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Home › The Downfall Handbook › Downfall Raid Guides › Ulduar Strategy Guide

13 - Yogg-Saron Strategy Guide

saedo's picture

saedo — Fri, 04/24/2009 - 14:30

Health:

  • Heroic:  55M
  • Normal:  11M

 

Keepers:

  • Each keeper we ask for help will give us buffs for this fight.   The hard mode is not asking for em.
  • Freya - Resiliance of Nature:  Increases all damage done by 10% and healing received from all sources by 20%.
  • Freya - Sanity Well:  Standing in the well brings you back to your senses, regenerating 20% Sanity every 2 sec. Damage done is reduced by 50% while you remain in the well. Instant  Two of these green beams will be up the entire fight at the sides of the room.
  • Mimiron - Speed of Invention:  Increases all damage done by 10% and movement speed by 20%.
  • Mimiron - Destabilization Matrix:  Channels a beam of titan energy that destabalizes the molecular structure of certain Saronite based creatures, reducing attack speed by 100% and casting speed by 300%. Cast on all mobs in the encounter.
  • Hodir - Fortitude of Frost:  Increases damage done by 10% and reduces damage taken from all sources by 20%.
  • Hodir - Hodir's Protective Gaze:  Allows Hodir to save a friendly target who sustains fatal damage by encasing them in a nearly impenetrable block of ice for 10 seconds. Hodir must rest after performing this action.
  • Thorim - Fury of the Storm:  Increases all damage done by 10% and total health by 20%.
  • Thorim - Titanic Storm:  Channels a storm of titan energy that periodically strikes at enemy targets with bolts of lightning strong enough to destroy weakened immortal creatures. Without Thorim the Immortal Guardians in phase 3 are unkillable.

 

The Fight:

First thing to mention is this:

Sanity:  Indicates your overall level of Sanity. If Sanity reaches zero your mind will be permanently under the control of Yogg-Saron. 20 yd range, Instant

Insane:  Yogg-Saron takes control of the target's mind. Damage is increased by 100% and health is increased by 300% for 1 min. The target dies horribly when this effect is removed.

We start at 100%.  Various attacks will reduce this.   When you hit zero, you are perma-MC'd and will see the raid as Faceless Ones.    You will die on your own in a min, or be killed by the raid.   You cannot be battle rez'd.   Well, you can, but your sanity will still remain zero so you'd just get MC'd again.     So losing it is basically perma-death for you.

Freya's beams can help restore it when not on Hard Mode.  Anyways, on to the phases.

 

Phase 1:  Sara

We're dealing with Sara and adds.   Sara herself is unkillable, by us directly.  A gimmick is employed though.

Sara:

  • Sara's Fervor:  Increases a friendly target's damage by 20%, but also increases damage taken by the target by 100%. Lasts 15 sec
  • Sara's Blessing:  Heals a friendly target for 27000 to 33000, but causes 60000 Shadow damage over 20 sec
  • Sara's Anger:  Inflicts 12500 Shadow damage every 3 sec, but increases Physical damage done by 12000. Lasts 12 sec

As you can see, she still does buff targets during this phase, but basically each of her buffs also fuck with them.   Do more damage, take more damage.   Heal you, then fuck you over with a dot.    Give you a dot, but let you do more damage.

Anyways, there are adds that spawn.   They come at a relatively slow pace, which increases over time.  There's also a gas cloud to avoid, being in them will spawn more adds.

Guardian of Yogg-Saron:

  • Shadow Nova:  Inflicts 25,000 shadow damage to any targets nearby when the Guardian of Yogg-Saron dies (including Sara).
  • Dark Volley:  Inflicts 8500 to 11000 shadow damage to the entire raid. Reduces healing effects by 25%. Lasts 10 seconds. (interruptable)
  • Dominate Mind:  Dominates the mind of the target, temporarily placing them under Yogg-Saron's control. Also reduces Sanity by 4%

As you can see, the way to deal with Phase 1 is to have Guardians die near Sara.   We need total of 8 to kill her off, to end phase 1.   Goal is to kite Guardians away from clouds, though we can use them to quicken the spawn pace.    And to kill them near Sara only.

 

Phase 2:  Brain of Yogg-Saron

This is where we force Yogg-Saron to appear and similar to C'Thun, we can't really hurt him, and have to deal with tentacles.    Finish off any Guardians.  Meanwhile:

  • Dominate Mind:  Dominates the mind of the target, temporarily placing them under Yogg-Saron's control. Also reduces Sanity by 4%. 50000 yd range, Instant
  • Psychosis:  Inflicts 7500 Shadow damage. Also reduces Sanity by 9%.
  • Brain Link:  Links the brains of two enemy targets. Afflicted targets suffer 3000 Shadow damage and lose 2% Sanity every 1 sec. whenever they are more than 20 yards apart. 50000 yd range, 1.5 sec cast
  • Malady of the Mind:  Inflicts 5000 Shadow damage and causes the enemy target to run in horror for 4 sec, then attempts to jump to another enemy within 10 yds. Also reduces Sanity by 3%. 1.5 sec cast
  • Death Ray:  Blasts the target with a stream of deadly energy, dealing 20000 Nature damage every 0 sec (Instant death).

So this phase is Tentacle phase.   While dealing with them the few things of Yogg's to be aware of.   Brain Link'd people must get close to each other, think of Mother Shahraz, now do the opposite!    Also, it seems you must spread out or risk chaining a fear.    Lasers to avoid.  

Anyways, the Tentacles:

Crusher Tentacle:  Melees hard, has a ton of HP and has an aura that reduces damage done by the raid by 20%, stacks with other crusher tentacles so these must go down fast. Melee-ing these will interrupt their aura but they gain a temporary buff that increases their damage and attack speed when they are hit so this is dangerous if they are being DPS'd.

Corruptor Tentacle:  Casts various debuffs.  Dispellers will need to be on the ball. These are interruptable.

  • Curse of Doom:  Dooms the target, inflicting 20000 Shadow damage after 12 sec. Curse dispellable.
  • Apathy:  Reduces the attack and casting speeds of an enemy target by 60% and slows its movement by 60%. Lasts 20 sec. Magic dispellable.
  • Black Plague:  Infects an enemy target with the plague, causing it to periodically retch uncontrollably and be stunned for 2 seconds. Lasts 24 seconds. Disease dispellable.
  • Draining Poison:  3500 Nature damage inflicted every 3 sec. 1400 Mana drained every 3 sec. Lasts 18 seconds. Poison dispellable.

Constrictor Tentacle:  These have very little HP and appear underneath random players, grab them and hoist them into the air doing damage every few seconds until killed.    You are still able to attack / cast heals while in it.

Every 90 seconds or so Portals will open into Yogg-Saron's mind. This also starts a timer.

Induce Madness:  Drives all nearby targets insane, reducing Sanity by 100%. 60 sec cast

The melee dps must take the portals and complete their task (or just get out) within 60 seconds or they'll become Insane.    Also, don't go if your sanity is low, else you won't last long in there without going insane.

There will be a random 3 illusion rooms with tentacles and skulls around.    The skulls cast:

Lunatic Gaze:  Looking into the maw of madness unhinges your mind, inflicting 5700 to 6300 Shadow damage and reducing Sanity by 4% every 1 sec. for as long as you are facing the caster. Instant

So do not face them, it'll be a purple beam at you if you are.   Must move and strafe around with backs to the skull at all times, while killing tentacles.   Kill them all and the illusion is shattered.    Run into the brain room and attack it as much as possible before the 60 seconds is over.   Else you'd go insane.  

Illusions:

  • Wyrmrest Temple - You'll be at the bottom of it, the room with the Chamber of Aspects.   In front, you'll see the story of the Demon Soul's creation.   You'll see various colored dragons around the perimeter of the room, those are attackable and your targets.   They'll turn into tentacles upon attack.   There are also skulls near by so you must strafe around avoiding facing em.
  • Arthas - You'll see him torturing a prisoner, a champion supposedly.  Anyways, this one the skulls are mostly center room, with occasional ones behind pillars.   Your targets are the worshippers I believe, they are in several packs of 3.
  • Stormwind - The Stormind King's assination is going to take place.    Your targets are the Suits of Armor around the room.   Their backs are right agains the walls, and the Skulls are kinda in the alcoves.

And that's the "stomach" version of Yogg-Saron.   Getting Yogg-Saron ('s brain) to 30% ends phase 2.

 

Phase 3:  Body of Yogg-Saron

Health:

  • Heroic:  16M
  • Normal:  3M
  • Enrage:  5 mins

This becomes a straight dps burn down.    But also dealing with Sara's abilities, and he has Lunatic Gaze (4 sec duration every so often) so don't face him during that.

Faceless Immortal Guardians will start spawning, tank those.  So long as we can have enough dps to beat the enrage timer, and have Thorim helping, we can dps down the Guardians and Thorim will kill them.   Otherwise it's a race to kill him before they kill us.   They also do a Drain Life that can be interrupted.

Another thing of note is that Yogg-Saron can cast Empowering Shadows now to heal the Guardians.   It's a slow cast, so can weaken the guardians quickly to be killed off by Thorim before it goes off.

Heroism go!

 

Hard Mode:

So each of the keepers give the raid buffs, and using 1 or less is Hard Mode.   Thorim would be the one to use to allow the Guardians in the last phase to be killed.  

This means, without Hodir, raid takes 20% more damage, and you don't get ice blocks to save your raid from potential deaths.   Play with caution to try to mitigate whatever you can.

Without Mimiron, raid will move 20% slower, things attack 100% faster, and cast 300% faster.   This means, running around Brain room is slower, must be done fast and efficiently.    Tanks will take more damage.    Casts will be harder to interrupt, the shadow volley is 1.5s vs 4.5s, and the Corruptors are 2s instead of 6s casts.

Without Freya, well this is the slightly harder part.    Psychosis will randomly pepper the raid with 9% sanity loss.   Guess that's just RNG.   Brain Links are another cause, raid should almost always group up so you're not linked across the room to rape your sanity.   But still spread a little bit to not chain Malady of the Mind around other people.  The Brain room crew, have to be doubly aware of where the Lunatic Skulls are.   Yes, they will start nuking you even before they're drawn in, will have to rely on memory to turn ASAP as soon as you see which room you're in.

Otherwise, the fight is exactly the same, well we also all do 30% less damage than normal, so pick it up.

In the final phase, stare at the Lunatic Gaze timer.    There's a CD on it, so switch back and forth between guardians and Yogg, pretty much every 6 seconds.     You don't want to lose what little sanity you probably have left.   Take it nice and slow and do a lot of turning while getting what dps you can on Yogg.

This fight is quite execution based, and you don't even have to be perfect to do it.   Just stick it through, and calmly burn everything down.

 

Achievements:

Kiss and Make Up - /Kiss Sara in Ulduar while she is angry with you on Normal/Heroic Difficulty.

This is just kissing Sara when Phase 2 starts.   Macro it.

Drive Me Crazy:  Defeat Yogg-Saron without any raid member going insane on Normal/Heroic Difficulty.

Raid check.  Use the Sanity Wells.   In a good kill, you should get this one easily.

He's Not Getting Any Older - Defeat Yogg-Saron within 7 minutes on Normal/Heroic Difficulty.

 Time/dps check.   Possibly drop a healer, or dps just not take as much damage thing.

They're Coming Out of the Walls - Defeat 9 Guardians of Yogg-Saron within 12 seconds on Normal/Heroic Difficulty.

This sounds like it doesn't need a kill, just a fluff achievement.   So take an attempt, gather 12, aoe them down.   Wipe (probably), then kill Yogg.

In His House He Waits Dreaming - Experience all 3 visions of Yogg-Saron's mind on Normal/Heroic Difficulty

Last I did this, it was bugged, but in a good way, did not need King Llane's vision, got the thing just seeing the other 2.   But this is progressive so don't need all 3 in one kill shot.   Get in and you'll randomly see em all eventually.

Three Lights in the Darkness - Defeat Yogg-Saron with the assistance of three or fewer Keepers on Normal/Heroic Difficulty.

Two Lights in the Darkness - Defeat Yogg-Saron with the assistance of two or fewer Keepers on Normal/Heroic Difficulty.

One Light in the Darkness - Defeat Yogg-Saron with the assistance of one or fewer Keepers on Normal/Heroic Difficulty.

This is Hard Mode.

Alone in the Darkness - Defeat Yogg-Saron without the assistance of any Keepers on Normal/Heroic Difficulty

This is the mode that drops the Mimiron head mount.

 

Sources:

  • http://www.mmo-champion.com/index.php?page=851
  • http://www.wowwiki.com/Yogg-Saron_(tactics)

 

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garreth's picture

I'm red-green colorblind and

garreth — Fri, 05/08/2009 - 10:50

I'm red-green colorblind and this is discrimination!

Derchlon's picture

"Most of the raid should

Derchlon — Thu, 05/07/2009 - 00:00

"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."

-Desteran

I'm starting to lean this way myself.  Seems like it gives us more things to control in the fight, and less random events.  Also gives all the dps "stand and nuke" time, so we should see a small spike in effective dps.  Just make sure your dps is disciplined enough to STOP when they need to.

Shihli's picture

I've been poking around the

Shihli — Tue, 05/05/2009 - 01:03

I've been poking around the Dungeons and Raids forums, seems that we might want to try doing Yogg with 2 tanks (and one Nuit, dps spec, tank gear), and possibly as few as 5 healers.

moriella's picture

number of healers

moriella — Fri, 05/08/2009 - 10:58

he number of healers needed can be reduced easily if raid members interrupt dark glare, dont stand in green stuff, do maximun fast dps in the brain, immediatly  run together when they have a red line between them, and kill the big tentacles fast.

In other words, as control is established, healing should drop significantly

Derchlon's picture

Tips for Hunters

Derchlon — Tue, 05/05/2009 - 00:42

Pets do not activate clouds, so feel free to use them at will in phase 1.  For hunters, I recommend speccing into Hawk Eye instead of Trap Mastery for this fight.  The increased range will help kill adds in phase 1, while still staying clear of the clouds.

Never send your pet at a Crusher Tentacle.  It will die very fast.  My suggestion is to use some type of Macro like:
/ tar corr
/petattack
/tar [insert name of MT here]
/tar targettarget

There's probably a more refined way to do it, and play with it your self to find what works best for you.  This macro sends your pet at the nearest Corrupter tentacle, so your pets dps isn't wasted just sitting at your side, while simultaniously retargetting the crusher tentacle your MT is targeting to keep dpsing it down.

In phase 3, just put your pet on Yogg and forget about it.  It shouldn't take any damage, and its dps should stay constant the rest of the fight this way.

Desteran's picture

P1: I think is going to be

Desteran — Mon, 05/04/2009 - 08:54

P1: I think is going to be the hardest for a 25 man, lots of ppl to trigger the coulds. Cleanse MC's fast (but know where the MC person is and dont cleanse them in a cloud).  Zoom out and know where the clouds are as to not get trapped. Try to interupt the shadow volley as much as possible (it is easy to heal through but if youre standing and healing you are not moving, which seems to be almost constant in this phase).

P2 should be slightly easier but it may take a wipe or two to get it down. Make sure to get together. Watch for brain link and move toward that person. Lots of cleanses in this phase, curses, diseases and poisons. Stay away from green beams and call out if you've been grabbed by a tenticle. Watch your sanity and dont push your luck. Sanity wells are your friend. Dont have experience taking portals but dont look at skulls and kill things :P Get out before youre insane.

P3 is fairly easy. Group up. Tanks play zone defense around the raid and MD where possible. Ranged on adds for the most part, melee on Yogg. Healers just look away the entire time (turn your character away not your camera angle). Everybody turn away when he casts his Gaze. Win!

moriella's picture

p1 cleans

moriella — Mon, 05/04/2009 - 09:17

Frankly, I'm not sure if MC should be cleansed.  A MC'd character wont trigger a spawn in a cloud, and the duration is short.  Cleansing the MC only increases the risk of spawning a mob inadvertantly.

This fight is kinda backward of most encounters.  P1 is the hardest, P3 is the easiest. 

We will wipe ALOT to P1, wipe less to P2, then hit P3 and kill him in a couple shots

Desteran's picture

We can certainly try not

Desteran — Mon, 05/04/2009 - 12:49

We can certainly try not cleansing but there is also nothing saying that the buff won't wear off while they are in a cloud. So if you can locate the person and catch them outside the cloud, I think were better off. Not to mention I don't want Shin mutilating me :-D

awesome guide!

poisondonut — Mon, 05/04/2009 - 02:21

this is a more simplified version for people (like me!) who just want a shorter rundown of what to do in each phase:

 

Phase 1: kill shit and dont spawn extra shit by standing in clouds. stop dps when its called so adds die near yogg.

phase 2: kill stalks (ranged kill big ones melee only kill smaller ones). melee take portals when they spawn to dps the brain. if you stay in brain room too long yogg mc's, so at 8 secs, best to get moving toward a portal before he perma MC's you. (DBM will have timers for all this)

phase 3: melee kill adds as they come. best to keep your back to yogg at all times. ranged burn yogg. everyone make sure to turn your back on yogg when he is casting as this diminishes your sanity and is not good.

 

at all times keep an eye on sanity and replenish it with pretty green glow. gotta stand in it a bit for it to start to replenish. if you get brain linked go stand next to your buddy.

let's kill this fucker!

saedo's picture

Well no, in P3, you ranged

saedo — Mon, 05/04/2009 - 11:10

Well no, in P3, you ranged handle the adds.   And they dont' have to be killed per se, just weakened enough so Thorim kills him off.

Group up, on the side of the tanks.   Otherwise a stray Immortal Guardian can spawn up on your side and decide you look tasty before a tank is able to pick him up.

 

saedo's picture

Posted achievements.

saedo — Sat, 05/02/2009 - 13:44

Posted achievements.

Shihli's picture

YOGG SARON FIGHT DETAILS Stra

Shihli — Fri, 05/01/2009 - 22:33

YOGG SARON FIGHT DETAILS

Strategy guide from Zug Gaming
http://wow.zuggaming.com/index.php?s=yogg-saron

Video from Tankspot
http://www.tankspot.com/forums/f214/49057-10-man-yogg-saron-kill-video.html

saedo's picture

Added some info on what I saw

saedo — Sun, 04/26/2009 - 12:16

Added some info on what I saw as the Illusion.     It was Wyrmrest Temple for me.     If anyone else got something diff and can chime in, it would make collecting info to let the others know what tricks are involved in those rooms.

the other 2 are: Icecrown

Keisjaa — Sun, 04/26/2009 - 18:54

the other 2 are:

Icecrown Citadel: the disciples are in 3 groups of 3 around the room (i think there's a skull in the center of the room and some in the corners) it's a large square room with small beams/pillars(similar to Shadow Vault)

Stormwind King's Room: a round/octogonal room(essentially gear shaped)with "notches" between each SUIT OF ARMOR that you have to destroy(that becomes a tentacle) the skulls are in the recesses between the suits of armor & the armor are with their backs to the walls so it's a bit tricky to not get hit by skulls(once the armor turns into tentacles it's easier to get between them & the walls to get your back to them)

 

 OTHER NOTES:

-If you Battle rez someone who has gone insane(perma MC'D) they will be ale to rez but after about 5 secs they'll be re MC'd (assuming this is due to rezing with zero Sanity)

-The Immortal Guardians cast Drain Life which can be interrupted(usually one "kicker" will suffice)this minimizes their lifespan & some raid damage

-Dark volley on the Guardians of Yogg Saron(phase 1 mobs) can be interrupted

-Acording to Moriella if you're Snagged in a Constrictor Tentacle you can cast all your spells, you merely are rooted in place

starstalker's picture

My own observation: In phase

starstalker — Sun, 04/26/2009 - 23:51

My own observation:

In phase 3 it was much easier for nuit to grab mobs when we were all standing near the entrance. I noticed that we all seemed to live longer. Everyone except Saedo who was behind the boss on the far side. If it doesn't matter where in the room the group is, I would suggest everyone gather opposite the entrance. That way the melee can still attack the boss while being in range of the healers, and the group is better centralized for the tanks to pick up adds.

saedo's picture

During phase 3, I wasn't

saedo — Mon, 04/27/2009 - 02:18

During phase 3, I wasn't taking any damage.    Only thing that could hurt me was Lunatic Gaze, but quickly turning for it during its 4 second duration completely negates that.

The mistake, and what did kill me was an Immortal Guardian.   Spawned behind Yogg-Saron and whacked me first really really hard.  

So after my brez I decided to keep to a position to the side.   Should be close enough to the rest.   I still want to avoid front side parries.

 

Also, I want to mention a theory about the Brain room.    Do we have to kill the tentacles to open it?   Cause in one portal I could've sworn one was left alive as we ran in to dps the brain.    Maybe just need to shatter those illusions (any hit breaks it) instead of killing?    Though it's still easy to kill at the same time since they only had 8K hp.

pretty sure we have to kill

Keisjaa — Mon, 04/27/2009 - 07:19

pretty sure we have to kill them(on a couple of occasions I came across one or two tentacles with minimal HP & killed them after you & Deadhli had made your pass) Also i notice sometimes the mob doesn't fade out immediately when killed(had one still visible for about 5 secs afterwards)

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