My guild is just learning yogg 10m and my raid leader insists that everyone in the raid should equip a pvp trinket that breaks mind control. I feel like this is just a bandaid for crappy dispelling, and I've tried to bring this up with him. On a typical phase 1, I (holy priest) typicaly have at least a dozen dispells, followed by a ret paly with 5-6 and then it drops off to 1-2 from another sham/priest. We make it through to phase 2 without any deaths, but we fail to bring the brain down in 4 or fewer portal phases, and I think it's due to almost everyone having non-ideal burst dps trinkets equiped.
Did/does anyone else use this strategy while learning?
Also since you're a dwarf, you're Alliance - any humans should not be equipping a trinket. Every Man for Himself performs the same function and shares the trinket cooldown.
In my experience you typically only get 1 MC per Guardian unless you have multiple up at once and you only need 8 total Guardian to phase change. If you're doing 12+5+2 = 19 dispels in Phase 1 of 10man, you're probably spawning extra Guardians (although possibly intentionally). Faster DPS or better movement will correct the issue more than trinkets. If you can kill a Guardian before the next spawns it will reduce the total MCs which occur.
If people are far enough from clouds (including melee) then they will not be able to travel far enough to spawn an extra before being dispelled. PvP DPS should be a non-issue under MC. 1 GCD should not kill anyone.
I'd also argue if portals are slow, throw one more DPS into them. Yes, you'll lose a tentacle DPSer but you'll reach tentacle stun/no-spawn more rapidly, and that DPS can hop back out and DPS tentacles instead of brain if desired. 25man is more touchy - there's diminishing returns putting too many in portals because tentacles die so quickly.
TLDR: Okay, you did it once as training wheels. Raid leader should not need to do that any other night, ever.
Rock: "We're sub-standard DPS. Nerf Paper, Scissors are fine."
Paper: "OMG, WTF, Scissors!"
Scissors: "Rock is OP and Paper are QQers. We need PvP buffs."
My guild is just learning yogg 10m and my raid leader insists that everyone in the raid should equip a pvp trinket that breaks mind control. I feel like this is just a bandaid for crappy dispelling,
Generally if someone touches a cloud and spawns and add while MC'd, one of two things happened:
- They were too close to the cloud to begin with
- The Dispelling was too slow
I say generally because occasionally rare, annoying things can happen. A DPS Warrior could get MC nowhere near a cloud, then immediately intercept to the tank near the middle - and run directly into the cloud etc. But things like that should be few and far between.
Having the brain not brought down in 3-4 phases can not be wholly attributed to wearing PVP trinkets alone, though obviously it has some influence. The DPS requirements to get Yogg10's brain in 3 phases is low enough such that optimising for synergy on the brain (with 4 watchers helping) isn't really necessary. You would need to post more detailed info, such as Brain Damage Taken meters, for people to get a better idea of whats happening.
On a typical phase 1, I (holy priest) typicaly have at least a dozen dispells, followed by a ret paly with 5-6 and then it drops off to 1-2 from another sham/priest.
Your ret paladin should not be able to cleanse the mind control at all. It requires an offensive dispel like the mind control from Hex Lord Malacrass. Priests, shaman, warriors and hunters are able to do it.
**edited because I was incorrect on the above. If a paladin has trouble cleansing it is likely a problem with auto-self cast, or a mod that he is using.
Your ret paladin should not be able to cleanse the mind control at all. It requires an offensive dispel like the mind control from Hex Lord Malacrass. Priests, shaman, warriors and hunters are able to do it.
Paladins are able to dispel MC just fine, although for some reason it does not work with Grid.
On 10 Yogg it shouldn't be an issue. People shouldn't be near a cloud at all honestly in P1, and barring some weird situation like the Intercept someone mentioned, or the Ele Shaman who got MC'd and blew everyone away into a cloud on 25 man Yogg once for us, it's not a big deal. Your DPS should be good enough that the guardian is dieing either before or right as the other is spawning.
The explosion in 10 man is not THAT bad, so we just kept melee in the middle and a round of Rejuv + Wild Growth on em kept everything simple for me. As long as people aren't slouching on interrupts there is no fear of melee dieing.
Your ret paladin should not be able to cleanse the mind control at all. It requires an offensive dispel like the mind control from Hex Lord Malacrass. Priests, shaman, warriors and hunters are able to do it.
Yeah this is incorrect. At some point in time on certain mind controls, defensive dispelling didn't work. For whatever reason, on Yogg p1, both versions of dispel are effective.
My guild is just learning yogg 10m and my raid leader insists that everyone in the raid should equip a pvp trinket that breaks mind control. I feel like this is just a bandaid for crappy dispelling, and I've tried to bring this up with him. On a typical phase 1, I (holy priest) typicaly have at least a dozen dispells, followed by a ret paly with 5-6 and then it drops off to 1-2 from another sham/priest. We make it through to phase 2 without any deaths, but we fail to bring the brain down in 4 or fewer portal phases, and I think it's due to almost everyone having non-ideal burst dps trinkets equiped.
Did/does anyone else use this strategy while learning?
If you're not able to get the brain down in 4 phases, you're doing something else wrong - your trinkets aren't going to make or break it. How many DPS do you send into the brain, and what do they do when they're in there?
I wore (and still wear) one of the Wintergrasp trinkets for Yogg. I lose like 10 spellpower and some crit in Elemental gear and like 40 mp5 in Resto gear to equip it, so I don't see any reason not to use it.
We decided to switch for a while to the shuttling process, with our two tanks dragging their own adds to the center. I will say that this had the advantage of making people overall better at dodging clouds, since it's a lot easier to keep an eye on them when there's less to deal with. However, the downside of this was that bad cloud positioning could force a tank to have to take a circuitous route to the center, which might or might not mean the add dies early if the dps assigned to finish adds off was overzealous. This also resulted in an aggro pull as well on occasion, which is disastrous since it is a huge slowdown to the entire process.
You took the words right out of my mouth--literally. There seems to be a not-so-random element with cloud movement getting in the way of tanks running to the middle, which if combined with shorter time between spawns after about 75 to 85 seconds in almost guarantees 3 or 4 adds up for phase 2. Assuming we even reach phase 2.
I've pushed to test an idea to try solve this problem by having the group by the door actually rotate around the outside of the room to points where there are less clouds between us and Sarah. Probably focusing on the outside and middle ranged clouds. The group will be out of cloud range for the most part, and there is almost always a fairly clear area somewhere.
There is a strong desire in leadership to keep things simple for people not to screw up, which means we have consistantly stayed with the door strat where most people are out of cloud worry. It seems like we've stayed with it too long though considering only nominal improvement.
Lack of quick dispells/purges will make phase 1 horribly painful as well.
which if combined with shorter time between spawns after about 75 to 85 seconds in almost guarantees 3 or 4 adds up for phase 2
An important part of Phase 1 (and how clean your transition is into phase 2) is how you handle the last two adds. We specifically announce when it's the second last add before phase 2 (aka sara is at 20%) and everyone runs to a position where they know they won't have to move for at least 15 seconds. This means finding a location with no converging or incoming clouds - and freezing.
This ensures that when the last add spawns, everyone is perfectly stationary and can zerg it down immediately. Even if a cloud happens to pass over you and start glowing, you don't need to move (as the cloud will despawn before having a chance to spawn the add as Phase 2 starts)
Try to avoid 'stumbling' into phase 2 by simply attacking adds without preparing favourable positions to stand well in advance. Although Phase 2 doesn't start until Sara is at 0%, the success of the transition and entrance into phase 2 (aka how many adds are up when it starts) is determined greatly by how the last 20 seconds of Phase 1 has been handled - this is one method that can help. If you spawn one extra add at the start, you should never have more than 2 adds up for the transition (usually just 1, depending on some luck with whether she is midcast when getting to 0%, and where the last add actually spawns).
Paladins are able to dispel MC just fine, although for some reason it does not work with Grid.
You need to use a macro on grid for paladin cleanse depending on how you have it set up. This has to do with things like auto-self-cast.
/cast [target=mouseover] Cleanse
... works just fine in Grid because it now will use Cleanse on an unfriendly, which normally doesn't work (and didn't work, for example, in Zul'Aman).
Oh, and finally, to the PVP trinket guy: Get rid of them. They are not your friend and they are a massive dps loss.
The problem with DPS on the brain, however, is generally first a problem with the tentacles. Have a divide-and-conquer approach ple-planned for inside there. We did that and shaved another 5 seconds off the stun. That led to our kill on 25-man.
As a additional safeguard against mindcontrol-related mishaps in P1, we grouped shamen together with key people and had them drop tremor totems at the start. Hard to tell exactly how effective it worked, but people commented that it seemed to make a difference, even saving someone's ass once.
The Yogg-Saron encounter has received the following changes: Death Ray no longer hits players who are under the effect of Malady of the Mind, Guardians of Yogg-Saron no longer use Dominate Mind, the spawn rate of Guardians of Yogg-Saron is more forgiving, and these Guardians will no longer spawn if a player that is protected by Hodir’s Flash Freeze hits an Ominous Cloud.
We were hoping on killing him prior to any major nerfs.
Last edited by Tbagassassin : 06/12/09 at 12:16 PM.
We were hoping on killing him prior to any major nerfs.
While this does make Phase 1 a lot easier, the real challenge on Phase 1 has been managing the kills near Sara and keeping the guardians under control. So while P1 is nerfed, it''ll still take you a little while to get it down. You can just keep your cleansing fingers rested until P2.
The fight is easier than it was (having seen the changes), but this is hardly a nerf akin to removing tentacles from the brain room, cutting Yogg's health 10%, taking out Empowering Shadows, etc. Those would make the fight trivial.
I can confirm the Faerie Fire (Feral) does not stop the channeling. I have to hit it with some sort of actual melee attack from melee range to get it to stop.
Heroic throw has always worked since the beginning. It's handy for resetting the debuff when they are low on health and it's extremely risky to juggle in. Thunderclap and shockwave do not work.
I've never been able to interrupt the cast, but I can't be certain if they are actually immune. My experience is that while casting, they cannot be interrupted and will instantly melee anyone who comes in range, and while channeling, they are interrupted only by melee swings/specials and take a full swing timer to attack anyone who comes into range.
If heroic throw does work, that's absolutely the safest way to go about it and on normal mode it should handle every dangerous interrupt. Unfortunately it requires a warrior up top which is a DPS sacrifice if you don't bring a Prot.
I was hoping to receive some insights into the spawning nature of the Crushers. I've been keeping an eye on the Bossmod timers for "time until next Crusher" spawns, and it seems that (at least for me), there is always one point in time in which the countdown to the next spawn doesn't allow for enough time to clear out the tentacles in the brain room and hence prevent a spawn. How does the countdown to next Crusher spawning mechanic work -- does it get temporarily frozen when Yogg is stunned and resume from where it left off when he is no longer stunned, or does it reset the countdown altogether?
We've been going into Phase 3 with a Crusher at around 50-75% health left up, so it isn't something that we can just have the brain room hold to finish off. Then, we inevitably fall behind on Immortals.
For P2, we have been sending 9 dps and 1 healer into the brain room. They are not getting the adds down fast enough it seems. We send 3 to the left, 3 to the right and 3 to the back with 1 healer. Our feral druid is complaining that he has to stop dps in order to not die from the damage shield. Is this just poor healing or how should healing in the brain room work? If I put him on a side with an enhance shaman would maelstrom chain heal be sufficient? Should we run 5 to the left and 5 to the right instead of sending 3 straight to the back? Should we just send 2 healers? Maybe an elemental shaman?
Celandro, you're going to have to answer that on your own. My guess is that your healers are taking too long to get into the portals and you also don't have enough incidental healing (like imp lotp).
First off, the DPS does occasionally need to heal themselves, especially if they're in early and doing lots of aoe damage (LK's room comes to mind here). Pop a healthstone or something. Second, be aware that the best way to do this is to make everyone do about the same damage; if he's doing more damage than anyone else by a longshot, he'll also be taking the most. And that's bad.
Third, if they're taking too much damage from the skulls that's also a big problem. That needs to be fixed.
Fourth, it's really going to be up to your raid. If you can survive a second healer and beat the 3-brain sessions timer with 8 DPS, go for it. It sounds like you really can't, so make sure that the DPS know that they'll need to heal themselves a bit, use pots for healing and not extra damage, and go in a coordinated fashion.
Celandro, you're going to have to answer that on your own. My guess is that your healers are taking too long to get into the portals and you also don't have enough incidental healing (like imp lotp).
First off, the DPS does occasionally need to heal themselves, especially if they're in early and doing lots of aoe damage (LK's room comes to mind here). Pop a healthstone or something. Second, be aware that the best way to do this is to make everyone do about the same damage; if he's doing more damage than anyone else by a longshot, he'll also be taking the most. And that's bad.
Third, if they're taking too much damage from the skulls that's also a big problem. That needs to be fixed.
Fourth, it's really going to be up to your raid. If you can survive a second healer and beat the 3-brain sessions timer with 8 DPS, go for it. It sounds like you really can't, so make sure that the DPS know that they'll need to heal themselves a bit, use pots for healing and not extra damage, and go in a coordinated fashion.
Yes, the feral did mention he wasn't speced into lotp, I am just looking for other ideas. I dont think they are taking too much skull damage. Giving the feral a earth shield before hand might help too. Our melee dps in general is very good, its our ranged who typically have the lower dps even when they shouldnt (aka hodir/vezax). They might be able to beat the timer with 2 healers, im just thinking a half healer like a elemental shaman might work out better.