Phase 1: Sara, and the Guardians of Yogg-Saron
This is the beginning of the fight. Your party will be standing outside of the doorway. You have two options at this point.
If you group has a mage:
Your mage can cast invis. He then moves forward into the room, and attempts to find gas clouds. This will take raid coordination as the mage can not see any objects during his invisibility phase. Once the mage has gone through 1-3 clouds, depending on how competent your group is, he begins to run back to the raid. If he makes it past the doorway before his invis fades, the amount of guardians he triggered will spawn, and run toward the raid WITHOUT triggering the encounter timer.
What this does:
By doing this above strat, it allows your guild more time to work on burning Sara quicker.
Once the encounter begins, a timer starts, the further into your timer (longer it takes to kill Sara) the more adds that spawn and the quicker they spawn.
So essentially, you will be getting 1-3 of the guardians incredibly low, outside the entrance.
Your tank kites them in to the center of the room near Sara.
Your DPS then bursts them down one at a time, while maintaining heals on the MT.
NOTE
This is much easier if you have a warlock as well. Summon the mage prior to entering the room. The mage can then take the summon as soon as he spawns adds, allowing him more time to trigger as many as needed.
Standard Fight Beginning:
The “normal” way to start the encounter is to run into the room as a whole. Sara when then trigger adds to spawn. Your group burns down the adds, while dodging clouds that will be rotating both clock-wise and counter clock-wise around the room. Melee moves out when the adds are low, the tanks kite them to the center near Sara, then ranged finishes them off, causing the adds to blow up, thus damaging Sara, which is needed to enter phase 2.
MCs will be cast during this entire phase, simply cleanse them.
Phase Two:
Tentacles and Visions:
There are three types of tentacles to deal with:
Crusher: The crusher's hit for ~16K (14K with 2k blocked for me), so they need to be tanked by an actual tank. In 10 man there is generally only 1 crusher up at a time unless your dps is slow, in which case your more then likely wiping. These need to be tanked b/c if there is no one attacking it in melee range it channels a debuff that reduces all damage everyone causes by 20%, and this will stack.
NOTE: If your group is competent, and has the DPS to burn down 2 million HP before another crusher spawns, no tanks are needed. Leave range DPS up top, while melee handles the visions, and have them continue to burn down crushers, the corrupter while waiting for the next Crusher to spawn.
Constricting: The constricting tentacles will grab a person and start doing damage to them. Not a significant damage but if you get a brain link with one of these it can get dicey. They don't have much health and can only be attacked by the person in the constricting tentacles grasp if they can cast. You need to get people out of these asap.
Corrupting: the corrupting tentacle will constantly cast effects on the raid; there is a poison, curse of doom, a magic debuff that snares, and a disease that stuns. These need to die fast, also there effects need to be removed fast.
These are the abilities that Yogg-Saron casts himself.
Brain-Link: Think of this as a reverse of the Mother Sharaz fight from BT. This links 2 raid members that take 3000 shadow damage a second and loose 2 sanity a second when the two are further than 10 yards apart. Move close together, as soon as possible, or if your sanity and heals allow, continue your role in the raid. Also going into a portal while brain linked will remove the brain link just a tip for the raid members assigned to visions.
Death Coil: Small disorient effect, cant be avoided.
Death Ray: Sara, now floating above Yogg, shoots out 4 beams, generally in a compass configuration. Simply avoid them, as they do a high amount of damage.
People should be responsible for their own sanity, if they need to up to the green beams of light and regen it if needed. Though it should be pointed out that when the inside team is attacking the brain down below the mobs up top are stunned and none will spawn during this time. As long as your dps is not slacking you should get a short downtime with which to regen sanity.
VISION:
Shortly into phase two, 10 portals will form around Yogg Saron. Each portal can only be taken once, so members should already be assigned as to who enters the portals. Its essential that your Vision group is lined up BEFORE the portals spawn, to avoid any constrictors from grabbing them, and to ensure the highest DPS time while in the vision phase, to burn his brain to 30% in as few visions as possible.
There are three visions in total. All contain 9 tentacles, with 40k HP. These can easily be solo'd, assigning one person to each, and having one healer enter as well to heal them, or you can move as a group, clearing from one side of a room to another.
When all the tentacles in a vision are killed the doorway to his brain will open. When his brain spawns it will start casting induce madness which after 60 seconds will make everyone inside his mind go insane. The sooner the door opens, the more time you have to burn the brain. ALL MEMBERS must exit before he finishes casting induce madness, or you will enter a permanent mind control state, and begin to attack your raid.
Phase Two Overview:
My guilds personal strategy, and what we found easiest, was we assigned 9 melee DPS to our portals, and kept the ranged DPS outside. We also chose to NOT tank the crushers, and deal with the damage debuff, as our DPS is more than competent.
So the process:
Tentacles spawn, ranged focus on the Crushers, melee focus on constrictors as priority, and corrupters after those. Thirty seconds into phase 2, melee lines up in a circle around Yogg, and take the portals as they spawn.
Melee burns down the tentacles ASAP, and move onto the brain. You essentially want to burn 20-25% of the brain each vision to have a successful, smooth encounter. Bloodlust can be used inside this room, and your range will not gain sated, allowing THEM to have a bloodlust during phase 3.
NOTE
Melee needs to look away from the “skulls.” These gradually lower your insanity level. If it reaches 0, you enter a permanent MC state, and attack the raid.
When melee exits, they continue their tentacle priorities, as the range continue theirs.
When the brain gets to 30%, tanks should be on the outside, ready to pick up adds, and melee need to exit the brain room. Everyone should align on one side of Yogg, and prepare to DPS him.
Phase 3:
This can be the easiest, or hardest phase for you depending on where you position yourselves, and who you assign to DPS what.
Abilities/Functions:
Adds will spawn throughout the room. They have less HP than the first, but hit substantially harder (30k tops.) They all have a “enrage” type buff, that loses intensity, as they lose health. These need to be focus fired down. The lower HP they get, the less damage they do. If you AoE or dont focus fire, your tanks will tank far too much damage to live.
These adds also cast drain life, which heals Yogg, making his enrage timer harder. You should assign rogues to be designated kickers, and kick the cast as soon as possible.
Yogg casts a blue beam, it has a cast bar and lasts 3 second. It ticks for some substantial damage, and also causes all members looking at it to lose sanity. When Yogg casts this, everyone needs to LOOK AWAY. If you get low on sanity and have to reach a well, it will lower your DPS by a ton.
My guild chose to:
Everyone stacked on top of eachother, the tanks and melee looking away from yogg, therefore when healers get healing aggro, the mobs are easier to pick up, as they come directly to the tank.
Melee DPS focus fired adds as they spawned, burning them down as quickly as possible while ranged stayed on Yogg himself, turning away during beams.
When Yogg got to 2 Million HP, we had the tanks blow cool downs, tank as many adds as possible, while ALL of our DPS switched to Yogg to beat the enrage.
The adds despawned, and we walked away with loot.