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Thread: Cho'gall

  1. #1
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    Cho'gall



    Quote Originally Posted by Aliena
    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!

  2. #2
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    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

  3. #3
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    Quote Originally Posted by Fuerii View Post
    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.
    Razzoc of Kill Loot Repeat , Sylvanas EU

  4. #4
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    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.)

  5. #5
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    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
    Last edited by Saintoftaint; 12-28-2010 at 08:47 AM.

  6. #6
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    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.

  7. #7
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    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

  8. #8
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    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.

  9. #9
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    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.

  10. #10
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    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.

  11. #11
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    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.

  12. #12
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    Quote Originally Posted by Robertsmb View Post
    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.

  13. #13
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    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.
    Shambals, Shaman of Garona
    GM of Almost Professional

  14. #14
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    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.

  15. #15
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    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

  16. #16
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    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.
    Shambals, Shaman of Garona
    GM of Almost Professional

  17. #17
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    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.

  18. #18
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    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.


    The measure of a life is the measure of love and respect. So hard to earn, so easily burned - Neil Peart

  19. #19
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    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.
    Last edited by Yoakie; 01-25-2011 at 05:21 PM.

  20. #20
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    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.

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