Yogg-Saron

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 The terrible presence of Yogg-Saron
The terrible presence of Yogg-Saron
Yogg-Saron is the final boss encounter of Ulduar (Not counting Algalon the Raid Destroyer), but not one of the most complex. However, he does demand complete attention from every member of the raid all the way through the fight in order to bring him down.

Contents

Abilities

Sanity

On the pull, every raid member is afflicted by a stacking debuff called [Sanity]. The stack starts at 100, and various abilities throughout the encounter reduces the stack. The only way to regain Sanity is to stand in one of the Sanity Wells created by Freya. Should you drop to 0 Sanity, you will become mind-controlled by Yogg-Saron and go [Insane].

Phase 1

In this phase you don't actually fight Yogg himself, but a bunch of Faceless Ones that spawn from green clouds in the room. If a player touches one of those clouds, and additional add is spawned, which is highly undesirable. Therefore special care must be taken to avoid clouds at all costs. Getting through phase 1 requires the raid to DPS down 8 of these Guardians, and have them die on top of Sara, because their death explosion is the only way to hurt her.
Sara:

Guardian of Yogg-Saron

Phase 2

Now the true form of Yogg-Saron is revealed, and boy is he ugly. Sara is still involved, floating above him, but now she has the appearance of a Val'kyr. This is the most complex phase, and the one that will decide whether or not your raid is going to defeat Yogg. Tentacles appear around Yogg-Saron, and these must be dealt with quickly. But periodically, portals will spawn around Yogg-Saron, and these must be used quickly to enter his Brain. This is the only way to damage Yogg in this phase, and the Brain has to be brought down to 30% in three "Brain Phases".

Sara

Crusher Tentacle

Corruptor Tentacle

Constrictor Tentacle

Influence Tentacle

Brain of Yogg-Saron

Phase 3

Having succesfully dealt with all the Crusher tentacles, and brought the brain safely down to 30%, phase 3 can begin. In this phase you can do direct damage to Yogg, but you have to be careful. He will periodically cast an ability that reduces your Sanity by 4% per hit if you're facing him. He also spawns more Faceless ones, even quicker than in phase 1, and these have to be dealt with as well.

Yogg-Saron

Immortal Guardian

Strategy

Phase 1

The raid stays together a few yards from the doorway. You must have three tanks in this phase. One tank stands with the raid, and the other two will 'ferry' Guardians to Sara, where they should explode. To make this possible, the DPS have one, and only one, thing to consider. When DPSing a Guardian, STOP at 30%. This is where the ferry tanks (or a Hunter if there's too many adds) will taunt the mob and bring it to Sara. To ensure that they die once they've reached her, two DPS are tasked with finishing off the adds once they get there. Their only concern is to avoid clouds, and to make sure the Guardians die. Anything else is secondary. A single healer will also be centrally placed, to heal the ferry tanks and the central DPS should they be hit by a Volley.


It is helpful to have a Paladin healer with Righteous Fury standing in the raid, to get healing aggro on the Guardians as soon as they spawn. Hunters need to be on the ball with Misdirections and Taunts to keep them off of the central healer as well.

We found it useful to force-spawn ONE additional Guardian right at the start. This is done by letting a single person run into a cloud. Further spawned adds beyond the first forced one are potential wipes, and the clouds make it abundantly clear who ran into them - Don't do it!

Transition

Make sure to finish all the Guardians, as well as any Constrictor Tentacles that may have spawned, before the raid moves to deal with the first Crusher Tentacle.

Phase 2

Outside: The outside team consists of most of the healers, all the tanks, and most of the ranged DPS. Their task is to deal with Constrictor Tentacles, Crusher Tentacles, and Corruptor Tentacles - In that order. The raid moves together, from one Crusher to the next, burning them down as fast as possible. It is very important to stay out of melee range of a Crusher, unless you're a tank, because they hit very, very hard. The outside team also needs to look out for the debuffs from the Corruptor tentacles, that need to be dispelled/decursed ASAP. The spawn rate of the tentacles depends on how quickly the Influence Tentacles inside the Brain Room die, so control of this phase lies with the other group.

The Brain Room: Periodically, portals will appear around Yogg-Saron. These can be entered to gain access to the Brain Room, where the player will envision one of three historical events from Warcraft lore. To ensure maximum time spent damaging the Brain, the 10 people making up the Brain group are split into two groups, and each group is assigned a side (west/east). This side indicates both which side of Yogg-Saron their portals spawn, but also which side they will go down once inside the Brain room, to deal with the adds. See the picture on the right.

Furthermore, each person is assigned a specific portal, as well as a specific tentacle in the brain room. They must enter through this portal, and deal with their own tentacle. Once their tentacle is dead, they can move on to help others. It is key to get the tentacles down within 20 seconds or less.

Finally, it is immensely important to get out of the Brain Room before Yogg finishes casting Induce Madness. To this end, Melee DPS will have to start running towards the exit portals with 7 seconds left on the timer. Any ranged DPS, and healers, should be standing next to a portal already, so can wait until three seconds remain.

Generally, the composition of the Brain Groups will be 7 Melee DPS, 1 Hunter, and 2 Healers (We use priests). The goal is to finish the Brain within three phases.

Transition

If DPS has been high on the brain, so that there's only a few percent to nuke down in the third brain phase, it is a good idea to finish it off slowly, so the outside team can mob up the last Crusher tentacle and move to the southern part of the room in preparation for Phase 3. This avoids unnecessary deaths. It will not always be possible for the outside group to move to the southern area, and therefore the brain team coming out must move to the outside team during transition. The position of the outside team will determine where the adds are killed in phase 3.

Phase 3

Now the race is on to finish Yogg-Saron before he enrages.

Tanking: The adds are picked up and tanked a little more than 20 yards away from Yogg-Saron. Each tank needs to be very careful with their sanity, and it might be necessary to organise a few trips to a sanity well, especially if the adds are dying fast.

DPS Split: Prioritize people with some form of execute ability on Yogg'Saron. Hunters, Warriors, Paladins and Affliction Locks are ideal for this. We had six people on Yogg, and the rest on the adds. One person with good overview of the fight and incoming adds (preferably a ranged DPS Officer) will whisper switch calls to pre-defined DPS to move from Immortal Guardians to Yogg-Saron and vice versa. The target for the Immortal Guardians is to have 2 actively tanked at all times. When we have 1 ready to be killed by Thorim and 1 incoming to be tanked/just being tanked, we can switch DPS to Yogg-Saron. But when we have 1 ready to be killed by Thorim and 2 others tanked we need an extra DPS on Adds. This is a rather tight balance, as one DPS too little can quickly run out of control.

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