Alone in the Darkness 25, p3 - TankSpot
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Alone in the Darkness 25, p3
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  #1  
Old 08-30-2009, 11:03 PM
hit on the head too often
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Alone in the Darkness 25, p3

I'm curious how other guilds handle phase 3 of yogg, when doing the alone in the dark achievement. Specifically regarding number of tanks, positioning, and how marked adds are handled. Thanks.
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  #2  
Old 08-31-2009, 05:40 AM
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Most guilds just tank the adds in melee range of yogg. As for handling the beacons, go to stratfu.com and check out the add-on that one of fusion's raiders made for marking them.
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  #3  
Old 09-21-2009, 07:04 AM
bear is for fight
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Are there any mods that are still working since the patch to mark the Immortals in P3? Tried running the Premo Yogg mod but it wasn't even working in P1/2 (event timers) so I quickly went back to the normal BigWigs mod before seeing if it marked p3 correctly.
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Old 09-29-2009, 01:26 PM
B-B-B-Barlos
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Source: Kaidman
Are there any mods that are still working since the patch to mark the Immortals in P3? Tried running the Premo Yogg mod but it wasn't even working in P1/2 (event timers) so I quickly went back to the normal BigWigs mod before seeing if it marked p3 correctly.
Yoggles only marks mobs in Phase 3. You'll want to leave your normal boss mod on while using Yoggles to mark the marked immortal guardians in P3.

Try out Deus Vox Encounters. It's a very good addon that will show you timers for things Big Wigs and DBM just don't have. It's really good (also shows you which way to move with an arrow to get away from someone with Malady, invaluable for retards in your raid in 0L and 1L).

In Phase 3 0L we used 1 person with Yoggles master, and 2 or 3 with the slave addon. It marked the marked immortal guardians with a Star, Diamond, and Circle I believe (so don't use these symbols in P3). We used 2 tanks, myself and a Prot Paladin. We only used one Hunter on our kill attempt, so in addition to the new mobs spawning, we each had to taunt back the mobs that heal off of our two feral Druids. Hunters make it easier, but honestly, bring the player for pulling out the marked guardians. The first time we pulled them all out without heals hitting any adds or Yogg himself, we downed him. It wasn't coincidence.

As for positioning, we did the fight in front of Yogg because it had more wiggle room for our pull-outs (you can go in the back of the room too for no parries and so Druids can DPS Yogg harder during berserk,. The front of the room is just bigger than the back. As far as the adds, we tanked them right in front of Yogg, about 5 yards out. No, our FoK spam didn't hit Yogg, which I would have liked, but apparently it's too hard to target the marked ones if they're close to Yogg (you just end up targetting Yogg a lot). So we're a few yards out, where the pool meets the real floor. Healers were out just a yard or two more, and ranged DPS were basically right on Yogg so when they turned they could hit adds (we put melee on adds).

During the heals, your tanks will take the most damage because they have 2-3 full health ones on them most likely. The first heal is the easiest, you can pop trinkets/Priest buffs (although we didn't use a Holy or Disc Priest on our kill, just 2 Hpals, a Resto Shaman, and a Resto Druid I believe) for it, but the second one you'll want to pop like Last Stand or something, and the last one is Shield Wall/whatever. If you get a 4th, your DPS is most likely a little low, and your tanks are in very high danger of dying. We killed him as he threw out the 4th beacons for us. Instead of pulling them out, we just had everyone turn and burn, and I called for me and our OT to run the mobs away from Yogg so he wouldn't get healed. Sorry to write a book, but there's everything you wanted to know.
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Last edited by Barlos; 09-29-2009 at 01:31 PM..
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  #5  
Old 10-21-2009, 11:28 PM
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3 hunters makes it easy. we do 2 tanks, 3 hunters. adds are tanked close to yogg. hunters pull out with macros.
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