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[25] Yogg-0 in 3.2

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Re: [25] Yogg-0 in 3.2

Postby Meloree » Mon Aug 10, 2009 3:08 pm

We've only recently started this, but we typically go into P3 with at least 8 minutes remaining on enrage. Is there an additional mechanic in P3 that requires that you kill him before the 4th beacon, or is it just that the raw quantity of adds will sooner or later beat down the tanks? Or is it a sanity issue? With all the nerfs, it doesn't seem as difficult as I was expecting, feels like as soon as the pullers learn their jobs, a kill is around the corner.

Last night, even the full health guardians were hitting for a lot less than I expected, roughly 22k, and the low health adds were pretty much just annoyances.

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Re: [25] Yogg-0 in 3.2

Postby nutron » Mon Aug 10, 2009 3:26 pm

Meloree wrote:as soon as the pullers learn their jobs, a kill is around the corner.


yes its that much of a joke fight now..
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Re: [25] Yogg-0 in 3.2

Postby moduspwnens » Tue Aug 11, 2009 7:12 am

I was pretty disappointed. I thought the pullers' job was easy, but evidently it requires some practice. Non-tanks these days... ;)

For this thread, though, I'd recommend to your first pullers (we use hunters) to use a macro like this:

    /cleartarget
    /target Marked
    /focus
    /cast [target=focus] Distracting Shot
This is a spammable auto-target auto-taunt macro that won't go off until it finds a Marked one. I use the same style for Life Sparks on XT.
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Re: [25] Yogg-0 in 3.2

Postby Seloei » Tue Aug 11, 2009 7:38 am

The problem with that macro is that only one of the 3 pullers can use it because the macros targets the same target all the time even if 5 different people hit it at the same time.
Still have to learn how to manually pull the 2 other adds out from the group.
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Re: [25] Yogg-0 in 3.2

Postby Splug » Tue Aug 11, 2009 9:06 am

The berserk timer is really a non-issue. It's just the adds accumulating, and damage getting progressively slower and slower as sanity starts to get low, forcing them to play more cautiously. The other problem is that you increase the window for something to go wrong as the fight duration increases. The encounter is much less complicated than it was before, but there's still an extremely low margin for error. As JD already mentioned, one empowered add not getting pulled out is almost guarenteed to extend the fight by a full empowering shadows cycle, due to the time it takes for everyone to switch to adds and burn them down, combined with the heal on yogg himself. If the tanks don't die outright anyway.

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Re: [25] Yogg-0 in 3.2

Postby Joanadark » Tue Aug 11, 2009 1:44 pm

How we handled phase 3 using only 1 hunter...

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Re: [25] Yogg-0 in 3.2

Postby Splug » Tue Aug 11, 2009 1:54 pm

Madden would be proud.

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Re: [25] Yogg-0 in 3.2

Postby Joanadark » Tue Aug 11, 2009 3:43 pm

I love my MSPaint strat drawings.
You should see the amazing ones I did for Onyxia so many years ago.
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Re: [25] Yogg-0 in 3.2

Postby Spamdrew » Tue Aug 11, 2009 5:23 pm

More dots?
Doomsaws and execute?
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Re: [25] Yogg-0 in 3.2

Postby Drae » Tue Aug 11, 2009 6:50 pm

Joanadark wrote:How we handled phase 3 using only 1 hunter...
You lost me :P
Edit: actually I think I get it now. Is someone tanking #5?
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Re: [25] Yogg-0 in 3.2

Postby Joanadark » Tue Aug 11, 2009 10:07 pm

the feral
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Re: [25] Yogg-0 in 3.2

Postby fafhrd » Tue Aug 11, 2009 10:23 pm

why would a raid only have 1 hunter :(
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Re: [25] Yogg-0 in 3.2

Postby Joanadark » Tue Aug 11, 2009 10:36 pm

if your guild can only find 1 good hunter.

<Forlorn Legacy>, recruiting hunters.
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Re: [25] Yogg-0 in 3.2

Postby moduspwnens » Wed Aug 12, 2009 11:35 am

Seloei wrote:The problem with that macro is that only one of the 3 pullers can use it because the macros targets the same target all the time even if 5 different people hit it at the same time.
Still have to learn how to manually pull the 2 other adds out from the group.


I'm fairly sure they changed /target several patches ago to target the closest mob to you. So you'd be right if they're standing on top of each other, but the way we have our raid positioned, the two hunters will be on opposite sides, and therefore taunt two different mobs. The third taunter waits until those two mobs have taken a few steps and then hits his, which should always be the last one.

I haven't tested that particular macro, but our hunters were using a simple "/target Marked" macro and it was working, unless I was misinterpreting things.
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Re: [25] Yogg-0 in 3.2

Postby Splug » Thu Aug 13, 2009 11:26 am

Should have a tank PoV put together some time between now and Ragnarok. Key word: should.

The guy who does our videos normally is back in town so at least I have someone to yell at and ask questions in real time.

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