http://www.wowmeteronline.com//combat/log/1102097
Incoming 'Wall of text' warning
Phase 1
The YS fight is almost entirely about control in phase 1:
-being able to dps an add without pulling aggro
-hitting the interrupts on the add being dps'd
-tanks starting the kite to Sara at the right percentage HP
-the main raid dps remembering to stop dps to avoid killing the add early
-people not getting caught in clouds and spawning extra adds
-killing the add on Sara to damage her (10 needed to kill her and start P2)
The best go we had was actually one where we made 2 mistakes, where dps got a bit carried away and killed 2 adds before they reached Sara. We'd deliberately spawned an extra add at the beginning and had managed to catch up, but then missed damaging Sara on those 2 adds later in the phase. This meant we had to deal with double add spawns later in P1 which ultimately led to a wipe.
Had those adds reached Sara and damaged her as intended then we would have gone into P2 with everyone alive and just a single add on 50% health. That's the sort of performance you need consistently in P1 to make sure you (a) get to see P2 regularly and (b) to allow more dps time on the tentacles that spawn (we're losing up to 45 seconds of tantacle dps time by having 3 adds up when we go into P2).
To confirm:
The add spawns are on a timer.
After 'X' amount of time instead of a single add spawning you get TWO spawning at the same time.
This is why it is essential not to miss any add damage to Sara
Spawning the extra add at the start means you get sufficient damage on Sara to kill Sara before 'X' time passes, thus you avoid double add spawns and only have to handle single add spawns
This single add spawn only means you get a much cleaner entry into P2 and gives way more dps time on tentacles at the start of P2.
Phase 2
P2 needs some more focus and more dps.
-need to achieve a good P1 entry into P2 as above. 3 adds up delays your P2 dps by a huge chunk and wrecks P2 if you have to spend a lot of time killing P1 adds.
-all dps should prio Constrictors
-if no constrictor is up then ranged prio Crushers, melee prio Corruptors (with hindsight I think last night we had too little dps outside on the corruptors which is why there seemed to be a forest of them)
-P2 healing outside is real light so healers need to focus on dispelling/descursing/cleansing etc.
-portal group needs to be in position way earlier to be ready to take the portal the moment it spawns (every second you take getting to the portal is a second lost on dps in the brain room - so be there BEFORE it spawns!)
-set an MA for ranged and an MA for melee who remain in the main room so that they know which target to dps or can macro /assist the MA to make sure they target switch swiftly.
We lost control of P2 with way too many corruptors up, this led to reduced travel speed, slowed cast time which means we dps more slowly on the adds and get more incoming damage for healers to handle.
Why too many adds up in P2:
-poor entry from P1 as described above, we lost massive dps time in P2 dealing with the end of P1
-too little corruptor dps in the main room (this slowly stacks a problem which then overruns us)
-dps in the portal groups was too slow getting into the brain room to do damage (slow in the portal rooms means the adds up top are stunned for a shorter period which means all the P2 problems get worse faster - portal rooms have to be cleared quickly to maximise the time outside that the adds in the main room are stunned).
-Portal groups need to aim to clear the room in less than 30 seconds. A good clear is 20 seconds, leaving 30-40 seconds of brain dps time and giving the main room group 30-40 seconds of dps on now stunned tentacles. We were getting maybe 10 seconds of brain dps time on a typical go and this is simply not fast enough.
-portal room dps needs to know the rooms and NOT miss adds! I was in once and had started dpsing the last group of 3 adds at the far side of the room and most of the group started running towards the still-blocked entry to the brain room! Be aware of what needs to go down before you can start running! Worse than that we did it so slowly that we had ZERO time left on the brain, which meant the stun in the main room last only a few seconds.
-put a hunter for Aspect of the Pack in the portal groups to speed the run to the brain room (every second counts)
-need more dps in the portal rooms!
So for me the above would be the key learning points. When we did it right it worked well, but each time we did one element well, another element of the fight was poorly handled. It just needs us all to pull together on the same try!