Yogg-Saron

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Thought's picture

@ Tue, 19/05/2009 - 00:26

Thought's picture

@ Tue, 19/05/2009 - 22:58

Sanity

This is a debuff placed on all players that persists throughout the entire encounter.
It starts off at 100 “charges” and dissipates through the use of certain of Yogg’s abilities.
Players must always keep their Sanity status in the back of their mind because if the debuff reaches 0, that player is mind controlled for the rest of the counter (yes, even if you battle rez them!).
Make use of the Sanity Wells provided by Freya to keep your charges up.
Raid Leader Note: It is a good idea to do some vocal reminding over vent during the encounter to encourage players to do a “Sanity Check”)


Abilities


The Keepers

The Four Keepers Aid you in your fight against Yogg-Saron. Once you ask for their assistance, you will gain the following buffs upon engaging the boss.
In terms of ease of doing kills with fewer keepers helping, Thorim is certainly the hardest to skip.


Mimiron

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%.


Freya

Resilience of Nature: Increases damage done by 10% and healing recived by 20%
Sanity Well: Regenerates sanity by standing under the beam.


Thorim

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.


Hodir

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 Abilities


Guardians

Shadow Nova: The Guardian blows up when it dies, causing damage to any nearby units (including Sara)
Dark Volley: AoE Shadow Volley (interruptible) Places a debuff on everyone that reduces healing by 25%
Dominate Mind: Temporary Mind Control effect (dispellable)


Sara

Sara’s Fervor: Increases a friendly target’s damage by 20% but also increases damage taken by 100%.
Sara’s Blessing: Heals a friendly target for 27-33k, but causes 60k shadow damage over 20 sec.
Sara’s Anger: Inflicts 12.5k shadow damage every 3 sec, but increases physical damage by 12k.


Phase 2 Abilities


Sara

Brain Link: Links two raid members together, dealing damage and deceasing sanity as long as they are 20+ yards away from each other. The link between the two will turn from red to yellow when it is safe. This effect will break if one member enters a portal.
Psychosis: Inflicts 7.5k shadow damage and reduces sanity.
Death Ray: Shoots a stream of energy that tracks a target dealing 20k nature damage per 0 seconds (RUN AWAY)
Malady of the Mind: Inflicts 5k shadow damage and causes 4 seconds of horror and reduces sanity. It will try to chain to another raid member with in 10 yards at the end of the 4 seconds.


Crusher Tentacles

Diminish Power: Cast on the entire raid (including the portal groups), it reduces damage done by 20% and stacks up to 4 times (one per alive crusher.)


Corruptor Tentacles

All these abilities are dispellable.
Curse of Doom: Deals 20k damage after 12 seconds. (Curse)
Apathy: Reduces attack and casting speed as well as movement speed by 60% for 20 sec. (Magic)
Black Plague: Periodic stun that lasts 2 seconds with a 24 second debuff duration. (Disease)
Draining Poison: 3.5k damage and 1400 mana drained every 3 seconds for 18 seconds. (Poison)


Portals

Lunatic Gaze: deals shadow damage and decreases sanity.
Induce Madness: The brain channels Induce Madness, starting with the spawning of portals and lasting for 60 seconds. If anyone is still in the portal after the 60 seconds have passed and the channel is complete, they are immediately driven insane and mind controlled by Yogg.


Phase 3 Abilities

Empowering Shadows: Cast by Yogg on one of the Immortals, this powerful HoT heals them rapidly.
Lunatic Gaze: Deals damage and reduces sanity (a stronger version of the Phase 2 ability)


The Fight

There are three phases:
Phase 1, the raid is together up top and fights the Guardians of Yogg-Saron to force him to appear.
Phase 2 the raid splits into two groups, one group staying up top to fight his tentacles and the other taking portals into his mind to attack his brain directly.
Phase 3, the final phase, the raid is reunited and work together to kill him.


Phase 1

The raid should enter Yogg’s room and remain close to the door.
The green clouds that swirl around the room will spawn Guardians of Yogg-Saron on a set timer. They will also spawn Guardians if a player runs into the cloud. Keeping the raid at the door minimizes the chance that a raid member will step into a cloud.
The goal of phase one is to kill Guardians while they are standing next to Sara, in the middle of the room. Killing them near Sara will cause damage to her, eventually reducing her HP to 0 and transitioning the fight to phase 2.
Most of the raid should remain near the door for this phase with only a few people moving up. The tanks who drag the Guardians to the middle as well as a few assigned ranged DPS/interrupters and possibly a healer should be the ones moving forward in this phase. The assigned ranged dps must finish killing off the Guardians after the tank has them positioned.
Interrupts on Dark Volley are needed both while they are tanked and while they are being moved to Sara: an Immortal pausing too long to cast could die out of range of Sara and not damage her with their Shadow Nova on death.
Two tanks seems to work best for most of this phase with a third tank as backup for any spawns that happen while both other tanks are out of camp dealing with dragging Guardians to Sara or making their way back.
It's absolutely critical that the entire raid dodge clouds and avoid spawning extra Guardians.
After Sara’s HP is reduced to 0, Yogg appears and phase 2 beings, kill off any remaining guardians as quickly as possible and prepare for tentacles.


Phase 2

In this phase you will have two distinct groups. A group that remains “up top” at all times, killing tentacles, and a group that will break off and go down portals.
Keep in mind that you do not have to send as many people down portals as is possible, the goal is to keep the top stable while getting the brain to 30% fast enough to avoid the enrage timer.
Both groups need to keep a careful eye on their sanity! There's no reason for anyone in either group to go insane as long as everyone plays well and pays attention.


Tentacle group

This group deals with the spells cast by a hostile Sara:

For Brain Link, the two afflicted people simply need to stand together for the duration. If one takes a portal it's broken with no ill effects.
Death Ray is a killer only if you aren't paying attention: simply run away.
Complete descriptions of the abilities are listed in the abilities section.
There are three different types of Tentacles that spawn in phase 2, listed in priority kill order:

  • Crusher Tentacles
  • Constrictor Tentacles
  • Corruptor Tentacles


Crusher Tentacles

Crusher Tentacles are kill priority number one for your ranged dps.
They are the most dangerous tentacle and must be dealt with as quickly as possible. The goal is to never have more than one up at a time, and ideally to have enough time between spawns to kill other tentacles.
These Tentacles each channel Diminish Power on the raid (including those in the portal.) Diminish Power reduces the amount of damage done by 20% and will stack up to 4 times (one per crusher alive) if crusher tentacles are allowed to pile up.

They will not channel this ability if there is someone in melee with them however, so a free tank can help keep the raid free of the debuff. Their damage also increases each time they take damage, so the tank needs to be adept at dancing in and out to avoid dying when damage gets high.
The raid can also reset the damage buff by pausing dps for a moment; based on your raid dps this may not be necessary.


Constrictor Tentacles

Constrictor Tentacles simply grab members of the raid dealing damage to them while the player remains in their grasp.
These are melee priority number 1 and ranged priority number 2.
Free your raid members as quickly as possible by killing the tentacles, while following the priorities. Ranged should keep in mind that they can continue casting while in the Constrictor and can thus continue killing Crushers or help free themselves if a Crusher is not active/in range.


Corruptor Tentacles

Corruptor Tentacles cast a multitude of debuffs on raid members (dispellers and interrupters need to be ready to help deal with this). These are last on the DPS priority list.
They can cast:

Refer to the abilities list up top for complete descriptions.


Portal Group

Portals spawn roughly once every 90 seconds and the assigned portal group must get down the portals as quickly as they can (one person per portal).
You may want to send down a healer with the DPS down the portal to help offset any damage taken while in the portals.
Once down the portal the images/tentacles must be killed as quickly as possible. In addition to the images, there are skulls down the portal which will attack any players who look at them (dps as much as possible with your back to them).
The skulls cast Lunatic Gaze at those who are facing them while in the portals. This deals shadow damage and decreases sanity.
After all of the images/tentacles are dead, a path will open to the Brain of Yogg-Saron. The brain must be killed as quickly as possible in the allotted time, getting it to 30% will transition the fight into phase 3.
The brain channels Induce Madness, starting with the spawning of portals and lasting for 60 seconds. If anyone is still in the portal after the 60 seconds have passed and the channel is complete, they are immediately driven insane and mind controlled by Yogg.
In order to be safe, you should allow for around 5 seconds of time to get over to the portal back to the top and click on it.
It is important that while the portal group is up top that they make sure to check/refill their sanity and kill as many tentacles as possible in order to reduce the total number of tentacles alive in phase 3 as much as possible.


Phase 3

After the brain is brought to 30%, phase 3 begins. Yogg is now directly attackable.
Any leftover tentacles from phase 2 will remain active unless killed so it is important to be as caught up on tentacles as possible.
During this phase, Yogg will spawn Immortal Guardians. These must be tanked and dpsed down to 1% so that they can be finished off by Thorim’s Titanic Storm ability.
The Immortal Guardians do less damage to the tanks as their HP goes down, so keeping on top of DPS on them will reduce tank damage significantly and increase the tanks ability to be mobile for picking up new spawns.
While DPS on the Immortal Guardians is important it is also important to kill Yogg. He has roughly 15-16 million HP in this phase and must be killed before the 15 minute enrage.
We use melee on the Immortal’s with ranged DPS helping in order to keep them under control. It is generally a good idea to have ranged DPS with “execute range” abilites/damage buffs on Yogg as much as possible.
During this phase Yogg will cast a beefed up version of the phase 2 spell, Lunatic Gaze. This damage and sanity reduction is avoidable by facing away from Yogg when he casts the ability.
Tanks and healers should position themselves with their back to Yogg as much as possible, and DPS need to be quick at turning around when the spell goes off in order to reduce raid damage and keep their sanity high (the better you handle turning around quickly, the better raid dps will be, as people will not have to waste time refreshing their sanity at a well.)
During the time when they are turned away from Yogg, ranged can continue to assist in killing immortals guardians as long as they are tanked a bit away from Yogg to allow for space.
Yogg will also attempt to heal Immortal Guardians who are engaged with the raid using Empowering Shadows, a very powerful hot. This makes it important to focus dps as much as possible to get spawns killed off before they can be healed.

This phase really breaks down to quick tank pickups in order to prevent deaths and then finding a dps balance that allows Yogg to be killed quickly while also keeping the Immortal Guardian spawns manageable.
After people have had a chance to learn the fight, turning around should become second nature when Lunatic Gaze is cast, and long term this ability should not cause much issue.

Thought's picture

@ Tue, 19/05/2009 - 23:16

heres a quick tip for the trigger happy guys Sticking out tongue

go to DBM Options and then Bosses > Ulduar > yogg and activate the options in red as shown in the image bellow

STOP DPS ON GUARDIANS !

then during raid if you are targetting a guardian with low HP you get something like this
along with a sound.

@ Wed, 27/05/2009 - 11:14

For phase 2 ppl say one of the biggest killers is Sanity going too low and people forgetting to purify that.

A great addon that can help with that is Power Auras (I am using version 2.6.0), where you can set it up to alert you graphically (a big skull atop of my character in my case) and optionally by playing some sound, that Sanity reached a defined by you safe level, for example 25 stacks only (it goes down from 100). I am sure there are other addons who can do similar things/warnings. Would be nice if all ppl would use it to make 100% sure we remove this Sanity thing from the equation of Phase 2. Smiling

Power Auras has also option to notify me when ANY member of the raid has sanity below a set threshold, which is a function possibly quite useful for a raid leader.

Always look at the bright side of WoW... didam, dida, didadidadidam...

Ompi's picture

@ Sun, 14/06/2009 - 22:13


Normal Realm.

The time in the 'Normal Realm' here in Phase 2 is all about surviging long enough by killing tentacles and cooping with all that Yogg thows at you, for the assigned players for the portals to go into the 'Brain Realm' and dps the Brain down to 30% and force Yogg to Phase 3.

There will be 3 different tentacles that spawn. I'll go thou them all briefly.
Priority killing on them are:
1. Constrictors
2. Crushers
3. Corruptor

ALWAYS in that order, Crushers always need to be tanked.


    Crusher Tentacles (2 million HP)

  • Crush: Hits for about 7,000 on a tank, in a short (8 yard) AOE
  • Diminish Power: Reducing damage dealt by the entire raid by 20%. They will channel this Diminish Power as long as they are not being tanked, or attacking a player. Diminish Power stacks, so if multiple Crusher Tentacles are spawned and untanked, the raid will suffer 20% reduced damage for each one. These tentacles hit very hard, so it is advised to stop their channel by using an actual tank on them. Crusher Tentacles spawn roughly every minute, one at a time, and will not spawn during a weakened (stun) phase.
  • Focused Anger: Increases their attack speed and damage dealt by 3% . This stacks, and applies only when they suffer direct damage (damage over time effects don't cause it to stack). This only lasts 1 second, meaning that, if no direct damage attacks hit the Crusher Tentacle for 1 second, the entire stack falls off.
  • Always tank them and nuke them down as fast as possible, only tank in melee range due to the Crush ability.

    Constrictor Tentacles(100k HP)

  • Randomly spawn under a person in the raid, and instantly "constrict" them. The person is unable to move, but can use a limited selection of their abilities while they're Constricted. The player suffers moderate damage over time, and the tentacle must be killed to release the player. Constrictor Tentacles spawn fairly frequently, at least every 20 seconds, one at a time. Constricting Tentacles only cause around 5,000 damage every few seconds to the player they are constricting, and have no other attacks.
  • As soon as anyone get's grabbed by one of these, switch your Dps and burn it down asap. They only have 100k Health.

    Corruptor Tentacles (600k HP)


    Randomly spawns around the room, Randomly cast it's 4 ability's on the raid. All are interruptible and dispellable. Does not do any melee damage.

    Ignore them for the most part, dispell/decurse/clence anyone that get affected by any of it's ability's. If possible interrupt them. Only dps these down if no Crushers or constrictors are up! Melee will most likely be on these since they can not dps the crusher


    Yogg-Saron

Cast 4 different ability's herself in the normal realm, they are:

  • Brain Link
    Causes a beam to appear between two players. When players stray too far from one another when linked, they suffer damage and Sanity loss every second, and the beam turns RED to signify this. When players are closer together, the beam turns YELLOW and the damage and Sanity loss is prevented. Brain Link lasts 30 seconds. Brain Link can also be safely broken by either player that is linked entering the portals in this phase. Brain Link is often cast on players already far apart from one another.
  • Malady of the Mind
    A Death Coil effect on the player, causing them to flee in horror for 3 seconds in a random direction, and suffering 3% Sanity loss. When the effect fades from a player, the Malady of the Mind attempts to jump to the nearest player within 10 yards. If no player is within 10 yards, the effect ends and the "jumping" Malady will be stopped until Yogg-Saron recasts it. If players don't move away from whoever has it, players can keep "jumping" Malady of the Mind endlessly from one player to the next.
  • Death Ray
    Blasts the target with a stream of deadly energy, dealing 20000 Nature damage every 0 sec (Instant death). Functions similarly to Kologarn's Eye beam.
  • Psychosis 5000 Shadow damage. Also reduces Sanity by 12%. One second cast, chain cast on random players in the raid when Sara is not casting anything else.

Stay as spread as you can to minimize the Death Ray damage and reduce the change of Malady of the Mind to jump around. When you get the Brain Link run close to each other asap.

Note: Keep track on your Sanity If it reaches 0 you will be permantly mind controlled by yogg and will have to be killed. Stand in one of the green Sanity Well To get your Sanity back up to not get mind controlled, it should never be under 30ish. You can have a maximum of 100.



Brain Realm


60 seconds after phase 2 begins, portals open up to Yogg-Saron's "brain realm". 10 portals open up. These appear all around Yogg-Saron in set locations, and remain open for a brief period of time (15-20 seconds). Players click on the portals to enter the realm. These portals to the "brain realm" spawn roughly every 90 seconds from the last spawn. When a player enters a portal, it despawns, so only 10 players in total can use the 10 portals that spawn, and new ones will not spawn until the next "brain realm" phase, 90 seconds later.


When the 10 assigned players enter the 'Brain Realm' They need to kill the NPC's in the area (witch are his tentacles) to gain access to dps his Brain.


Influence Tentacle(40k HP)

Be careful not to kill yourself here.

When the tentacles are dead the players gain access to the brain, get to it asap and nuke, nuke, NUKE!


Brain Of Yogg-Saron


Ability's only casted in the 'Brain Phase'

  • Lunatic Gaze
  • Places a Laughing skull in the realm, any player facing their character towards it will take damage and loose sanity every second. Always have your back to the skull!

  • Induce Madness
  • 1min cast time, the brain of Yogg-Saron starts to cast this when a player enter the 'Brain Phase' all players that go to thou the portals needs to make sure to get out before he casts the Induce Madness or you will be permanently Mind controlled.


    Sumup


    10 players will be assigned to take the portals, those 10 players enter the portals as soon as they spawn when in the brain realm they nuke down the npc's/Influence Tentacle's to gain access to the brain, then nuke away at it. Make sure to leave the realm thou the portal at the brain before the Induce Madness is casted.
    The remaining 15players will stay in the normal realm to tackle the tentacles that spawn in the 'Normal Realm' and the various ability's casted upon the raid.

    'Brain Realm'

    • Always have your back towards the Laughing skulls
    • Don't kill yourself by the return damage from the Grim Reprisal on the Influence Tentacle's
    • Make sure to take the portal out of the brain realm before the Induce Madness is casted

    'Normal Realm'

    • Stay spread
    • Kill Constrictors first, Crushers second and Corruptor last.
    • Run close to each other when affected by Brain Link
    • Run away from anyone that get's feared by the Malady of the Mind to not get it to jump to you.
    • Run away from the Death Ray
    • Don't be within melee range of the Crusher
    • Dispell/Decurse/Clense
    • Keep track your Sanity , replenish it in one of the Sanity Well when needed. Never go under 30ish in sanity.

    Basically manage all she throws at us and get the brain down to 30% as soon as possible to push her to phase 3. It's a lot to remember and manage, so make sure read up well on it.

    A man is but the product of his thoughts.
    What he thinks, he becomes.