Hello. This is my first guide here for mmowned. My guild killed Yogg-Saron on Friday, and today I decided that I wanted to wright a guide about it. Wowwiki or other sources were not used in this guide.
Phase1: Have all of your raiders line up just outside the room on the first square. Then, have a mage invis and run up to a cloud while everyone else waits for him to do this. Doing this will force spawn one, giving you more time to kill them both since the timer is 20 seconds for the first one to actually spawn. Stepping into these throughout the fight will cause another guardian to spawn and will most likely end up being a wipe unless you have very good dps. Have your tanks quick to mark these and start dps as soon as it spawns. Once the mob starts getting low, dps has to stop and the tanks need to drag the mob out to Sara to where they die and explode doing damage to her. Assign 3-4 ranged dps to killing them their last few %. These ranged need to be aware of the clouds around them. Continue this till Sara dies. One she dies, phase2 will begin. Also, people will be mind controlled which MUST be dispelled immediately especially if it's someone handeling the ranged. If it isn't dispelled there is a good chance they will walk into a cloud.
Phase2, Outside part.
Phase two is all about the transition from phase1. To have a successful phase1, you HAVE to be ahead during phase1.
There are three types of tentacles.
Crusher tentacle: Gives everyone in the zone a debuff reducing their damage by 20%. This stacks the more tentacles are up. This debuff will be removed temporarely when a player gets in melee range. For these, you want the tanks running in and out straffing to stop the debuff. All ranged dps must stop dps when the tentacle gets 40 stacks of the Anger debuff, which increases its attack speed and damage dramatically, tanks must get out of this so they do not get one shot. All ranged must burn these down very fast. During the transition to phase2, ranged need to use their 2 minute CD's on the first one to get caught up if you are behind.
Corrupter Tentacle: These things are a living hell. They spawn kind of fast, and do a whole array of mess. Their spells are:
Apathy: Reduces your movement and casting speed by 60%
Curse of Doom: Hits the target for 12k after the duration is up. Must be decursed
Draining Poison: Drains mana from the target.
Disease: (Forgot the name) Must be cleansed, it will stun and damage anyone who has it for 20 seconds. It sucks.
Constrictor tentacles: These will pick a player up and deal 6000 damage to them every tick, these need to be killed quick. They have 100k life.
For the Constrictor and Corrupter tentacles, have 2-3 ranged assigned to kill them. If there are too many corrupters at the transition to phase3, it will become very hard and wipe you.
Yogg's abilities phase2:
Psychosis: A random bolt that does 7-8k damage and reduces sanity by 12
Brain Link: Links two players to eachother and every tick they aren't within 10 yards they will lose 4 sanity and take some damage. If you are a ranged that gets it with a melee, you have to run to them because they need to be ready to take the portals.
Malady of the mind: Deathcoil that reduces sanity by 4%
Sanity:
Sanity is a key point to the fight for melee, ranged, tanks, and healers. Once it hits 0, you will go insane and must be killed. You cannot ankh, brez, soulstone, or anything to get you back up. You are stuck for the rest of the fight. There are green beams that you can stand in the corners of the room that will regain your sanity back by 20 every tick. But damage in there is reduced by 50%. Melee have to be careful with their sanity, don't go back into the brain with less than 40 sanity.
BRAIN ROOM Phase2:
Basically, you will send all your melee into the portals in phase2, they need to coordinate how they are going to kill the adds inside to maximize their dps time on the brain. You need to move swift, and efficient in there at all times. When they are going into the portals, the corrupter/constrictor group needs to make sure they are getting dispelled and taken out of the constrictors.
Have two healers assigned to go in there incase one of them doesn't make it in, if that happens and there are no healers in there it will most likely kill the melee.
After the melee finish the adds, they need to move into the brain room asap. If it looks like you are doing good on time (35+ seconds) Use a bloodlust and all CD's to get him as low as possible. Ideally, having 3 brain phases is the best, but 4 will not neccisarly mean a wipe. You need to leave the room when the Induce Madness is 3-5 seconds away from hitting. Any melee caught in this will be perma MC'd. When you leave, you will be thrown out of his mouth and need to immediately start helping killing constrictors/corrupters.
Phase3:
The transition to this fight is the most critical part, and raid wiper we had. Your tanks need to pop cd's and taunt them all. All ranged need to stand right ontop of yogg-saron (a little out of the water) Facing away from him killing the adds. Healers stand far out of where everyone else is facing away from Yogg. Ranged start killing adds along with the melee to get them caught up. Melee will be on the adds the remainder of the fight. Hunters need to chain MD the adds and focus fire the one the melee are killing with Aim-shotted to reduce the healing done by Empowering Glare (Or w/e it's called)
After the adds are down, ranged can go out with the healers or stay there and starting dpsing yogg. Every 20-25 seconds he will cast empowered glare and the ranged MUST turn away from him, or they will lose 4 sanity a tick. As soon as it's over you have to turn back to him and dps. You have 5-6 minutes to kill him or he will enrage. The tanks will be taking alot of damage, so heals need to be strong, but as the adds get dps'd down the adds do less damage.
Well, That's about it. Grats on the kill. Thanks for reading. I hope this guide wasn't too poorly written, this was all off my memory of wiping for 10 hours.
Post comments with feedback if you want anything added to the fight.