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Yor'sahj Strategy Guide

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Hit Points

10 Man: 47.2 Million

10 Man (H): 89.5 Million

25 Man: 141.7 Million

25 Man (H): 258.3 Million

Abilities


Call Blood of Shu'ma

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Yor'sahj the Unsleeping calls to the might of Shu'ma, summoning three differently colored globules of his blood. These globules path slowly towards Yor'sahj, infusing him with additional powers if they reach him.


Glowing Blood of Shu'ma

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Infused with the Glowing Blood of the Old Gods
Void Bolt is now Area of Effect.
Abilities have half the typical cooldown.
Attack speed increased 50%.

Fusing Vapors

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Emits a fusing vapor when damaged below 50% health that heals all other active globules for 5% of their maximum life.




Void Bolt

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Yor'sahj the Unsleeping blasts his primary target with dark energy, dealing 83250 to 96750 Shadow damage initially and then 4625 to 5375 Shadow damage every 2 seconds. This effect stacks.



Cobalt Blood of Shu'ma

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Grants the ability: Mana Void.




Mana Void

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A Mana Void leeches all the mana from every ranged spell caster and healer, storing the mana within itself. Destroying the Mana Void evenly returns the total of the leeched mana via Mana Diffusion to players within 100 yards.



Crimson Blood of Shu'ma

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Grants the ability: Searing Blood.


Searing Blood

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Sears the blood of random distant enemies, dealing more damage based on distance away from the caster.



Acidic Blood of Shu'ma

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Grants the ability: Digestive Acid


Digestive Acid

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Digestive Acid periodically secretes from the stomach lining, inflicting 58500 to 61500 Nature damage to a player and nearby allies within 4 yards.



Black Blood of Shu'ma

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Grants the ability: Corrupted Minions. Spawns Forgotten One.


Psychic Slice

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Channels a wave of psychic force to an enemy, dealing 32375 to 37625 Shadow damage.



Shadowed Blood of Shu'ma

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Grants the ability: Deep Corruption

Deep Corruption 

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Receiving healing or absorption effects will trigger a detonation at 5 stacks




Strategy

This fight is a one phase fight that involves a lot of randomness.  The strategy revolves around understanding what each ooze does individually and prioritizing certain ones to make the fight managable.  This is a "pick your poison" kind of fight but as I will explain, some are worse than others.

The boss' main ability is
Void Bolt, which does a high amount of stacking shadow damage.  This mechanic favors two tanking but it is possible to 1 tank due to the boss channeling long enough to allow tank debuffs to reset.

Pro Tip: In both 10 and 25 a blood DK is the top choice for 1 tanking.  The self healing of the the DK is the most desirable attribute, especially for HM.  With 30% nerf most tank classes should be able to 1 tank this fight, especially on normal.  If you are struggling just use two tanks.

There are also 6 different colored globules that can spawn.  The boss will channel Call Blood of Shu'ma which will pick 3 random colored oozes to spawn.  When the oozes reach the boss he  gains additional abilities depending on the color of ooze that reached him. Because the oozes have the ability
Fusing Vapors raiders can only select and kill one ooze. Therefore, you will need to choose wisely and know how to handle each ability.  Below the abilities are ordered from easiest to hardest.

Red

If the boss is hit with the red globule, the boss gains Crimson Blood of Shu'mafor 1 minute. This causes the boss to inflict 8 players with Searing Blood. This ability does huge AoE damage to the raid that does more damage the farther away the player is from the boss. To minimize the damage taken from this ability, the raid should be as close to the boss as possible. When possible, stacking up tightly the entire minute is ideal.




Black

If the boss is hit with the black globule, the boss gains Black Blood of Shu'mafor 1 minute. This causes the boss to spawn Forgotten Ones. These adds will randomly select a target and fixate on that player. These adds don't hit very hard. However, they can cast Psychic Slice, which does a high amount of shadow damage in a frontal cone. The DPS, both melee and ranged, will need to aoe down these adds quickly.  Ideally a slight spread is best so that you can AOE effectively and not have all the adds slicing the raid.  Healers should be able to handle stacking during a black phase, however.

Yellow

If the boss is hit with the yellow globule, the boss gains Glowing Blood of Shu'mafor 1 minute. This causes three things to happen.
1.  
Void Bolt now hits the entire raid.
2.   All Boss' abilities occur twice as often.
3.  The boss hits 50% faster.

Basically, the raid will be taking more damage for 1 minute. Healers and the raid should be ready to use cooldowns, however, this should be managable.



Blue

If the boss is hit with the blue globule, the boss gains Cobalt Blood of Shu'mafor 1 minute. This spawns a blue sphere in the area that casts Mana Void.  Any player who has a mana will be drained.  The mana is stored in the sphere until it is destroyed.  When destroyed, the sphere casts Mana Diffusion, releasing mana back to the casters.  To handle this mechanic have DPS (especially melee) burn the void quickly.  When the void dies healers and casters need to be within 18 yards of the assigned void in order to have their mana restored. Also, since the healers will not have any mana, the tanks will need to use defensive cooldowns.

Green

If the boss is hit with the green globule, the boss gains Acidic Blood of Shu'ma for 1 minute. This causes the room to hit players with Digestive Acid, which does nature damage to that player and anyone else within a 4 yard radius of the original player. To survive, the raid will need to spread out to reduce the number of players who get hit by this ability.








Purple

If the boss is hit with the purple globule, the boss gains Shadowed Blood of Shu'mafor 1 minute. Whenever a player receives a heal, that player will gain a stack of Deep Corruption. Whenever the player gets 5 stacks, the entire raid is hit with Deep Corruption.  Healers will not want to use ANY AoE heals while deep corruption is up.  Paladin Beacon of Light transfers do not add stacks so beacon should be put on the active tank.  Tank and healer CDs should be used to ensure the tank survives.  Stacking Deep Corrution more than 4 times will cause a wipe.



Based on the above descriptions, for any three given globules, the kill priority should be Purple, Green, Blue, Yellow, Black, then Red.  You will always have to deal with a combination of two of the above colors. Below is list of combinations and how to deal with them, ranging from the easiest to hardest and how to handle them. There are a total of 15 different combinations but I will assume you kill purple any time it is up, eliminating 5. 
    1. Black and Red - 1.  Black and Red-The Raid should be stacked directly under the boss,  AOE down the adds and AOE heal.  If you stuggle with healing do a slight spread to help the adds not cleave your group.
    2. Yellow and Red - The raid stacks up on the boss and uses raid cooldowns to minimize damage.
    3. Yellow and Black – Small spread and AOE the black adds down.  Use cooldowns as needed.
    4. Blue and Red - The raid needs to be stacked on the boss to minimize damage.  Move boss/raid to the mana void when it is about to die to ensure healers get mana.  Pro Tip: DK Death Grip works great for moving the void onto your stacked raid.
    5. Blue and Black – Focus down the void then AOE.  You can have the raid stack on the void if you want to just AOE the entire time.
    6. Blue and Yellow - It is vital that the mana voids are downed very quickly, and the casters get their mana back. There will be a lot of damage and healers will need to mana to keep up.
    7. Green and Red - Spread out so everyone is 4 yards away from each other, but be close enough to reduce the raid damage.  Use CDs here or even a bloodlust if you are struggling.  4 yards apart is very important with this combo.
    8. Green and Black - Spread out to reduce splash damage.  Similar to other combos AOE should be effective if you are not spread much more than 4 yards around the boss.  If you stuggle to kill adds have players single target them down. 
    9. Green and Yellow - The raid simply spreads out and chains raid cooldowns to reduce the damage taken.
    10. Green and Blue - The raid will need to be spread out, but we'll also need to down the voids to restore the mana. Casters need to be as close to the void as possible while maintaining 4 yard spread. Healers get positioning priority.

Heroic Strategy

In the heroic mode, 4 globules will appear instead of 3.  With the boss gaining 3 colors instead of only 2 there are only 6 combinations.  It is important to control which combinations you will see because certain combinations are an instant wipe.

Color Combination Spawned


Purple, Red, Yellow, Black
Black, Blue, Purple, Yellow
Yellow, Blue, Purple, Green
Green, Red, Blue, Black
Green, Red, Yellow, Black
Black, Blue, Purple, Green

Color to Kill


Purple
Black
Yellow
Green
Green
Black

Resulting Combination


Red, Yellow, Black
Blue, Purple, Yellow
Blue, Purple, Green
Red, Blue, Black
Red, Yellow, Black
Blue, Purple, Green

From the table you can see that only Purple, Black, Yellow, and Green are oozes that you want to kill.  The DPS requirement to kill the oozes in time can be difficult for some groups, to help with that we used raid markers to show which colors spawn where.  This helped the response time and ensured that we killed the oozes in time.  Also Blue/Purple/Green and Red/Yellow/Black are repeated on the table meaning there are only 4 unique combinations that you will deal with.
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The top DPS priority is to down the assigned globule before it hits the boss. Otherwise, it's a wipe. The globule will spawn on the colored bumps outside of the room and will slowly approach the boss. To know if DPS will down the globule on time, it should be at 30% health or less by the time it hits the water.

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Red, Yellow, Black

This combination is the hardest  in terms of damage and healing. All three abilities will cause damage to the raid. This means healers will have to organize and chain cooldowns to keep everyone up, and DPS will need to down two sets of adds. The second set will spawn close to when the next set of globules are up. DPS should switch to the ooze and finish adds after it is dead.

Blue, Purple, Yellow

Void Bolt will cause significant raid damage but healers cannot AOE.  The raid can stack in this phase but it isn't necessary.  Single target heal assigned groups.  I recommend a shaman or priest healer assigned to tanks and paladin(s) on a raid group (beaconing tank).  Paladin healers should overheal their group to transfer heals to tanks.  This is a good opportunity to burn the boss since there are no adds up.

Blue, Purple, Green

Similar to Blue/Purple/Yellow, except the raid must be 4 yards away from each other.  Melee will need to help finish off the Mana Void since the casters will not have any mana. Fortunately, Digestive Acid will not hit the melee unless any of them are next to ranged DPS or healers. Once the void is down, all DPS should focus on the boss with DoTs rolling on the Mana Void.

Red, Blue, Black

The raid will need to stack up and do AoE damage to the adds. Also, the raid should get the previous Mana Void extremely low so that DoTs can finish it off after the new void spawns. This is because the melee cannot leave the group to finish off the void, or they will get one-shotted by Searing Blood. Since Purple is not up, healers can freely heal without any consequences. DoTs should be rolling on the new Mana Void while burning down the adds.

There are a few additional things to note that go with handling the ooze combinations above:

1.  The first time you get a combination with Blue you should leave the void alive.  Use all mana cooldowns in your raid once the mana void debuff goes away.  You can DoT it up and keep it near 15% for when you need to burst it.


Pro Tip: The raid leader and healers should keep an eye on the mana void debuff to ensure that they don't break a void or use cooldowns too early.  Breaking a void early will lead to healers running out of mana and likely a wipe.

2. On purple phases healing needs to be coordinated carefully.  because each person can be healed a total of 4 times.  Note that the debuff resets after 30 seconds so each player can receive a total of 8 heals in the one minute phase.  Typically this fight uses 6 healers.  One is dedicated to only tank(s) and the other 5 are each assigned to one group.  Paladins should always be a last choice for direct tank healing.

Pro Tip: Word of Glory does not cause a stack of Deep Corruption

3.  Getting two consecutive Red/Yellow/Black phases can cause issues, especially if no healers have cooldowns.  In this event we use bloodlust to compensate.

4.  The raid will face at most 8 combinations of oozes before the enrage.  On the 8th the ooze should be ignored and the raid should burn the boss.  Switching to the ooze will cost valuable DPS and the enrage will wipe you about the same time as the 4 ooze combo would have anyway.
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