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Cho’gall…..big ol’ meanie!

5/12/11 – after about 30 or so attempts and 3 weeks from raiding Horde side, Mr Eye-Nipples is dead!

The trat used is the one, that you can find in many places, with a few tweaks here and there. Also ideas stolen from my alliance raid used liberally as well! (Horde spy!)

Anyways….I assume most people are familar with the fight, just going to highlight a few pointers we did.

Phase 1 – 100% to 25%

This is the meat of the fight and in my opinion, the PITA, portion of the fight.

Conversion is the dealbreaker for this fight. Interrupt this ability ASAP. When it is close to the evil slime phase – make sure you ranged, and if you a have a hunter (traps do not work if they are worshipping) are broken out ASAP, healers are also important as well, especially if you are 2 healing this encounter.

One thing our ranged had to watch out for, is NOT to be in weird locations when Conversion is about to be cast. Be in the back behind the raid, not off to the side etc.

One change we did implement was: having a melee peel off from Cho’gall and help kill the large add. Now why would you want to pull him of cho’gall?

1.) The faster the big add died, the quicker the other tank could get back on Cho’gall, so the 2nd tank could get a breather from the Fury of Cho’gall debuff. Also giving your healers a breather.
2.) Also in case the add tank could not get a Depravity cast, the melee could get it. Pummel ftmfw!

But if your dps is killing the big add fast enough or your tank has a way to get back faster, this may not be needed.

When the slimes do come out AoE the hell out of em.

Also with the recent hot fix:

*The Blood of the Old God aggro radius during the Cho’gall encounter has been dramatically increased.*

Make sure your ranged has some good threat, otherwise the targets the slimes pick originally will cause the slime adds to spread apart as they head toward those targets…causing diminishing damage from your AoE.

5 slimes – easy
10 slimes – bothersome
15 slimes – ARGH! WTF!
20 slimes – pray……you dont want 20 slilmes.

When the third big add is coming out…you will want at this point Cho’gall under 50%. So when the 4 add is out. Your raid should have Cho’gall close to 30% or even lower possible. Remember 25% is the p2 start.

Prior to the 3rd big add dying if you are lucky enough to have Shaman friends, have them place an elemental near the adds, but before they spawn. Also if you have lock friends, have them time their infernal summon, RIGHT as the sllimes form the impact the infernal causes when it lands causes some damage, but more importantly, a stun on all the slimes, buying you some more AoE time on them.

Prior to 25% move Cho’gall to your area of choice: either a wall, but I have also read strats taking him back to the throne (this causes the tentacle adds in p2 to stack up even closer), but not much room to dodge fire on the throne. (we used the wall method)

Try to top people off before the 25% mark, also hopefully noone has any corruption!

To help kill the tentacle adds faster, we went with a system of killing adds from left to right, while still picking a main assist. Make sure to interrupt those casts the tentacles do. Save lust for 17% and lower. Prior to that the damage to the raid should not be too bad providing your raid has low corruption and was topped of prior to 25%.

(This maybe a bit different for other raids, I raid disc, so in P2….bubble spam and heal as needed. The bubbles seem to cut down a lot of the intial damage in p2, also PoM is great in this phase! Time your shadowfiend to come off cooldown in p2, Hymn of Hope when you can, and have some mythical mana pots handy! I saved PW:Barrier to cover me and the ranged and the other healer in between the 10-15% range)

We had a handy DK tank, who when not having cho’gall bonking them, helping DPS the adds and also popped Army.

At about 10% and lower your healers maybe very well out of gas, if they die, brez a DPS if they happened to die.

The Dps will need to be pretty high to not hit a 4th slime phase and burn him in p2. Also hopefully the DPS combined from the 2 tanks will = 1 DPS.

Damage done to evil ogre

We had quite a bit of time before the slime add even came, also in p2 only 3 people died.

If you are 2 healing, healers will have to be on their game.

Healing Done

I looked after the add tank, druid was on the cho’gall tank. Because the add tank takes no where near the damage the cho’gall tank does, all that really need to be done on them (the add tank) was a PW:S, PoM, and a renew, and the occasional Flash Heal. So I was free to help the druid on the maintank. To also help out with dmg on tanks use liberal usage of Pain Supression! TIme it so it will be back up in p2.

Glad the ogre is dead now…..! Time for some Nefarian time – your next buddy! Then I guess we can say hi to the silly wind elementals. :)

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  1. May 12, 2011 at 10:53 pm

    Another reason to pop the infernal AFTER the adds come out (15 adds) is they will start attacking the infernal and allow for the ranged dps to attack without pulling instant aggro.

    Another tip for warlocks: make sure to place your portal so you can move away from the adds quickly. This will allow the other ranged to burn them down while you run away.

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