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Poll
What do you think about no flying for an entire expansion?
YES) It makes me feel more immersed in the game lore.
15%
YES) It encourages more PvP! (Please explain how in comments)
5%
YES) I miss riding my ground mounts.
9%
MAYBE) If you make all of my flying mounts able to be ground too.
8%
MAYBE) if ground mounts are sped up to 200% speed (or higher)
26%
NO) I don't have enough time when I'm on to be riding everywhere
7%
NO) I have spent too much time getting various levels of flying to be wasting it.
11%
NO) It encourages more PVP! (please explain in the comments)
0%
NO) I love flying.
19%
Total votes: 74

4772 Files:
saedo — Fri, 05/29/2009 - 21:414772 Files: http://stats.downfallguild.org/kb/sws-overall-1243647050/index.html
Parses:
saedo — Fri, 05/29/2009 - 20:22GRAPED IN THE MOUTH: http://wowwebstats.com/2yat6ytbfywze
Still at work. Gonna try to
Desteran — Fri, 05/29/2009 - 17:38Still at work. Gonna try to be home by 6:30.
Melee isn't knocked backed
saedo — Fri, 05/29/2009 - 13:38Melee isn't knocked backed unless they run into him (like C'Thun, Kil'jaeden).
But yea, anyone with execute range bonuses go on Yogg then. Probably melee too if you have it. So long as enough are still on adds.
Keep guardians close to Yogg for splash damage.
One thing I'd add is that melee aren't losing dps due to parry or must be behind target if they're on adds and if adds aren't coincidentally tanked near the backside.
I would also keep 1 rogue/warrior on Yogg. Sunder/Expose armor would be beneficial for the hunter dps, and the occassion melee dps. Also, likely a Faerie Fire from one of the druids would help with that too.
Further thought, that's probably gonna have to be me, or an Arms Warrior. We can both do the Armor debuff, and we can provide the Blood Frenzy / Savage Combat debuffs (4% more phys damage), to bump the hunters again.
I think that's all the non-caster on-target debuffs.
Oh wait, there's Mangle still. Maybe a feral druid too if available? But mangle's probably the least beneficial due to mostly only druids/rogues using it, maybe hunters a bit too, but don't think it's as much? Not sure. But that feral can def be the one to do the Faerie Fire.
So conclusion, I'd still recommend a rogue/warrior and feral druid to stay on Yogg to maximize raid debuffing for dps.
Looks like melee on adds,
garreth — Fri, 05/29/2009 - 13:32Looks like melee on adds, ranged on yoggie from here on out. Let's do this.
do I get to
moriella — Fri, 05/29/2009 - 15:26say
I told you so !!
I swear , I had been saying 'melee on immortals' for two weeks
I'm wearing my frakin egg basket tonight too
No, you don't get to say "I
Shihli — Fri, 05/29/2009 - 15:45No, you don't get to say "I told you so".
Because for all the strats saying "all melee on the guardians" there's been just as many strats that say "all ranged on the guardians".
And we've been saying "we'll strike a balance that works best for our raid"
no basket
moriella — Fri, 05/29/2009 - 15:57For you!!
(No subject)
Shihli — Fri, 05/29/2009 - 16:05After the brain is brought to
Desteran — Fri, 05/29/2009 - 13:09After 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.
Retrieved from "http://www.stratfu.com/strats/YoggSaron"
Phase Three: The Head of the Beast
When phase three starts all tentacles left over from phase two will remain active. As long as there is only a limited of Corruptor Tentacles up these can be safely ignored as long as the debuffs are dispelled.
Phase three will end when Yogg-Saron dies. Yogg-Saron has no aggro list and is unable to move. Yogg-Saron will have 30% of his original HP in this phase, 3.3 million on 10-man and 16.5 million on 25-man.
At the start of the phase the raid needs to choose a spot and bunch up there. The best spots are obviously near the green pillars if Freya is helping so that players can restore sanity. All healers should be facing away from Yogg-Saron at all times. The caster camp is best located about 20 yards away from the melee camp. Melee DPS can get knockbacked by Yogg-Saron when attacking him.
During this phase Yogg-Saron will cast Lunatic Gaze which will be displayed as purple beams between Yogg-Saron and the players facing him. Only when all players stop facing Yogg-Saron will the cast be broken, this is the main reason why healers need to look away at all time. Lunatic Gaze is cast very frequently, with a 12 second cooldown.
Yogg-Saron will also spawn additional Immortal Guardians every 10-15 seconds. These Immortal Guardians have to be picked up by the tanks and DPSed down fast. As they spawn they'll hit a well geared tank for 25k, but their damage is dependant on their HP, the lower they get the softer they start hitting. If Thorim is helping then the Immortal Guardians can be killed otherwise they need to be tanked throughout phase three. Yogg-Saron will cast Empowering Shadows to heal the Immortal Guardians whenever their HP is low. Empowering Shadows is an AoE heal so if Thorim is not being used a rogue with wound poison should keep it up on all the Guardians via fan of knives.
Note that if the Immortal Guardians are tanked within 20 yards of Yogg-Saron Yogg-Saron will also be healed by Empowering Shadows.
Phase three is mostly a burn phase, where you have to kill Yogg-Saron quickly. Caster DPS should focus solely on Yogg-Saron and help out on the Immortal Guardians only when they are swarming the melee camp. And the melee should focus on the Immortal Guardians and only DPS Yogg-Saron when no Immortal Guardian is being tanked.
wowwiki.com
Time to kill Yogg-Saron
Shihli — Fri, 05/29/2009 - 12:43Hope everyone's up to it. We've wasted a month on this chump. I want to start doing hard-modes.
Let's kill Yogg tonite please.
Two full raid intervals with
Adoron (not verified) — Thu, 05/28/2009 - 13:28Two full raid intervals with Yogg.
Very nice.
Here's to hoping we don't get
garreth — Fri, 05/29/2009 - 11:28Here's to hoping we don't get the dumbs.