Yogg-Saron 10 man Group Build? - TankSpot
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Yogg-Saron 10 man Group Build?
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  #1  
Old 07-02-2009, 01:42 PM
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Yogg-Saron 10 man Group Build?

so my Guild has gotten to Yogg but have not downed him yet.. what should be the prefered group for 10 man Yogg?

should we go
2 Tank
3 Heals
5 DPS
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  #2  
Old 07-03-2009, 01:25 PM
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For our first kill, we went 1 tank/6 DPS/3 heals.
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  #3  
Old 07-04-2009, 07:28 AM
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We just got Yogg on 10 down this week. Our group setup was this:

Warrior - Tank
DK - Tank
Hunter
Ele Shaman
Mage
Rogue
Paladin - Ret
Priest - Disc.
Druid - Resto
Paladin - Holy

The encounter was incredibly easy with this makeup. Seemed like the "portal teams" had anywhere from 35-38 seconds to DPS the brain. They got the brain to 33% with BL first run through. The two tanks and Mage stayed out of portals cleaning up the one Crusher that was up. At one point we (the outside team) were standing around doing nothing for about 5-6 seconds. All tentacles were down.
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  #4  
Old 07-04-2009, 10:04 AM
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For 1 light we did

1-prot war
2-arcane mages
1-resto druid
1-holy paly
1-holy priest
1-ele shaman
1-ret pally
1-enh shaman
1-dps dk
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  #5  
Old 07-04-2009, 04:15 PM
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1 tank

3 melee dps

3 healers

2 ranged DPS

1 feral druid/offtank. SOTF gives feral druids in cat gear such a tanking advantadge over any of the other 3 classses (dks going frost presence or warriors going d-stance) I do not even know how ret palies work but they are the worst of the 4 at this.

The best inside makeup is by far the one my group runs. 5% crit from me the feral druid, rogue for expose, ret pally to dispell and judgement of light. The only thing i would swap would be the frost DK with an enh shaman but he gives WF and SoE the only thing we miss is UR.
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  #6  
Old 07-05-2009, 09:16 PM
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For 10men you really only need 1 tank. P2 & P3 only requires 1 tank, using 2 tanks would be kind of a waste for the dps.

P1 is do-able with one tank, just let the tank stay close to Sara, run in/out from the clouds. If your team do not step on the green clouds it isn't quite hard.
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  #7  
Old 07-06-2009, 03:49 AM
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We have mostly gone with 1.5 tanks, 2 healers, 6.5 dps. The .5 either being a feral druid (cat gear+spec but bear form) or a DK with minimum defence gear (2 weapons, 1 with SSG and another with FC helps). That's using the 'ferry' approach, where alternate tanks take an add to the middle for killing. I think the appeal of this when learning the fight is that you need less of your group to get the hang of cloud dodging.

We are starting to learn the hard mode now (it's the last one left for Glory) and wondering what changes we'll need. As part of that prep, we switched to 1 tank in the middle, the whole raid dodging clouds. Now that everyone is familiar with the fight, I think it's more efficient this way. Whether I'd want to learn the fight this way from the outset, I don't know. Probably depends on how situationally aware your group are.
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  #8  
Old 07-06-2009, 03:23 PM
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The fewer tanks and healers you can use, the easier the encounter will be. The whole game is in keeping up with spawn pace to retain stability; as soon as you fall behind, you need more healing/tanking to compensate - the simpler path is just to prevent the encounter from ever reaching that point. 1 tank, 2 healers is probably ideal; with all four keepers, 1 tank / 1 healer may even be possible.

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  #9  
Old 07-07-2009, 06:34 AM
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The fewer tanks and healers you can use, the easier the encounter will be.
This is very true; one tank on 10m and two tanks on 25m are all YS requires.

2 healers is all we bring; it may even be possible to do easy mode with one although we haven't ever tried. It's easy enough with 7 DPS, 8 would probably just be overkill.

The fight is all about controlling P1, which means 10 people that can avoid clouds and a controlled burn on the adds. With the nerfs, you should shoot for only 1add alive during the P1-P2 transition. P2 is much easier and P3 is laughable, but a bad P1 usually equals a wipe.
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  #10  
Old 07-07-2009, 09:23 AM
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25 can be handled with one tank as well.

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