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Hans

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its pretty easy on normal. ranged spread out, melee know where to run out to avoid mines, and use tank/healer CDs on tank to make sure he doesnt die

p2, just have ranged spread out within range of healers, but to mae sure the bursts only hit 2 people maximum. stacks of 2 may help.

p3 is pretty simple. have a tank spam taunt/reflect the head, or just have a ranged tank it. the tank grabs the pummeler guys. dps priority is bomb bot -> boss while hes on the ground -> pummellers. get two cores to drop him twice in a row, and he should be dead/near dead at taht point.

p4, just remember to avoid mines as melee and for ranged to spread out how they were in p2. if you have any guardian spirits, you can toss it on the tank and he wont even have to move. also, a lot of people assign people to sections, but thats the worst way to go, as it hurt debuff synergy. its better for all melee/all ranged to stay on the same segment, and re-target at about 7% to the next lowest.
 

itsmeJonB

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normal is easy

its ok though we one shot him on heroic and all the other keepers earlier this week, stuck on General out of pure stupidity. had him down to 4%.. ugh
 

Hans

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general is pretty easy too, the hardmode general doesnt even take more than a night to learn

the easiest way to do it is have a DK tank the boss without kiting surge of darkness at all, he can IBF every surge of power, so the damage he gains from the buff is almost totally avoided. blood DKs also heal for a ton on themselves.

the trick for caster dps is to ONLY dps while in a shadow crash. you can also pretty much put all of your healers in melee range to heal. druids can melee the boss and can heal on omen of clarity procs. having an assigned rotation of two melee interrupts is also the best, since in the hardmode, its the best way to handle it. we have a dk/warrior/rogue do it.

fel mana potions DO restore mana. you can also put your priests in the healer group and use divine hymn if their mana runs out.

anther good tip is to assign certain healers to heal until they OOM. for example, we usually have all of our paladins spec prot (this is for hardmode btw, but it works for normal mode) with holy gear for the big flash of ights and have one paladin heal until his mana reaches 30%, then the next paldin begins healing. you could have a paladin/druid or disc priest healing until they raech low mana, then ahve another healer begin healing. this eliminates overhealing.

the trick to making this fight easy is just to lower the margin of error as much as possible, meaning have as many healers that can stand in melee range, and have someone on vent coordinating when to move on shadowcrash. also, make sure people with mark of the faceless are running to a seperate area. if he shadow crashses the mark of the faceless target, just have your dps wand the boss until he does another crash. the enrage is a joke.
 

Hans

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oh, and i have my glory of the ulduar raider completed. i am missing 3 tree freya/hardmode mimiron/one light in the darkness for my 25 man drake, but were very close to one light and weve put a few attempts into 3 tree freya.

i also have a little bit of algalon expierience, so if anyoen needs any help/advice, just let me know. i can even fraps a boss kill and explain how i do it. i tank 10 man/dps 25 man as a warrior point of view, but i have raid healed before, and i lead my 10 man, so i know the ins and outs.
 

Dakota Jim

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Speaking of WoW, I used to know of a lady, a nudist, who had a big W tattooed on each butt cheek. When she bent over it spelled.....WOW!!
 

Hans

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1litd.wmv

thats a video of 1 keeper 25 man yogg, the meta achievement, but not full blown hardmode. took us half a night + half of another to kill. i normally dont play fury either, so my ui isnt quite setup for it
 

Hans

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It took us a full night (2nd half first night/1st half next) to kill yogg on heroic. We spent a good 2ish hours wiping in phase one. Once tanks master it, phase took us maybe an hour, and phase three took us 2 tries.

Phase one, there are two strats. The first is the taxi-style, where a tank brings the mob to the door and everyone DPSs it down. Someone calls to stop DPS, and the tank runs it to the center and 3-4 ranged DPS finish it off. Two tanks + one plate user is more than enough to do this. Make sure the non-tank uses full tank CDs to survive, and its clear hes tanking. The other method of phase one is just to have all the melee + tanks stand in the center of the room. If you have 6 healers, you just heal melee after the explosion. If you get the +damage taken debuff, you mus run out of the center. This strategy is more raid explosion damage, but its easier to kill the adds.
You may also want to spawn two adds at the start of P1, but they nerfed the spawn speeds in the encounter. No one should be dead going from p1-p2, and you want no more than 1 add up at the transition.

Phase two is pretty simple/easiest phase in 4 keeper yogg. Everyone needs to understand their priorities. Everyone needs to turn and hit constrictors. Ranged DPS need to focus on killing crushers. For melee, you can have them stand near raneg to make it safer/prevent deaths, but if a corruptor is ever in range, melee goes over to kill them asap. When there is 6-7 seconds on portal phases, you want people to have SPECIFIC portals, and them READY to zone in.

The brainroom is really what makes or breaks the fight. The faster the door to Yoggs brain opens, the faster all the tentacles outside get stunned. If you get the stun with ike 37+ seconds, it also prevents another crusher spawn, which is HUUUUGEEE. There are a few ways to handle the brain rooms (which there are three of, the Chamber f Aspects room is by far the worst, the armory is decent, but not as good as Shadow Vault, which has 9 tentacles in packs of 3 and can be AoEd.). The easiest is to send the whole raid in a circle going clockwise. The important thing to do is just make sure that you do NOT stop. You non-stop keep running and hit and move, but if youre at the end, make sure tentacles are dead. There should be 9 physical DPS + 1 healer. You can actually do it with 10 physical DPS, but its a bit risky. However, if you have like 2 rets/2 ferals, its more than enough heaing with all 4 keepers up.

The other method of the brain is to have 5 people go clockwise, the other go counter clockwise, then zerg down the center. This is slightly more efficent. The most superior strat, but requires SLIGHTLY more coordination is to assign each person a specific tentacle. This is by far the fastest stun, and the safest amount of damage. It is pretty much a "must-do" if you do 1/0 keeper yogg. Either way, once the illusion is shattered, you have a hunter switch to pack if possible and run right to the brain. If it is the armory or shadowvaut, you want to coordinate a BL. BL and blow CDs. Our first kill took us two brain phrases, but three is very doable with 4 keepers. Hell, four brain rooms is doable, but not preffered.

Phase 3 is pretty easy. The most important thing is to group up FAST, and have all hunters + all melee or even a caster and two on immortals until there is one immortal up. At that point, melee alone should be enough to deal with immortals. If tanks arent bad, and melee dont rip, and you have a few affliction warlocks/spriests, youll kill thje boss. If you take 4 brain phases, you will nmeed to be weary of the enrage. If needed, just have everyone switch to yogg and ahve tanks/healers use cooldowns and burn the boss. If you Bloodlust on the first or second brain, you can bloodlust twice pre-enrage.

In short, let tanks learn p1. Assign decent players to kill mobs in the center. Good transition to p2. Healers/any dispellers need to dispel in 2 as much as possible. People need to know what portals to do/who to DPS. Open the braindoor ASAP. Also, you should assign paladins to enter the brain on opposite sides if youre sending in more than one. YOu can BOP players out of constrictors, and saving BOP for portal-spawn constrictors is ideal. Control the start of P3, bloodlust twice if possible. Also, make sure someone BLs outside of the brainroom when melee pops BL. Its the best use of an outside-BL to be used when the tentacles are not stunned. Also, in p3, have healers stand a bit away from Yogg. This allows for tanks to easily grab the mobs and keep their back safely to yogg, and allow melee to hit yogg.

Feel free for melee to aoe the boss, or have melee tab to hit the bss a few times. you can watch my vid for examples of te fight. You can also search for "yogg portal positions" in google and find a pic for the single-tentacle per person strateegy guide on MMO champion forums.
 
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