg
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Re: Yogg-Saron 25+0 tactics

#3 » Post by Gnurg » 14 Jan 2016 07:53

More guides are appriciated! :) Going to add a few pictures today.

10 man is a cakewalk, the main challenge is to bring 25 (unknowning) players through this fight.
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marko1984
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Re: Yogg-Saron 25+0 tactics

#4 » Post by marko1984 » 14 Jan 2016 10:10

no more infinite number of skulls? :O
about fricken time...
there should have been another FOS for those who did it the old way xD
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Gnurg
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Re: Yogg-Saron 25+0 tactics

#5 » Post by Gnurg » 14 Jan 2016 10:30

marko1984 wrote:no more infinite number of skulls? :O
about fricken time...
there should have been another FOS for those who did it the old way xD
I haven't seen it myself, but Errorista said it was just 3-4 skulls. Now the only hard part is phase 3. ^_^

How did you deal with phase 3?
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Re: Yogg-Saron 25+0 tactics

#6 » Post by marko1984 » 14 Jan 2016 10:49

It was ages ago but as i remember we had 3 tanks near the wall behind the boss and all mele (around 10 ppl) with tanks dpsing down adds as they come... 1 tank was assigned to gather the adds (preferably DK) so they dont oneshot a healer or a RDPS
and all RDPS-ers in the middle between boss and tanks just dpsing boss and turning around on every lunatic gaze
and all healers somewhere between RDPS and MDPS group face against the wall and not moving at all
As u mentioned above u need 1-2 rogues to reduce add healing
You need to be fast with add pulling or they wipe u by killing highest aggro ppl (usually healers and RDPS)
Tactics needs tweaking deppending on what u have in group

BTW just a tip... in p1 if ur RDPS is good then leave mele ppl to afk near the door thru whole phase one since its 99% chance that u will get more adds then u want (mele ppl always hit clouds somehow xD) ... and leave 1 tank with them to gather and kill any extra add that u cant handle at Sara
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Fastor
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Re: Yogg-Saron 25+0 tactics

#7 » Post by Fastor » 14 Jan 2016 11:01

Image
Two tanks, separated, each have 1-2 heal and 1 rogue assigned
Mdps Prio on IG, secondary on Yog
Rdps questionable prio depending on Mdpss ability to lower HP of IG fast.

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Gnurg
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Re: Yogg-Saron 25+0 tactics

#8 » Post by Gnurg » 14 Jan 2016 11:07

Neat tips for phase 1. :)

So you completely ignore Shadow Beacon by just over damaging? Two groups is to minimize the healing? The MDPS on the adds tactic, is that due to the fact that mdps couldn't hit the boss before? Would it be better to have something else on them?
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Fastor
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Re: Yogg-Saron 25+0 tactics

#9 » Post by Fastor » 14 Jan 2016 11:18

Gnurg wrote:Neat tips for phase 1. :)

So you completely ignore Shadow Beacon by just over damaging?
IG does damage depending on its HP.
Reduce its HP to reduce its damage.
IG cannot be killed, minimum HP = 1.
Shadow Beacon heals current and all IG near current IG.
Healing increases their damage.

Only solutions are:
to separate them all from each other so they dont heal each other and thus slowing healing,
one Tank per IG is perfect but that lower amount of DPS players, keep amount of tanks under 5, (two could work too, more is nice)
to place heal reducers on them to slow healing (notice one: aoe reduce heal is better than single, notice two: 50% (rogue and warr) and 20% (priest and mage) does stack to 70%),
if they are healed, they must be damaged back to 1 HP.

EDIT: Recommended altered Mage FFB Spec for Yogg-Saron P3, its not ruining almost anything and gives 20% HP reduction.

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Re: Yogg-Saron 25+0 tactics

#10 » Post by Fastor » 14 Jan 2016 11:30

Ok after 8 hours of uploading 6 minutes (gg jebeni Telekom) l managed to place normal speed version and l will start placing notices as soon as l figure out how.
[youtube]Y6t6Ah3rvVo[/youtube]

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Gnurg
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Re: Yogg-Saron 25+0 tactics

#11 » Post by Gnurg » 14 Jan 2016 11:34

Fastor wrote:
Gnurg wrote:Neat tips for phase 1. :)

So you completely ignore Shadow Beacon by just over damaging?
IG does damage depending on its HP.
Reduce its HP to reduce its damage.
IG cannot be killed, minimum HP = 1.
Shadow Beacon heals current and all IG near current IG.
Healing increases their damage.

Only solutions are:
to separate them all from each other so they dont heal each other and thus slowing healing,
one Tank per IG is perfect but that lower amount of DPS players, keep amount of tanks under 5, (two could work too, more is nice)
to place heal reducers on them to slow healing (notice one: aoe reduce heal is better than single, notice two: 50% (rogue and warr) and 20% (priest and mage) does stack to 70%),
if they are healed, they must be damaged back to 1 HP.

EDIT: Recommended altered Mage FFB Spec for Yogg-Saron P3, its not ruining almost anything and gives 20% HP reduction.
That's fine and all, but why would you have two groups at all time? Wouldn't it be more reasonable to have one spot for them and when Yogg-Saron casts Shadow Beacon on up to 5 Immortal Guardians, you have 5 players (Plate users) taunt them away? They have 10 seconds afterall, which shouldn't be too hard if we have setup timers for it? That way you get more free time to DPS the boss while keeping some AoE up.
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Fastor
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Re: Yogg-Saron 25+0 tactics

#12 » Post by Fastor » 14 Jan 2016 11:46

Gnurg wrote: That's fine and all, but why would you have two groups at all time? Wouldn't it be more reasonable to have one spot for them and when Yogg-Saron casts Shadow Beacon on up to 5 Immortal Guardians, you have 5 players (Plate users) taunt them away? They have 10 seconds afterall, which shouldn't be too hard if we have setup timers for it? That way you get more free time to DPS the boss while keeping some AoE up.
Well that all depend on group, however, notice they heal ~50k per sec. So, if all 5 targeted mobs are near each other, you will need (5*50k) 250k aoe damage per second. On top of it, if they all reach 50%-60% HP, that will mean tanks are getting really good spanking already. And notice how much P3 is gonna last and how much IG will spawn, if suddenly tank hold 20 of them, and they reach 50%HP, well... imagine rest :)

Amount of tanks = time before overwhelmed by IG = durability of P3

EDIT: l have no idea why l understood you saying you want to keep them at all time at single place and didnt saw you asked for 5 plates to taunt. Anyway, its easier to explain.

5 plates taunt 5 IGs in opposite directions,
4 of 5 IGs are DPSed properly while fifth unfortunatly because random reason is above 50% HP,
if one IG at 100%HP slaps MT for 40k dmg,
how long is going non tank (plate or not) is going to survive 50%+ HP?
Last edited by Fastor on 14 Jan 2016 11:50, edited 1 time in total.

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Errorista
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Re: Yogg-Saron 25+0 tactics

#13 » Post by Errorista » 14 Jan 2016 11:48

It was before amount of marked guardians got reduced to 5. We had tanks on sides to make sure all guardians are tauned before they one shot anyone in middle (they still can spawn in middle though).

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Re: Yogg-Saron 25+0 tactics

#14 » Post by Gnurg » 14 Jan 2016 11:59

Fastor wrote:
Gnurg wrote: That's fine and all, but why would you have two groups at all time? Wouldn't it be more reasonable to have one spot for them and when Yogg-Saron casts Shadow Beacon on up to 5 Immortal Guardians, you have 5 players (Plate users) taunt them away? They have 10 seconds afterall, which shouldn't be too hard if we have setup timers for it? That way you get more free time to DPS the boss while keeping some AoE up.
Well that all depend on group, however, notice they heal ~50k per sec. So, if all 5 targeted mobs are near each other, you will need (5*50k) 250k aoe damage per second. On top of it, if they all reach 50%-60% HP, that will mean tanks are getting really good spanking already. And notice how much P3 is gonna last and how much IG will spawn, if suddenly tank hold 20 of them, and they reach 50%HP, well... imagine rest :)

Amount of tanks = time before overwhelmed by IG = durability of P3

EDIT: l have no idea why l understood you saying you want to keep them at all time at single place and didnt saw you asked for 5 plates to taunt. Anyway, its easier to explain.

5 plates taunt 5 IGs in opposite directions,
4 of 5 IGs are DPSed properly while fifth unfortunatly because random reason is above 50% HP,
if one IG at 100%HP slaps MT for 40k dmg,
how long is going non tank (plate or not) is going to survive 50%+ HP?
They are only marked if they have low hp. Empowering Shadows doesn't heal the target itself, it heals friendly nearby units. Only way it could recover hp would be through drain life, which can be interrupted. They only have to tank it for 20 seconds, so if they equip a shield or go frost pressence, they should manage assuming IGs remain at a low HP?
Errorista wrote:It was before amount of marked guardians got reduced to 5. We had tanks on sides to make sure all guardians are tauned before they one shot anyone in middle (they still can spawn in middle though).
So you would consider a tactic like in that video you have on the bugtracker to the better option now? Taunt marked away from the rest?
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Errorista
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Re: Yogg-Saron 25+0 tactics

#15 » Post by Errorista » 14 Jan 2016 12:09

I was originally counting with 3 marked Guardians as provided in video. With 5 marked guardians, I am not so sure if its worth.

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