Skip to content
Maintankadin

[10] Yogg Saron

Bladeheart
Wed Jul 29, 2009 12:59 am

[10] Yogg Saron

Hi all,

Our 10 man group had our first encounter with this bad boy yesterday, needless to say, we got spanked real hard. We spent like 2 hours just to get everyone to keep moving and to avoid the big bad clouds, and on phase 2, it seems everyone gets disorganized - peolple dying from constrictors, crushers not dying...i think the melee group just went into the brain phase and got to the brain around what, 5 seconds before induce madness was cast.

Anyway, just some quick questions on the phases:

1.) Phase 1 - Raid is on the move and always are on the lookout for clouds. We pickup the guardian dps him on the raid, then when the guardian is at 30-40% health or so, I move him to the center and let him die from the dots, etc. Any ideas other than this? I tried tanking the mob in the mid near Sara, but ranged couldn't bring them down fast enough before the second and third add spawned. Pretty much our problem was people getting caught up in the clouds...do melee just need to stack onto the rdps and wait for the mob to be brought to them?

2.) Phase 2 - Starts out messy, people still don't know the priority fo the tentacles...should it be Crushers (ranged) - Corruptors(melee), then when someone gets contricted hard switch? Our RL told us only Ranged goes near the crushers, and leave it untanked (while I read I should hit it, run back to disrupt diminish power while it's dps'd down). Does the raid split up (ranged and melee) to hunt for their appropriate targets?

3.) Phase 3 - never got to it, read about it, but we've to wait and see how we fare on it.
Koatanga
Wed Jul 29, 2009 5:33 am

Re: [10] Yogg Saron

P1: We tank the adds in the center - everyone dodges clouds. We started with the drag method, but the mobs went *poof* in what seemed like 3 seconds - no time to move them.

P2: Tank and ranged DPS take down the Crusher tentacles. Anyone in a Constrictor gets busted out. When the Crusher is dead, remaining time before next Crusher spawn is spent on Corruptors. Melee and 1 healer go in the portals, kill the adds, and DPS the brain.

P3: Stack up ranged and healers at max range. Tank is positionied between them and Yogg. Tank grabs the adds as they come in, melee DPS takes them down. If you can spare a melee or two for Yogg, go for it.

You really don't want a crusher up for P3. If you are not taking down each crusher before the next spawns, you are too light on ranged DPS, or they are not focusing.
Belloc
Wed Jul 29, 2009 4:09 pm

Re: [10] Yogg Saron

If you can get a healer to top off all your melee (including, on occasion, putting hots on them before they go), there will be no need to bring a healer into the brain room. In fact, doing so will cause more problems for your ranged. Less DPS in brain room --> longer time to kill all the influence tentacles --> phase 2 stuns occur later and last less time --> more brain phases required --> more tentacles spawning --> less DPS done due to crusher tentacle overlap (having more than one up at a time).

There are very few causes for death in the brain room, and the majority of them are player error. If a player spends too much time facing skulls, they could die. If a player (or more!) is slow in getting into the brain room, the other players will end up killing more tentacles and, as a result, dealing more damage to themselves. In other words, everyone needs to get there and do their job. If one person fails, they may end up screwing over the rest of the group.

If you've got a ret in the brain room, he should be perfectly capable of keeping himself (and his partner) alive. Any player can easily stop and bandage before moving onto the next tentacle. If someone dies in there, it's because they killed themselves. And it will seriously piss off any decent raid leader when this happens.
Jasari
Wed Jul 29, 2009 4:24 pm

Re: [10] Yogg Saron

Ret Pallies and Blood DKs are OP in the brain room, but even with rogues and warriors you shouldn't need to take a healer in.
Meyrinn
Wed Jul 29, 2009 5:53 pm

Re: [10] Yogg Saron

I swear some DPS are just brain dead. We usually send in Ret Pals and/or Ele Shaman for the brain room healers. But some DPS just run off half dead and start DPSing instead of waiting 2 seconds for the Ret or Ele to top em off inside, then they qq when they die from self inflicted damage. Most of the time people are already topped off inside and they have health stones/pots anyways. But, it just kills me when a DPS kills themselves from that reflected damage. I was in there as a Ret once for a 10 man, and the stupid rogue Fok'd his adds in the room where they are grouped in 3s to death in like half a second then went to help with another group and killed himself. Our policy is kill 3 then go for the brain room even if others aren't done yet. That way if everyone gets topped off once they won't die. I didn't expect him to kill himself after his 3 were down so I didn't heal him up.
Bladeheart
Fri Jul 31, 2009 1:35 am

Re: [10] Yogg Saron

Great read, especially the p2 and p3 strats.

I'm still not that confident on the raid sitting in the middle, we still tend to pull quite a few clouds from time to time.

Hopefully our Yog attempt this weekend will be good. :)
Smite-Turalyon
Fri Jul 31, 2009 12:12 pm

Re: [10] Yogg Saron

When our guild first started attempts we found we lost way to much dps time killing near the entrance and dragging into the middle. We also found we sometimes lost a mob (didn't blow up on Sara) due to overzealous dps during the drag.
Tanking in the center we found to be the best approach by far and dodging clouds was something it took a while for people to get for some reason. With the nerfage you can still overcome a few extra spawns but this is just an aspect of the fight people have to learn.

I agree with above posters that ret and blood dk's is OP in the brainroom. If dps is topped off before they go in, they should be fine. They do know to not look at the skulls to avoid the extra dmg right? ;)