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Aliena
12-23-2010, 06:44 PM
eWHNzND_wY8



Hello and welcome to the TankSpot Bastion of Twilight Raid Guide! My name is Aliena, and in this video I'll show you all you have to know about Cho'gall, the fourth encounter in this new raid instance. We completed this fight with 2 tanks, 3 healers and 5 DPS, but similar raid configurations may work just as well.

10-man Cho'gall has 33.5 million health and is a two-phase encounter. While he has an intimidating number of abilities, the fight is actually fairly straightforward. The entire fight is based around a Corrupted Blood Mechanic that works similarly to Atramedes' sound bar. At the start of the fight, a Corrupted Blood meter will pop up in your UI, and getting hit by any of Cho'gall's or his minions' abilities will increase your corruption.

Depending on how much Corrupted Blood you accumulate, different things will happen. At 25 stacks, you get a magic debuff that greatly accellerates your stack gain. This can and needs to be dispelled. At 50 stacks, you periodically get a debuff called Sickness, that'll make you vomit onto any raid member in a 5 yard cone in front of you. At 75 stacks, you grow a tentacle that will cast Shadow Bolts at your raid members. At 100 stacks, you're immune to any healing but will deal 100% more damage.

The goal in the normal encounter is to keep your stacks as low as possible throughout the whole fight. When you trigger phase 2 at 25%, Cho'gall will activate a spell called "Corruption of the Old God", which deals shadow damage to every raid member every 2 seconds until he dies. This spell will deal more damage the more stacks of Corrupted Blood you have, and each tick of it will cause you to gain 1 stack of Corrupted Blood.

As you can see, phase 1 is all about keeping the fight controlled and avoiding as many of Cho'galls abilities as possible, whereas phase 2 is a burn phase, a race against Corrupted Blood stacks.

Let's go over Cho'gall's phase 1 abilities. As soon as you engage him, he'll switch into a stance called Flame's Orders. Cho'gall will switch between this stance and another stance called Shadow's Orders throughout the entire phase 1. While in Flame's Orders, Cho'gall's melee hits will deal an extra 20,000 damage and he'll spawn little fire puddles all over the room. Fire is bad news, don't bathe in it. Make sure your Cho'gall tank receives a lot of healing during Flame's Orders.

Shadow's Orders will cause Cho'gall to omit 3 pulses of a Shadow AoE spell. This seems to hit harder the more stacks of Corruption people accumulate and your healers need to be prepared for it. He'll switch stances approximately every 20 seconds.

The reason you need two tanks for this fight is Fury of Cho'gall - this is cast on his main threat target, deals 60k damage and greatly increases shadow and physical damage taken for 45 seconds, so when a tank is afflicted by Fury, the other tank should taunt off of him fairly quickly to minimize the chances of tank deaths.

The next ability you need to watch out for is Worship - this will mind control 2 random raid members. Worship can be interrupted by any stun, scatter, silence or fear effect and the sooner you do so, the better. While your raid members are mind controlled, Cho'gall will stack up a damage buff called Twisted Devotion. Each stack gives him 10% increased damage, and this stacks up to 20. To counter this, we had everyone stack up on Cho'gall for most of the phase, so everyone could be interrupted quickly by abilities such as Shockwave, Scatter Shot, Psychic Scream and many more.

The only exception to the stacking up is whenever Cho'gall summons a Corrupting Adherant. This happens approximately once per minute, and as soon as the add spawns, your raid should spread out to avoid getting hit by the add's Corrupting Crash ability. Corrupting Crash looks like a little shadowy swirl on the ground, and a few seconds after the swirl appears, a missile will hit its center. If anyone is still in it by the time the missile hits, they'll take damage and increase their corruption stacks by 10.

Make sure that all your DPS switch over to kill an Adherant as soon as a tank has it secured. If you're the tank, make sure to face adherants away from your raid members. If you play a class with an interrupt, make sure to interrupt their Depravity ability, which is a raid wide shadow AoE with a 1.5second cast time. The adds NEED to be killed as soon as possible. If an add is still up by the time Cho'gall casts Fester Blood - which happens 40 seconds after an Adherant spawns - the add will gain a Shadow AoE ability that will pretty much wipe your raid.

Of course, those aren't the only gimmicks the Adherants have. Upon their death, they'll spawn a black puddle on the ground that won't disappear until you hit phase 2. Standing in a puddle will deal damage and increase your Corruption, but even worse is that everytime Cho'gall casts Fester Blood, 5 little slimes will spawn from each black puddle. Yes, each. That means if you've killed 4 adherants, you will have 20 slimes coming to eat your brains.

Of course, getting hit by the slimes will increase your Corruption too, so you want to avoid that. We dealt with this by killing all Adherants next to each other at the entrance to the room, so the slimes would all spawn in the same general area and had to travel a long way to get to us. Applying a frost trap or slowing them down through other means is also almost essential. On the first two slime spawns your ranged DPS will likely be able to take the slimes down by themselves, but on later waves melee DPS might have to help them out with Fan of Knives spam or other AoE abilities.

Controlling adherants and slimes is key to this phase, and if you manage to take them all down in a timely manner and without increasing corruption stacks by much, you're well on your way to defeating this encounter.

When Cho'gall's health hits 25%, you'll trigger phase 2. Any bloodlust or time warp effect should be saved for this phase. He loses most of his old abilities but he does retain Fury of Cho'gall, so your tanks need to keep taunting off of each other whenever that happens.

As mentioned before, he'll activate Corruption of the Old God, which will increase your Corruption stacks by 1 every 2 seconds and deal increasing damage. This is unavoidable, and each raid member needs to keep a close eye on their stacks. Any raid member hitting 25 stacks NEEDS to be dispelled as soon as possible, and any raid member closing in on 50 stacks needs to face away from anyone else to avoid vomitting on them.

Of course, since you'll take increasing shadow damage, this also acts as a soft enrage timer. Eventually, your healers just won't be able to keep up. Additionally, as soon as you hit phase 2 and every 30 seconds afterward, Cho'gall will summon 4 tentacles called Darkened Creations. These will channel a beam on random targets that reduces damage and healing done by 75%, deals damage and increases Corruption, so they need to be killed immediately.

To quickly wipe them out, designate a DPS leader and have all other DPS assist him on his target. When the tentacles are down, DPS can attack Cho'gall again. This cycle will repeat until Cho'gall dies. Make sure that no one vomits on any raid member, and if you have sufficient DPS and healing and keep controlling the fight, Cho'gall should go down. I've attached footage of the whole encounter in case you'd like to see how we dealt with the various mechanics in detail. Good luck and have fun!

Fuerii
12-23-2010, 08:34 PM
the shadow crashes from the shadow adds take the same amount of time to hit the target swirly zone no matter the distance. just fyi

n0point
12-27-2010, 06:16 AM
the shadow crashes from the shadow adds take the same amount of time to hit the target swirly zone no matter the distance. just fyi

Wanted to post this myself. You still want to spread out for the adds phase, so the amount of people that have to move from each and every crash is minimal.

A couple of quick words about Worship as well. The channel that MCed people do used to bug sometimes and not properly stop when said people were stunned. This might have been fixed, but if you are experiencing problems with this try to time the stun/fear/firebreath/etc about 1 second after the emote.

shinma
12-27-2010, 12:25 PM
Point of note, the Worship/Mind Control is only for the duration of the Worship cast. As it is the channeling of the spell that keeps you immobile/MCd it can be interrupted by anything. Including spell interrupts (IE: our shaman healer was wind-shocking us back into action. This becomes important when heals are split between MT and OT taking the big adds.)

Saintoftaint
12-28-2010, 09:14 AM
I feel asleep about 3 minutes into the Video, so much crap going on. I'll just try slamming my forehead into the keyboard harder. Thanks for the Info

Fetzie
12-28-2010, 05:58 PM
That is why you wrote AFTER editing? :P

We were having trouble getting the boss to 25% without a fifth add spawning, is there any way we can optimise our run paths to get the 20 or so seconds we need to avoid the 5th add, as this is what is causing us to hit the berserk timer? We tank the boss in the centre of the room with him facing his throne and pull the adherents up the stairs at the entrance of the room.

rosseli
01-02-2011, 06:53 AM
after many wipes we continued to struggle using a Destruction warlock, Shadow Priest, Assassination rogue, fury warrior and enhance shaman, as our dps, we tried chaining earthbinds with our resto and enh shaman, our rogue and warrior found it very challenging to help dos the adds without experiencing significant damage + corruption

anybody got any tips or do we just need to rearrange our group?

our only problem was the slimes

Fetzie
01-02-2011, 07:10 AM
Shadow priest AoE sucks, if he goes holy mode for 10 seconds and spams holy nova he will do much more damage. You cannot afford pulling too many people off the boss in P1, as getting a 5th add will wipe you to berserk, whereas taking only four will get you to P2 with enough time.

You have the problem that you have 3 melee dps. Maybe if the rogue FoKs from the side instead of the front he can do more damage without getting hit (and stays out of range of possibly rooted slimes). The fury and enhancer should go straight back to the boss. If your fury has specced Piercing Howl, he should do that a couple of times while running into charge range on Cho'gall after killing the large add.

Luvaria
01-06-2011, 01:05 PM
Yeah our group is having some serious trouble with it as well as melee heavy, Fire mage, Surv hunter, Mut Rogue, Enh Shaman, Ret Pala. We've got a few ideas for tonight, hopefully they work out.

gacktt
01-09-2011, 08:58 AM
The guys surprisingly easy if you have a stacked demon lock/frost mage + 1 or 2 more ranged classes on 10m and significantly harder without. Feel sorry for 3 melee 10m guilds, assuming they even made it this far. Pretty class dependent on his 10m mode.

Robertsmb
01-12-2011, 06:23 AM
My group is also wiping to the hard enrage. Currently running 3 healers (wrong?) some pretty heavy DPS (ranked on other fights) 2 warlocks, 1 frost mage, an enhance shaman, and a frost DK. The ranged and DK are aoe'ing adds, and the enhance doesnt really bother with them. We handle the adds well, and surive until the hard enrage every time. Not really sure what we can do to speed things up and get thru the boss fast enough to do it with only 4 adds. Any tips would be greatly appreciated.

klausi
01-12-2011, 07:11 AM
Currently running 3 healers [...] with only 4 adds
We're running 2 healer and have him transitioning without a fourth phase of add-bombing. Just give it a try, healing requirements are high (10k hps each) and additional healing (enhancer, shadowpriest, owl popping tranq at some time) is very welcome.

Robertsmb
01-12-2011, 11:25 AM
Yeah, I have thought about dropping down to 2 healers. Holy pally and Holy priest. Both Light of Dawn quality players, but we all know things have changed. We used a similar config on Chimaeron, and had the dps with heals tipping themselves over 10k. Anyone else with good ideas would be very helpful.

Luvaria
01-12-2011, 01:54 PM
If you get a 5th add just off tank it until he hits 25% (they will despawn when he enters the final phase). Otherwise drop down to 2 healers and do it before the 4th add spawns. Also you may want to consider having less DPS on the oozes, a frost DK + 1 lock should be able to handle all of them until the 3rd or 4th spawns on their own.

Jellygoose
01-12-2011, 05:48 PM
You could also try going with 1 tank, we have a similiar setup and it worked pretty good.
Just have the dk run away and taunt the boss 1-2 sec before the timer on fury runs out

Robertsmb
01-13-2011, 06:39 AM
I dont think we are going to try with one tank. Our tank died this week on Halfus and we had the DK taunting him and blowing cooldowns so the other tank could clear his MS debuffs. It didnt wipe us, but it was something nobody is comfortable doing and the DK is a considerable amount of our dps.

Im going to drop down to 2 healers and assign 2 ranged the job of cleaning up adds the first wave or 2. A demo lock can solo the first set with his Arnold Swartz pet. We will see how that goes. 2 on adds and 3 on the boss should make up the 5-6% we were short on getting to the enrage on time.

gacktt
01-13-2011, 10:14 AM
P2 is surprisingly easy you'll never die from it unless he berserks or goes 5 pool summon(which would be almost all the wipes), you can just lust at the beginning if you need more DPS.

Rennadrel
01-13-2011, 09:36 PM
Aliena, do you know if the slimes select targets to attack when Cho'gall does Fester Blood? In other words, do they have an aggro table or do they just move independently towards the boss and can be nuked down without having to worry about anyone pulling threat.

Yoakie
01-25-2011, 02:12 PM
Another New Strategy for phase 2 is to tank Cho'Gall close to the wall. This ensures that the tentacles spawn close together and on top of each other. There is a comprehensive guide out there that helps a lot for people that want to use this ((http://25man.com/cata-guides/chogall or 25man.com/chogall).

Basically you tank Cho'Gall close to a wall so you can anticipate the tentacles that spawn. Most guilds (especially on 10man) have the most trouble with the last phase. Healers simply can't keep up with the healing. Tanking Cho'Gall close to the wall makes the last phase considerable easier.

Nalesean
01-27-2011, 10:59 AM
We had an "ah ha" moment last night doing this in 25 - we were just about 10 seconds off the timer for taking him to 25% before he casts his 5th Fester Blood. In order to reduce travel time for melee between Adherents and Cho'gall, and maximizing distance the Blood of the Old God have to travel, we started by tanking the boss in the center of the room. First adherent comes out, tank takes it to the stairs, kill it there, ranged take care of adds. Second adherent comes out, tank takes it so it's in a line between the first puddle and the boss, kill it there. As the third add comes out, the tanks move the boss towards his throne, and we continue to make a straight line of puddles - same with the 4th. This way when you're getting 15-20 slimes they're A. coming at you in a straight line and B. you neither have to run to Africa to get between the boss and the adds, nor are they spawning right in your grill.

Fetzie
01-27-2011, 08:55 PM
What happens if a moonkin places their Solar Beam silence AoE over the raid camp just before worship goes out?

Predakhan
01-28-2011, 10:22 AM
Yeah, I have thought about dropping down to 2 healers. Holy pally and Holy priest. Both Light of Dawn quality players, but we all know things have changed. We used a similar config on Chimaeron, and had the dps with heals tipping themselves over 10k. Anyone else with good ideas would be very helpful.

We finally got him down last night using two healers (druid and pally). The extra dps was a nice boost for faster transitions and more dps in phase 2. It also allowed us to only have to kill 3 adds in phase 1 (tank just held the 4th).

Illidra
01-28-2011, 10:30 AM
we got our kill last night -

dk + pala tanks
surv
ele
spriest
feral
assasi
restod
hpriest
hpala

1pool - surv solo
2pool - surv + ele
3pool - surv + ele + my dnd
4pool - surv + ele + my dnd + roguefok

p2 we had our holy pala using the holy wrath glyph so he could stun the adds to interupt, and he was avenging shielding them to interupt.
we had them near a wall to get the spawns more predictable.

we were placing our pools a the top of the stairs in p1 - meant that there was plenty of travel time.

Stompyomouf
01-28-2011, 05:08 PM
Someone asked before, but do the adds have an agro table? or do you just get stacks of corruption by being in front of them?
Also, if you tank an Adherant until after he casts fester blood, do you just not get that round of slimes? Our 10m has a slight bit of trouble getting the slimes from 4 puddles down and if we could kite the 4th add until after fester blood, down 12 slimes and then kill the 4th add, that might help.

Fetzie
01-28-2011, 06:47 PM
the slimes have an aggro table, you gain massive amounts of corrupted blood when one hits you. AS for your question about the corrupted adherents, I don't think you do, but you risk getting multiple stacks of chogalls fury on the boss tank. I guess you could, in theory, leave the corrupted adherent up and not dps it at all, as he sucks it up when the second phase begins. The trouble with this is that the raid could not group up for worships, as it would be constantly casting shadow crash on the raid, as well as having to pull a dps off cho'gall to interrupt the cast the adherent does to avoid the tank gaining corrupted blood stacks.

summerz
01-30-2011, 07:04 AM
Our 10 man guild is struggling horrendously with p2, raid comp:
Prot warrior
Feral druid
frost dk
survival hunter
demo lock
enhance shaman
boomkin
Hpally
Hpriest
resto druid

We are easily getting to p2 before the 5th add spawns, but then in p2 we just seem to run out of dps or heals. First set of adds goes down, we lust, boss goes down to about 12-13%, but then its like the adds start spawning faster... because we kill the second set of adds, and then we only get about 5-7s on cho gal before the third set of adds come up, and eventually one of the adds targets a healer and the tank drops.

We've tried tanking it against the wall and this hasnt really seemed to improve our situation.
Is anyone able to give us their guild dps? OR can anyone think of something we might be doing blatantly wrong given we are getting to P2 so easily

klausi
01-30-2011, 07:24 AM
Have one of your healers respecc to dps (preferable shadowpriest), this way you should be able to reduce the add spawn by at least one. With shadow/enhancer you have lots of raidheal-support for phase 2 while adding another 12k+ dps to your overall damage.

The adds shouldn't target a healer, they always pick a person standing nearby. Interrupt them if your healers are out of position and get closer.

Illidra
01-30-2011, 07:44 AM
have your boomkin use aoe silence ( solar beam?) on the spawns, have your warrior shockwave them, and jsut keep calm, nuke the adds down and switch to boss, if you can get transition before 5 adds and people arent failing on their bc stacks then you should be able to handle 3-4 tentacle spawn waves.

Arte
01-31-2011, 02:06 PM
About the fury of chogall.
The 2 last times the adherents spawns, we had 1 tank on the adherents and 1 on boss,
Then he casts hes fury, meaning the tank on boss need to tank throw this for half a minute,
Any solution to prevent this?
I was thinking that i could taunt the boss when i had the adherents on me, right before he does hes fury,
But what is the use of me in tankspec than in the raid :P

How u guys think bout this?

Artemedes.

BoldOfMaz
02-01-2011, 03:35 AM
A tip if you have problem with your dps.

The corrupted de-Buff can be used to get higher dps in order to beat a fourth/fifth add spawn. Fire mages excel in this since the corrupted debuff gives you at 100 stack 100% more damage and 100% increased cast time. Fire mages can spam Pyroblast instant which gives them alot of dps. The key thing is that you cant be healed when you have the absolute buff on you so you need to avoid getting damage.
The real problem is the Shadow Orders aoe damage. A mage can iceblock one, a DK can use anti magic shell for the other, warriors can intervene etc.

Logs of the top damagers on 10 Normal. http://www.worldoflogs.com/rankings/players/Bastion_of_Twilight/Cho%27gall/10N/dps/
I know that Ensidia is using this in their Chogall 25 HC kill as well.

Fetzie
02-01-2011, 03:53 AM
Ensidia have 3 CRs ready to res their mages that die about ten seconds into P2 :P

A raid learning this fight, which will mean they might have a fifth adherent spawning, will not really benefit from this. Yes you might hit P2 5 seconds earlier, but you will ultimately not have enough damage to bring down the tentacles. The real dps race begins in P2, when you have to kill all the tentacles within 10-12 seconds to get some dps time on the boss. It is a bit like Sindragosa in that respect, kill adds, kill boss, except that this time around you can't just say to ignore tentacles, unless the boss is pretty much dead. We have killed him 5 times now (i think) and I can safely say that doing it RIGHT is much better than doing it FAST. 25 man heroic is a whole new kettle of fish compared to normal mode. Pulling stunts like trying to force a Phase change before the 4th slimes spawn or getting someone the 100 CB debuff will not, in my opinion at least, help kill the boss the first time.

@Arte:
He casts fury before the add spawns (at the beginning, it seems to slip out of synch with adherent spawns for spawn 3+4)
now the second tank taunts the boss
you kill the add, hopefully 3-4 seconds before fester blood
he casts fester blood, range go all pewpew on the slimes
he casts fury on the second tank
you taunt the boss and your fury of chogall debuff expires after about 9 seconds.

BoldOfMaz
02-03-2011, 05:50 AM
@Pyrea
You say 5 seconds and i say that we had problem going into phase 2 before 5th add. No we easily go in after 3 adds.
We killed him 2 weeks ago with mage trick within 7.40 sek. Killed him yesterday without mage on 8.40 sec. 1 minut faster and without any cost. A BR or SS and some buffs.

If you can protect the mage with shields, intervene, anitmagic shell. Dont diss something because you think it is bad. Prove it.

Logs from top dps Chogall
http://www.worldoflogs.com/rankings/players/Bastion_of_Twilight/Cho%27gall/10N/dps/
If you look at the amount damage done you can easily see who does the faceless trick.

So if you have issues with dpses use it, it will help alot

summerz
02-06-2011, 06:00 PM
Our 10 man guild is struggling horrendously with p2, raid comp:
Prot warrior
Feral druid
frost dk
survival hunter
demo lock
enhance shaman
boomkin
Hpally
Hpriest
resto druid

We are easily getting to p2 before the 5th add spawns, but then in p2 we just seem to run out of dps or heals. First set of adds goes down, we lust, boss goes down to about 12-13%, but then its like the adds start spawning faster... because we kill the second set of adds, and then we only get about 5-7s on cho gal before the third set of adds come up, and eventually one of the adds targets a healer and the tank drops.

We've tried tanking it against the wall and this hasnt really seemed to improve our situation.
Is anyone able to give us their guild dps? OR can anyone think of something we might be doing blatantly wrong given we are getting to P2 so easily

I'm replying to my own post from before, last night we changed up the hunter for a fire mage (no corruption buff gayness) and had the holy priest go attonment spec disc, tanked against the wall to allow all attonement procs to chain to the melee and the tanks and never looked back.

Nooburn
02-08-2011, 09:41 AM
Totally unconstructive post but I have to. Way to go clicking a healthstone while you let someone die.

/stopcasting trollface

Aydsfase
02-16-2011, 12:52 PM
Totally unconstructive post but I have to. Way to go clicking a healthstone while you let someone die.

/stopcasting trollface
Made this for you. :)

http://imageshack.dk/imagesfree/4vD85933.jpg

Nooburn
02-21-2011, 01:48 AM
Made this for you. :)

http://imageshack.dk/imagesfree/4vD85933.jpg

Bahahahahaha! Love it.

Zywrath
02-21-2011, 08:21 PM
Our 10m guild run just downed Cho'Gall last night. Here is the video including a strategy guide. Enjoy!

http://www.youtube.com/watch?v=xohIvm0YMyE

Requisite - Mal'Ganis

Prynts
03-03-2011, 04:52 PM
<=== Can't read.

Fetzie
03-03-2011, 04:58 PM
Off-topic but... what is the addon the OP uses that's in the lower middle of the screen, with a single bar showing all the cooldowns sliding?

In the OP's signature:


My UI, please don't send me messages about it! (http://www.tankspot.com/showthread.php?54528-Aliena-s-UI)

:)

PS its called SexyCooldown

Darthruneis
03-05-2011, 01:55 PM
Also, if you tank an Adherant until after he casts fester blood, do you just not get that round of slimes?
Fester Blood will still make the slimes come out after the adherent dies.

Plus, not killing an adherent/pushing Cho'gall by the time Fester Blood goes off will basically be a raid wipe unless the adherent is seconds away from death.

PriestMLH
03-06-2011, 09:40 AM
Just a quick question, does the Corruption: Sickness at 50% only make you vomit once? Or is it any corruption >50% will make you vomit randomly at any given time.

Hehulk
03-06-2011, 09:41 AM
Just once

Grakzul Slaughtbringer
03-07-2011, 04:35 AM
We had hard times yesterday, this was our first attempt at 25 man.
I was tanking and picking up the adds.
1/ Cho'gall had regulary more than 4 or 5 stacks of his twisted devotion buff. I guess it is too much...Is it possible to completely avoid that? How many stacks should we have?

2/ How do you manage the DPS on the Adherents? We tried to only put the ranged DPS on them, but I feel this was not enough...they always died juste before the Cho'gall Fury and I had to jump/charge to taunt Cho'gall quickly.

3/ Our healers took massive corruption with the Corrupting Crash ability, mainly because the heal was very intensive and they just could'nt move out of the corrupting crash while keeping the tanks alive.

We put him 7% but we do not put him on phase 2 on every attempt...

Fetzie
03-07-2011, 04:50 AM
We had hard times yesterday, this was our first attempt at 25 man.
I was tanking and picking up the adds.
1/ Cho'gall had regulary more than 4 or 5 stacks of his twisted devotion buff. I guess it is too much...Is it possible to completely avoid that? How many stacks should we have?

ideally, zero. He should never be above 4. For worships where the raid is camped at the boss he should never have more than two. More means your CC/Interrupts are slacking.


2/ How do you manage the DPS on the Adherents? We tried to only put the ranged DPS on them, but I feel this was not enough...they always died juste before the Cho'gall Fury and I had to jump/charge to taunt Cho'gall quickly.
We put all DPS on the adherents, they die about 6 seconds before fester blood. They need to die before fester blood is cast.

3/ Our healers took massive corruption with the Corrupting Crash ability, mainly because the heal was very intensive and they just could'nt move out of the corrupting crash while keeping the tanks alive.
People shouldn't be taking damage other than the three shadow orders pulses every 90ish seconds. If you have a warrior tank put him as the second tank on the boss, spell reflect deflects the flame orders damage which relieves a lot of healer stress.

We put him 7% but we do not put him on phase 2 on every attempt...
If you can get the mind controls, add damage and people not taking unnecessary damage (this means pretty much all damage on the raid other than shadow orders) you will get to P2 consistently, then it is just a case of focussing down tentacles. Everyone should enter P2 with under 5 corruption, anyone with more than 15 will be a liability at 10%, anyone going into P2 with more than 20 will be dead by 10%.

Grakzul Slaughtbringer
03-07-2011, 05:31 AM
Great, thanks.
We only put the ranged on the Adherents because the melee had to move from the boss to the add, and then back to the boss and we stated this was a loss of DPS on Cho'Gall (we keep in mind that we shouldn't exceed 4 Adhrents). We will try this way. I think that if your DPS on the add is too short, this will likely cause a problem, because we had Cho'gall summoning his add and then casting his fury 5 seconds later...kind of difficult to handle for us.
For the Mind Control and the Twisted Devotion buff, I'm sure you're right, so we sucked at interrupting them. I hope we will do better tonight. Thx!

Tsy
03-07-2011, 11:19 AM
I see that several tentacles spawn in 25 man, how many spawn in 10 man?

Fetzie
03-07-2011, 11:19 AM
5 or 6

Squishei
03-07-2011, 05:01 PM
Just a quick question, does the Corruption: Sickness at 50% only make you vomit once? Or is it any corruption >50% will make you vomit randomly at any given time.

When you hit 50%, you can vomit at any time, but there is a 4 second debuff that will give you warning. When the debuff ticks to 0, that's when you will vomit. I use big wigs and it gives me a nice warning whenever that debuff comes up.

Andaya
03-08-2011, 11:38 AM
Everyone should enter P2 with under 5 corruption, anyone with more than 15 will be a liability at 10%, anyone going into P2 with more than 20 will be dead by 10%.
Is this a good guide on corruption? I very frequently enter stage 2 with 0 as a healer, I'm just wondering how strict to be on others who seem to get corruption more often than I do. If others agree with those numbers, then I can tell regularly underperforming raiders that they are simply holding us back with X stacks.

smep
03-10-2011, 04:09 AM
Is this a good guide on corruption? I very frequently enter stage 2 with 0 as a healer, I'm just wondering how strict to be on others who seem to get corruption more often than I do. If others agree with those numbers, then I can tell regularly underperforming raiders that they are simply holding us back with X stacks.

I don't think it's that strict. My guild finally got our first Cho'gall kill last night and we had spriest at 37 corruption going into the 2nd phase, with the two other ranged both at 20. The spriest died because we let him tank some adds and get brezzed, but the lock and hunter didn't come close.

Fetzie
03-10-2011, 04:24 AM
On the other hand there is absolutely NO reason to get any corruption whatsoever. If I can place the adherents right on the edge of the slime pool where the others had died without gaining a single point of corruption, they can make sure they dodge shadow crashes and avoid being hit by slimes. People going into P2 with nearly 40 corruption will be causing unnecessary damage to the raid, forcing the healers to burn mana, every mistake made early on in the fight has a knock-on effect later on when you go into the final phase.

Daimon
03-10-2011, 12:43 PM
We found the difficulty of this fight goes down if you speed the 1st phase, we kill the 1st set of adds then we use heroism, that make us only deal with 3 adherents total, and ppl get to the last phase with relatively low corruption, hero/lust in the last phase is not that effective since dps has to switch between the boss and the tentacles. The best times is right after the adds from the 1st fester blood die, since you have like 40ish seconds to spare before the 2nd adherent of pure boss dps, works golden.

Theotherone
03-11-2011, 01:45 PM
Just a quick question, does the Corruption: Sickness at 50% only make you vomit once? Or is it any corruption >50% will make you vomit randomly at any given time.

Made me vomit constantly.

targetman
03-13-2011, 09:12 PM
My guild has been banging our heads against this guy for 2 weeks, and we still haven't gotten to p2. My RL insists that I tank cho'gal right at the mouth of the throne and then deposit the slime pools as far up the stairs as possible.

I have suggested tanking them closer to each other(cho'gal near the middle) to minimize movement but he feels that we need all the time we can get on the adds.

We have 1 hunter 1 destro lock 1 fire mage and 1 ele shammy as our ranged. It seems to me they should have no trouble killing the adds even if cho'gal is in the middle of the room. (we tried a coulpe runs with the lock going demo but it hurt their dps too much and I personally think it shouldn't matter, especially with the hunter(SV spec).

Anyone see this as something I should really try to change about our set up? Or does it not make much of a difference?

klausi
03-13-2011, 10:18 PM
Movement = dps lost and you can't damage the adds from further away then 40y from the camp so place the first two adds ~ 50y away and the next to roughly 40y should be enough to have everybode capable of dealing with the adds as the spawn.

Daimon
03-14-2011, 01:18 PM
You can do both things actually. We start not at the exact middle but close, and progressively move Cho'gal closer to the throne after each wave, like the first 2 waves you can put the adds pool next to each other at the top of the stairs, then the next 2 at the bottom and move Cho'gal closer to the throne. 1 rdps the 1st wave, 2 the 2nd, and soo on, call hero/lust right when the 1st adherent dies and you won't deal with the 4th wave if your DSP is decent.

Dagray
03-24-2011, 03:13 AM
Here are a few of the strategies that have made it so that my guild rarely has any trouble downing Cho'gall.

1. Add Death Placement must be good. (Place dead adherrents side by side at the top of the stairs and the bottom. If you get to the 5th outside of "push him" phase, you're dead.)

2. You need atleast 2, preferably 3 good aoe classes.

Great classes for this are:
Fire Mages
Survival Hunters due to Entrapment

Due to group comp, you're likely going to need either a warlock or rogue to come back and help w/ 15/20 add phases.

3. Your Survival Hunter should be able to get two frost traps down each and every time adds spawn. The first must be placed w/in 20 seconds of the Corrupted Adherrent spawning, the second should be placed between the raid stack point and the adds after the first has been triggered.

4. Get Depravity interrupted each and every cast. This is a frequent source of raid wipes due to the fact that not many people think that an add could possibly be causing wipes when it dies 40s after spawning.

5. Make sure that all dps including your ranged use whatever interrupts they have on tentacles in phase 2. These tentacles must be interrupted and dps'd down as soon as possible. My guild doesn't have many ranged interrupters so we normally have 2 melee whose job it is to interrupt 2 tentacles a piece and then help dps them.

Last but not least. Make sure that everyone in your group knows about each and every ability they have that can break worship and worshipped people are calling out in vent. Anything that can incapacitate a player in PvP will work here.

Examples:

Stuns
Disorients
Sleeps
Fears
Interrupts
Silences?

Tsy
03-24-2011, 07:32 AM
Anyone see this as something I should really try to change about our set up? Or does it not make much of a difference?

We only have 1 melee dps in our 10 man so what we do is move the boss side to side. We start him a little more than halfway between the throne and portal and everyone does their DPS thing. When the add pops out, the tank grabs it and starts moving to the steps at the back of the room. While the ranged dps is on the add, the tank takes Cho'gall over to the other side, again just past halfway from the throne and portal.

This way, the new tank is able to pick up the add immediately and start building some decent threat, cause our ranged DPS starts going to town immediately. The DPS Warrior stays on Cho'gall full time.

SGTphatboy
04-21-2011, 09:32 AM
my ten man is having an incredibly hard time even with 3 healers making it ph2. either adherent isnt going down quickly or tanks die.... interupts are ok, i do several as i MT.
raid make up is as follows:
pally tank
warrior tank
2 mages
druid heals
pally heals
priest heals
hunter
shammy

any help would be greatly appreciated

.Human.
05-07-2011, 12:14 AM
Weve tryed Cho'gall last night, but it wasn a big thing tho. Dunno i guess the DPS wasnt that good. What im interested in is, how much DPS should i have as a DPS Class. Cause our DPS Classes are only at about 13K DPS which is not that much tho, and where only the first 2 peeps in recount. For interrupting the Warship i use as a Tank my Pally Shield. Everyone stacks up behind Cho'gall so when i see the Marks i use my Shield to interrupt them as soon as i see it, does take me just 1 sek.

Our Raid Setup :

TANKS
---------------------
Druid Tank
Pally Tank
---------------------
DPS
---------------------
Elemental Shaman
Warlock
Druid Cat
Paladin Retr
Hunter
---------------------
HEALERS
---------------------
Shaman
Druid
Holy Priest
---------------------

Weve reached the 39 % Mark at our 4th Add , which is very very bad. Could someone give me an advice for the DPS classes to play more efficent ?

Durenas
05-08-2011, 03:42 PM
Research their class, use cooldowns, use flasks, use food, use potions.

Galexander
05-12-2011, 07:56 AM
where is the heroic of chogal and council ?:D

capricorn081
05-22-2011, 02:25 AM
What mages should to with MindControled comrads, freez em, counterspell em?

.Human.
05-23-2011, 02:26 AM
you can use Dragon-Odem as a Fire Mage , to interrupt your comrads while mind-controled

Dagray
05-30-2011, 12:22 AM
As a mage use your interrupt, dragon's breath, etc. Anything that can stun, interrupt, disorient, etc will work on mind controlled allies.

The tentacles in phase 2 are another story. They don't respond to disorients or sleeps as far as I can tell, you can interrupt them and may be able to stun them. You also should be able to use any aggro drop mechanics that completely remove you from an enemies radar. (Feign Death, etc)

If you're a mage in a group that's having trouble in phase 2 w/ dps on tentacles but have a decent group that can avoid depravity, slimes and everything else, you may consider using the uber mage tactic. This requires the mage to purposefully gain corruption towards the end of phase one so that once you get into the sticky part of phase 2 (Sub 10%) you will be @ 100% corruption. This is a bad thing in the long run, but its absolutely amazing for spell casting classes in the short run. All casts become instant cast and do double dmg. As an arcane mage you could basically destroy a tentacle with one arcane blast, or as fire you can do the same on a larger scale.

Either way, good luck and have fun.

SweetJohnnyCage
05-30-2011, 02:20 PM
Completed this fight with 2 DK tanks, Arcane Mage, Marksman Hunter, Shadow Priest, Frost DK, Assassination Rogue, Holy Paladin (me), and 2 Resto Druids.

Took us like 2 hours after getting up to him. The entire fight is dependent on getting those slimes down. Running this with 3 melee is very difficult. We tried it a couple times but we couldn't get the slimes down on the 3rd wave. Healing this wasn't really a problem. I'd say we could've 2 healed it to force only 3 waves of slimes, but the last phase gets a little hectic with heals. Maybe next time.

A tip for those who might have trouble healing this fight. If you have a holy paladin, you can basically cheat tank damage during certain parts of the fight. When Cho'gall puts the wrath debuff on the tank before summoning the add, you'll have that tank get the add and have the other tank pick up the boss. Every wrath after that comes before the first one wears off, usually like 6 or 7 seconds before it drops. Have your paladin hit Divine Protection on the tank whose debuff is about to wear off. It basically cancels out the buff for the remaining time and saves you mana.