Raid Strat Yaremka
The boss unleashes Crushing Damage and performs an AOE knockback of his own on all players within the immediate area. Also, all 3 healer types are vital; he hits like a truck without all 3 types of healers. The off-tank will be eating a dot and will surely go down at some point if the healers are not immediately healing the off-tank to keep him alive throughout it. As far as the timers go; dual-wielding 23 second manual countdowns was the key to calling out orb zaps on time. By initiating a timer right as the tank ran in and then initiating every timer after that halfway through the pacify cast time, you can eliminate all of the Soul Eater's enrages unless a zap was missed. In the event that one zap missed, you need to bring him immediately to the other side, kiting or dread shadow if possible, and wait for the enrage to be cast, then call the zap right after that. Obviously, this is a bad situation as it causes both North and South orbs to be on cooldown for at least 45 seconds on one, supposing there was even one available for use to begin with. Also, if for some reason Yaremka was not in position at the end of the 23-25 seconds, it was better to just wait for the enrage and then zap him than to randomly do so at 26 seconds or so and have it screw up. The problem is that using the orbs has an instant effect which removes enrage, but casts a spell called Pacify on the boss a second later. If the enrage falls in between these two effects, the enrage will be neither prevented, nor debuffed.
It was noted there are up to three ways to attempt this fight; one is to stick to the religious 23-25 seconds after pacify was halfway cast and hope Yaremka was always in position, or that we never missed (as this would put both orbs on cooldown with a potential enrage). Another method involved the countdown caller waiting until the enrage is being cast and call it out 1/3 through the cast to ensure the zap happened right after the buff. The latter is risky, but so is the first if positioning is not 100% perfect. A third method involved kiting the boss in a tight figure-8 pattern around the pillars on the north and south sides of the room. This proved the most tedious and dangerous of them all as you would be required to sprint throughout the straightaway and other DPS would have to quickly react if aggro shifted to them.
Another note mentioned on this fight is to have all DPS split on north and south sides for two reasons: first, it negates a partial chance that the DPS will pull aggro due to only being allowed to DPS half of the time and second, it negates the run distance the boss and tank have to make for repositioning at that pillar incase an asshat DOES pull aggro. It is imperative that DPS does not pull aggro on this fight. The total fight will take anywhere from a 15-45+ minutes depending on your raid's teamwork, skill, and gear.
Last Updated Monday, June 08 2009 @ 12:21 AM CDT|654 Hits 