Yogg Articles

yogg
3.2.2 today
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Non-numbers summary of what you should expect from a PvE standpoint:

  • Slightly lower physical DPS overall (but some 4pc bonuses are fixed, so that mitigates it)
  • Lower rogue AE, no more rogue AE interrupts (yogg+0; anub if you used that)
  • higher eleshm DPS
  • slightly higher spriest DPS
  • higher paladin AE DPS
  • very minor (~20-30 net dps) fire mage DPS increase
  • substantial arcane mage DPS increase
  • BM hunter DPS increase
  • Volley coefficient buff (from 0.0586 to 0.0837)

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Having problems with Alone in the Darkness?
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We have a thread going on the StratFu Forums right now about how to do Yogg+0. I just wrote a lengthy essay on the thread responding point by point to some detailed questions.

If others out there are struggling with the fight, you may find the conversation useful. Feel free to post additional questions, Feist, a rogue in <Midwinter>, and I are both responding.

Read: Alone in the Darkness Questions

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Fusion's Yogg Saron mod
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Jarlyn did an excellent writeup of this and agreed to release his mod. Reposting it here in case anyone is interested in using it.

Figured I'd put this out there to help people out. This the mod I wrote for us for Alone in the Darkness progress.

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Death's Demise: the video and strategies
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Well for those curious about what addon we were talking about.... here's the video in all its glory. Sorry for not having a streaming version set, still getting it uploaded everywhere:

http://www.filefront.com/14211137/fusion-yogg-0-pre-nerf.mp4

Update: Streaming is now available at Warcraft Movies!

Warcraft Movies: Fusion Yogg+0: Dual-perspective by Kyth (StratFu)

What makes our video special is that it's simultaneously the view of me, a mage, who is up top doing tentacles, and then attacking Yogg in P3, and Krez, a hunter, who takes portals and is part of our leet puller crew for P3.

It also has vent, with a music background to keep you from getting bored.

Since only a handful of guilds did these fights pre-nerf, I'll do a quick review of the two main strategy types that developed to explain why, for example, some guilds used an addon and others didn't -- it had nothing to do with skill and everything to do with which strategy you chose.

Keep in mind the nerfs because they explain why people used these "dumb convoluted" strategies to kill him pre-nerf:

  • Immortal guardians didn't used to change names when they got beaconed: you had to just tab target through the clump or mouse-target a mob with a purple hunters mark symbol on their had. Now of course you can use a very simple /target macro, trivializing that portion of the fight
  • You used to be able to get up to five beacons at once: now you can only get three. But the older strategies were focused around how you handled 4-5 beacons, since those required a lot more people to handle or a lot more AE dps, depending on your strategy.

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Death's Demise
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We got it, in what was a pretty anticlimactic kill, with only two deaths and no massive terrifying zerg at the end.

US 4th, World 12th. Put us at US 2nd/World 9th overall since our non-Yogg kills were overall faster than some of the guilds who got Yogg+0 ahead of us.

Working on the video of course -- I haven't kept up with Yogg vids, but we will be one of the few showing the portals as well, which is a pretty key part of the fight. All the videos I watched were from a ranged class or healer who was up top, which frankly is pretty uninteresting :).

Yogg has been interesting for us: we were arguably one of the worst guilds at the fight back when we started. I'm embarrassed to talk about what we considered a good stun, how many portal phases we took, etc. Yogg+1 took us a full two nights to do, and it wasn't a very clean kill.

More details below, including far-too-extensive commentary on the learning process and what we're going to do better as a guild the next time:

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What makes a boss fight frustrating?
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We wiped 200k short of a Yogg win tonight, so I can't actually write the triumphant post I was going to.

Instead, I'm curious what characteristics others find in boss fights that cross the line from "fun but hard" to "unfun." Yogg has certainly done that for us -- and for at least some other guilds as well.

Brainstorming, a friend and I came up with:

  1. Length + Phases

    It's annoying to go through 8 minutes of P1 to P2 just to try an idea you have for P3. No matter how fast your runbacks, it's tough to get in more than 5 attempts an hour.

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More on the Stars kill: The guild, the raid comp, the strategy
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The more I learn about this Chinese-on-Taiwanese servers the more astounded I am. They take Exodus's schtick ("come join us, we run 50+ raiders in two 25-man raids and then pick a subset for progression fights") to new heights:

Apparently they run over 250 level 80's and had multiple 25-man groups with Yogg 0/1 killed this week.

A StratFu reader posted (I haven't verified this) their raid comp:

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World first Alone in the Darkness
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Stars, a Taiwanese guild on TW-Crystalpine Stinger, just got the world first Alone in the Darkness (Yogg with zero watchers.) They also got world 3rd Algalon, and world 2nd hard-mode Mimiron earlier.

This fight, earlier exploited by Exodus who claimed they didn't exploit, had been declared impossible by many, although most top guilds were working on it to one degree or another (including us.)

Looking at the meters before their site went down, they brought tons of AE, spriests, and warlocks -- not surprising given how P3 works out.

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