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Strategy and Discussion: Yogg-Saron (hard modes)
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PostPosted: Thu Apr 30, 2009 2:49 am 
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Strategy and Discussion: Yogg-Saron (hard modes)
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PostPosted: Tue Feb 09, 2010 9:28 am 
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Welcome back to the TankSpot Ulduar raid guide! My name is Aliena and in this video I'll explain the strategy used for One Light in the Darkness, the hard mode of the yogg saron encounter needed to complete Glory of the Ulduar Raider.

If you'd like more information or would like to learn more about downloading this movie, click "more info" on the movie information box on YouTube to head directly to TankSpot! Also, be sure to subscribe by clicking the Subscribe button to the right so you will be automatically notified as we release movies.

You can choose to have any or none of the Keepers assist you in the Yogg fight after defeating them. For One Light in the Darkness, Thorim is usually the Keeper of choice to be left up.

With the rest of the Keepers not assisting, you lose the following buffs and abilities compared to normal mode:
* A 30% damage bonus, as each keeper gives you an extra 10%
* Mimiron's 20% movement speed increase
* Freya's 20% healing received bonus
* Sanity Wells - there will be NONE at all
* Hodir's 20% reduced damage taken buff
* Hodir's occasional ice tomb saves

Tentacles in phase 2 will attack twice as fast and cast three times as fast.

With Thorim left alive you do however retain a 20% health bonus and the Immortal Guardians in Phase 3 are killable.

The most important part about making this fight work for you is precision and team work. Your raid members need to carry out their assigned jobs and be prepared to deal with random RNG happenings such as a constrictor tentacle right before a portal spawn.

Apart from added difficulty, the fight stays exactly the same. For instance, you still have to kill 9 Guardians of Yogg-Saron close to Sara to trigger phase 2.

Whether you dance around the clouds like our raid is doing here or have your raid assembled at the entrace of the room is up to you. Cloud dancing does speed up the entire phase by a lot though, and you have a lot less AoE damage going out.

Make sure to have all melee move away from a guardian before it explodes. Failing to get out in time can very easily mean a death. You also want to try and avoid having raid members touch a cloud. While you should reasonably be able to deal with an extra or two, it's essentially wasted time and could be an obstacle later on especially while you're still learning the fight.

Your raid should always be moving as a group. In phase 1, your ranged members will have to move as a group as best as they can so no one accidentally moves away from a healer and gets Sara's Blessing cast on them. In phase 2, you'll split your raid into an upstairs and a downstairs team that also always needs to move together as best as they can.

If you have a hunter or a rogue aboard, they should watch for guardians that receive the Sara's Anger buff and tranquilize them.

When Sara's health hits 0, phase 2 is triggered. This part of the fight is all about targetted and efficient DPS. Of course, the "stay out of bad stuff on the ground" rule still applies. Your upstairs team should have the following priority system for killing tentacles:
Constrictor Tentacles before Crusher Tentacles before Corruptor Tentacles. Shadow priests and warlocks should be rolling dots on everything they can possibly reach.

You can have anywhere from one to four brain phases but with a bit of practice at the fight you should shoot for two at the most. We send a melee team with a hunter downstairs. Assign a portal to each of your downstairs DPS ahead of time. They have to be ready at their portal as soon as they spawn. Each of them should also be assigned to specific areas of the room downstairs. You should aim to burn down the Influence Tentacles downstairs in no more than 20 seconds to give your upstairs team enough time to clear every mob up top without the annoying Diminish Power debuff from Crusher Tentacles.

Do take care to avoid the Death Rays on the ground. From the time you see them popping up until they start moving around you have approximately 5 seconds, that should give even your slowest raid member enough time to put a safe distance in between them and a ray.

You can no longer be targetted with Malady of the Mind or Psychosis if you have less than 40 sanity left, but you still want to avoid chaining Malady as best as you can. If someone close to you gets targetted with it, run away from them.

Once your downstairs team pops out of the brain room, have a healer meet up with them to heal them and then have them take care of nearby corruptor tentacles until they have to move back to their portal positions.

Dispels, cleanses and decurses up top need to be quick and thorough. You simply can't afford to have someone impaired in their movement or take a chunk of extra damage. Have healers or other people that are assigned to cleanse debuffs set up macros or keybinds ahead of time. If possible, have a ret paladin in your downstairs team so he or she can cleanse black plague and Apathy off any unfortunate soul that took a portal but got a debuff at the last moment.

Assign a meet-up spot upon triggering phase 3 so your downstairs team has the shortest possible path to the rest of the group.

In phase 3, healers should keep their back turned to Yogg Saron at all times. We primarily have ranged dps and dot classes on Yogg himself while melee work on the Immortal Guardians. Depending on whether DPS on the Guardians or DPS on Yogg is lacking, we may ask someone to help out temporarily.
Watching your sanity is of extreme importance as you can't just walk over to a sanity well and refill it. Don't chance it if you're low on sanity and keep your back turned when Yogg's Lunatic Gaze cooldown is up.

Tanks need to be able to pick up any guardian that spawns before it reaches the person it initially had aggro on. They should also keep guardians at least 20 yards away from Yogg so that Empowering Shadows only heals the guardians and not Yogg himself. As long as the guardians die quickly and don't build up too much, it's a controlled phase that just requires some execution and communication.

Thanks for watching this movie! As always, feel free to ask questions or add suggestions either on YouTube or in the strategy thread on TankSpot.com. Also, TankSpot Donors can download all of these movies in High Definition directly from our servers -- click the second link in the movie information box to learn more!

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Strategy and Discussion: Yogg-Saron (hard modes)
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 Post subject: Re: Strategy and Discussion: Yogg-Saron (hard modes)
PostPosted: Tue Feb 09, 2010 4:17 pm 
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quick question for folks -- do we absolutely need 2 tanks for phase one, or can the ferrying be done by a plate DPS?

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Strategy and Discussion: Yogg-Saron (hard modes)
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 Post subject: Re: Strategy and Discussion: Yogg-Saron (hard modes)
PostPosted: Tue Feb 09, 2010 4:41 pm 
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I think we've been using 1 tank for this fight on our kills (?)


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Strategy and Discussion: Yogg-Saron (hard modes)
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 Post subject: Re: Strategy and Discussion: Yogg-Saron (hard modes)
PostPosted: Tue Feb 09, 2010 4:44 pm 
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right, was just wondering about the +1 aspect, with the healing reduction / increased attack speed of the mobs, etc. just trying to mentally slot people.

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Strategy and Discussion: Yogg-Saron (hard modes)
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 Post subject: Re: Strategy and Discussion: Yogg-Saron (hard modes)
PostPosted: Tue Feb 09, 2010 6:07 pm 
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I think last time I had some general aid in picking them up in the hopes of keeping healers alive, but that was just Tam deathcoiling in dps spec/gear and me picking them off of him

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