WoW TCG Art Gallery: Mind Soothe
WoW TCG Art Gallery: Jackknife
WoW Fan Art: Grip of Death
WoW Fan Art: The One Who Keeps Secrets
WoW Art Gallery: Chen Stormstout
WoW Art Gallery: Gahrunt Foulfang
|1||WoW Patch 5.2 Isle of Thunder Solo Scenarios Guide|
|2||WoW Patch 5.3: Faerie Dragon Mount|
|3||WoW Noblegarden 2013 Guide (March 31 - April 6)|
|4||WoW Patch 5.2 - Isle of Thunder Daily Quests|
|5||WoW Children's Week 2013 Guide|
|6||WoW Patch 5.3: Armored Dragonhawk and Steel Warhorse Mounts|
|7||WoW Patch 5.2: Gearing for LFR|
|8||WoW 5.3 PTR Patch Notes - Updated April 4th|
|9||WoW Patch 5.3: Legendary Questline|
|10||WoW 5.3 PTR Patch Notes - Updated April 11|
Patch 5.2: Throne of Thunder & Raid Schedule | Isle of Thunder | World Boss Nalak Guide | World Boss Oondasta Guide & Loot Table | Season 13 Armor Preview | Tier 15 Armor Set Preview
Mists of Pandaria: New Race: Pandaren | New Class: Monk | New Dungeons and Raids | New Class Talent System | New Pet Battle System | New Challenge Modes
Patch 4.3: S11 Sets | Legendary Daggers | New Mounts | New Dungeons and Raid: End Time Well of Eternity Hour of Twilight Dragon Soul | Void Storage | Transmogrification | Classic Two-handed Swords | Two-handed Axes | Coming Soon
Tier 13: Warrior | Druid | Paladin | Shaman | Warlock | Mage | Rogue | Pirest | Hunter | Tier 13 Set Bonuses
Overview: Deathwing | System Changes | Underwater Kingdom | Guild System | Tips
New Races: The Goblins (Horde) | The Worgens (Alliance)
Revamped Areas: Orgimmar | Stormwind | Azeroth
Classes Changes: Paladin | Death Knight | Druid | Hunter | Mage |
Priest | Rogue | Shaman | Warlock | Warrior
New Battleground: Twin Peak
Yor'sahj is an amazingly fun fight, in fact it's my favorite encounter in the whole zone. That's because it's never quite the same fight twice, there's always something a little different about it that makes you think on your feet and adjust to the situation.
Yor'sahj is just like many other encounters within the zone, requiring two tanks, five to six healers, and a good mix of both melee and ranged DPS. The boss will be tanked right where he stands and there isn't all that much movement to the encounter. There is potentially some AOE, so do bare that in mind. For most of the encounter, the raid will want to remain stacked on top of Yor'sahj, only spreading out when an ability calls for it.
The important notion of this encounter isn't so much Yor'sahj himself as it is controlling which abilities he is capable of gaining. Aside from the oozes which spawn, Yor'sahj's innate ability of Void Bolt is relatively minor; you just tank swap in order to avoid it stacking too high, usually around three to four stacks. As for the oozes themselves, even though most people go by a complex priority system – which is the easiest way to explain the encounter in five seconds and works for LFR – it really isn't as bad as people think. Despite there seeming to be 20 possible ooze combinations that you could be faced with, it seems Blizzard was a little wiser than that and limited it to 6 possible combinations that you'll actually end up seeing.
Handling the globules
Dealing with it
|Blue, Black, Yellow||
|Group up, kill Void, kill adds|
|Green, Red, Black||
|Group up, kill adds|
|Green, Red, Yellow||
|Group up, heavy AOE healing, use CDs|
|Purple, Red, Black||
|Group up, kill adds|
|Purple, Green, Blue||
|Spread out, kill Void|
|Purple, Blue, Yellow||
|Group up, kill Void|
While that general rule of thumb generally works, there are a few iffy parts. For example, getting Purple, Yellow, Blue is the only time that you might actually consider allowing Purple to go through and instead kill off Yellow. Purple is only dangerous in situations where you cannot limit your healing, which is basically the AOE damage from any other ooze, however there is no raid damage with a Blue ooze, so the only healing that goes out is on the tanks. Through using tank cooldowns and a healer with slow, high healing spells, you can get through the entire phase with only one or two explosions overall, which doesn't put the raid in any danger. This is the only time that you can consider allowing Purple to go through. With any other color, either the tank damage is too high or there's raid damage.
You may also want to consider switching to taking out Blue instead of Yellow on the Blue, Black, Yellow combination, but this largely depends on your raid composition. Yellow would bring more raid damage to the table, but it isn't all that bad, the worse part of the pairing is that Yellow will cause a second wave of adds to spawn from Black. If your raid has high AOE damage, then Yellow Black is certainly viable and potentially less annoying; it isn't just healers that take a hit from Blue's mana drain, your DPS can get smacked around by it too.
Using Yor'sahj as a learning tool
Another thing to keep in mind is utilizing Yor'sahj for practice. He's a relatively easy encounter in normal mode, but his hard mode mechanic is to spawn four oozes instead of only three. This means that you're going to end up with a lot more of the nasty combinations such as Red and Green together. If you're thinking of working on Yor'sahj hard mode, then consider going through a few attempts of normal getting used to the motions of these more tricky combinations.
Overall, the encounter follows the basic principle of just cycling through slimes and dealing with the consequences of which have to reach the boss. There isn't all that much to it. The only truly dangerous combinations that you should watch out for is Red and Yellow which is ridiculously high raid damage to the degree that you'll want to use any raid cooldowns that you have at that point. If you struggle with Red and Yellow, Red with Green is actually far less raid damage provided that people can learn to stand relatively close to the boss but remain 4 yards apart.
The other tricky one is Green with Blue. Green causes some moderate raid damage, nothing all that high, but healers will be excessively low on mana due to Blue which can make healing people relatively tricky. Blue plus any AOE damage is usually a bad mix, but it all depends on your raid make-up and how frequently you've gotten Blue. Healers and DPS usually have a trick or two to regenerate some of their mana back, but if you get Blue two or three times in a row, they can run out of options and sit OOM until that void dies; if you run heavy on mana-dependent ranged classes, that can make it double-y tricky.
Good luck and have fun!
Originally posted by Tyler Caraway.
* WoW Patch 4.3: Hour of Twilight Feature
* WoW 4.3: Quick Tips for Dragon Soul Raid Finder Bosses
* WoW 4.3 Dragon Soul Guide: How to Kick Deathwing's Ass?
* WoW 4.3 Dungeon Guide: Well of Eternity
* WoW 4.3 Guide: The Bran-New Darkmoon Faire