PTR strat
http://25man.com/dragon-soul/yorsahj
[video=youtube;YgzwZLRiMzc]http://www.youtube.com/watch?v=YgzwZLRiMzc[/video]
Aaah reminds me of Chromaggus. Was rather confusing at first with all the color slimes but it seems like it's primarily a case of learning what combinations are easiest and acting accordingly.
Bump, third boss
2 tanks
3 healers
5 dps
Mechanic: Blood adds
Every 75 seconds or so, 3 blood adds spawn of different colours (boss is inert during add spawn and their path to him)
Kill a chosen add, the remaining two become immune to damage - You then have to deal with the two remaining ooze abilities
Abilities (in general)
Blue & Purple make healing harder
Red, Green, Black & Yellow increase raid damage
Specific Abilities
Red - stack on boss: 3 random players take damage, you take more damage the further from the boss you are
Black - stack on boss: adds can be AOE'd down, random raid members take 35k shadow damage from 5 sec CD add cast
Green - spread: periodic random target selected, 60k nature damage to target and those within 4 yards
Yellow - +50% boss attack speed & double void bolt speed (can be AOE CD & healed through if we need to and have say Red or Black up too)
Blue - mana drained instantly, mana returned when Mana Void explodes if you are within range (not sure on range, 18-30yds max)
Positioning (in general)
Red and/or Black = STACK!!
Green = Spread
General Add Priority:
PURPLE > GREEN > YELLOW > BLACK
RL to call dps prior when adds spawn, raid then reacts according to what is left
Resistance Requirements:
Shadow: Resistance Aura or Shadow Prot buff
Nature: Aspect of Wild or Elemental Resistance Totem
Fire: Resistance Aura or Elemental Resistance Totem
Specific Notes on Purple & Blue:
Blue: Mana Void
-use mana CDs after the add spawns (mana is drained immediately on spawn, not over time)
-be close to Mana Void add when it is killed to get mana back
-tank keep boss close to mana void where needed (e.g. green, red or back)
Purple: Deep Corrption
-direct heals (or absorbs) give you a stacking debuff (AOE heals give +1 to all targets, PoH +1 to party, Healing Rain +1 to raid, etc)
-at 5 stacks it blows (50k AOE)
-heal to 4 then leave
-20 second duration and then it resets (make sure your UI shows the Deep Corruption debuff!!!)
-healer to each party, no overlaps
Reference:
http://www.icy-veins.com/yor-sahj-the-unsleeping-detailed-strategy
Go here 2nd, its prett easy, bit hard on the healing sometimes.
fight start tank and spank and then the first 3 adds come in.
Purple->blue->green->Yellow->red->black(with black,there are adds aswell AOE them and then its just boss)
Phase goes on untill next slimys spawn.
The quicker you kill the slimey the more free dps time you have on the boss.
yeah, There are 6 different spawn types which, if I've done my maths correctly means 15 possible different mob combinations. Way too many to worry about. The only thing to note is the green adds. If you get them then it cqan be a bit of a nightmare. I highly recomend everyone sets their range to 5 yards and try to group up as much as poss within that limit. Green + Blue is the worst as not all the melee will be able to attack the mana thingy and everyone will need to keep moving while keeping in mind the range. Might be worth assigning meelee for that combo. The rest of the combo's is just doing damage, soaking damage and healing through it, be kind to your healers by staying grouped.