GM FrightOfficer
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re: BoT: Cho'Gall
by GM Fright on 12/30/2010 12:26 pm
Official strat TBA...
discuss
Last edited by GM Fright on 02/01/2011 11:14 am; edited 1 time in total
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JunkrFriend
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re: BoT: Cho'Gall
by Junkr on 12/31/2010 12:10 am
Initiate of the fifth circle of the Shadow Council and Chieftain of the Twilight's Hammer Clan, Cho'gall is one of the grimmest and most respected leaders within the Horde. Cho'gall was the first of the Ogre-Magi, having tutored himself in magic before the Horde's passing into Azeroth. Cho'gall has a special loyalty to Gul'dan who helped the struggling yet determined ogre to master the arcane energies of the Twisting Nether. Cho'gall is a firm believer in his clan's sacred mission to bring oblivion to all peoples of the far-realms.
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re: BoT: Cho'Gall
by Bananashroom on 01/17/2011 9:52 am
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GM FrightOfficer
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re: BoT: Cho'Gall
by GM Fright on 01/19/2011 8:54 am
Since this guy should only be a hallway and maybe some trash away from us after tonight, it might be a good idea to take a glance at this fight.
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re: BoT: Cho'Gall
by Bananashroom on 01/19/2011 9:33 am
sounds like a plan, but im too lazy to type anything today. so everyone should watch a video or something.
After watching the video again, i would gladly kill this guy before nefarion. he doesnt seem to be that hard. and its another kill adds fight. im willing to spec frost again to help aoe the slimes. imo kill him within the lockout. the video from tankspot is a 10man version. so their dps/aoe requirement is pretty strict. so if anyone found a 25man version. please post up a link.
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re: BoT: Cho'Gall
by Bananashroom on 01/27/2011 10:08 am
From what im seeing, we been doing everything right. but here a couple of info which i think is important.
Corrupted Blood(this is the bar that will pop up at your screen)
x25- Magic debuff that accellarates stack gain. needs to be dispell
x50- Debuff called sickness. will vomit on people infront of you in a 5yrd cone.
x75- will grow a tentacle that will shoot shadow bolts in the raid
x100- immune to heal and does 100% damage.
Things that will increase your Corrupted blood meter
Dark Sickness - 5
Accelerated Corruption - 2 per second
Sprayed Corruption - 5 per 2 seconds.
Spilled Blood of the Old God - +5 per second of standing in it.
Congealed Blood of the Old God melee - 2 per hit.
Corrupting Crash - 10
Depravity - 10
Festering Blood - 5
Debilitating Beam - 2 per second.
Corruption of the Old God - 1 per tick.
So its not really like atramedes where every single spell he cast will increase your Corrupted Blood. avoid the crash and avoid getting hit from slime and we win.
Some things to take note. Shadow's Orders is a 3 pulse aoe shadow damage. it will increase damage the more Corrupted Blood you have. so more reason to not collect more Corrupted blood.
Tanks deaths is a lot in this fight from the attempts we did. so here's why your tanks taking shit tons of damage.
Chogall has 2 stance.
Flame Stance. melee hit for extra 20k damage(in 10man, not sure if there's any difference) <- this stance is where the tanks could use some extra healing.
Shadow's orders. 3 shadow aoe raid wide pulse that hits pretty hard.
Reason for tank swap
Fury of Cho'gall- Deals 60k damage and increase shadow and physical damage taken for 45secs.(10man, not sure about 25man)
and on top of that, he cast Worship(his mind control ability) 1 mind controlled person will give chogall a 10% damage increase and will stack up to 20. so i guess its really really important to stun/silence/scatter/fear/trap? or whatever you can do.
Phase 2, we are pretty much doing everything right. Might want to have a Tentacle Killing Party so that at least there are still people dpsing the boss. Watch your corrupted blood, especially when it gets to 50. that when you start to vomit. face away from the raid if you're vomitting. i think it last for 5secs each time you vomit.
Extra info
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.)
^tankspot comments
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.
^tankspot comments
Last edited by Bananashroom on 01/27/2011 10:20 am; edited 1 time in total
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re: BoT: Cho'Gall
by Bananashroom on 01/27/2011 10:12 am
^ the 25man guide website have some pretty bad website designer. i didnt read much into it cause grey background with black text is just totally awesome. but might want to check it out just in case they have something useful.
Still cant find a 25man video with explanation. guess there's just too much things going on for it to look pretty. mostly are guild kill videos on youtube if you want to try spot anything that could be useful to us.
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re: BoT: Cho'Gall
by -Bellasaer- on 01/27/2011 11:28 am
Yeah just want to reiterate how important it is to interrupt the Mind controlled people (worship). You can literally do it with anything that interrupts casts, forces a player to move, stuns, etc. Anything that breaks a channel.
For instance, Boomkins have typhoon. All it does is a knockback, but that's good enough to interrupt a channeled spell. If we can ever have a boomkin again...COME ON MINI START DUAL-BOXING.
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re: BoT: Cho'Gall
by Bananashroom on 01/27/2011 12:05 pm
might want to try consider using something that interrupts that doesnt have a super long effect. like a 8-10 secs fear or something. unless you want the healers to dispel(not sure if you can, and even if you can it might be too costly for mana) not sure how much dps each of use needs to put out or/if using a pvp trinket is not worth the dps lost. but its a thought.
for cooldown managements and such, im guessing the fight will take 9-10mins+.
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JunkrFriend
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re: BoT: Cho'Gall
by Junkr on 01/27/2011 1:57 pm
The biggest issue with breaking the MC is when we are spread out for the add. When we are grouped up, I can dragon's breath basically the entire raid every time it comes up. So when we are spread, it is just up to everyone to take care of it as quickly as possible.
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SomositoRaider
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re: BoT: Cho'Gall
by Somosito on 01/27/2011 4:47 pm
Shaowfury > Dragon's Breath because you're CC'd for less time.
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re: BoT: Cho'Gall
by Masticrom on 01/27/2011 10:35 pm
BE racial > shadowfury> dragons breath. You all interrupted and not silenced,and i get mana back!
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SomositoRaider
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re: BoT: Cho'Gall
by Somosito on 01/27/2011 11:44 pm
Masticrom wrote: | BE racial > shadowfury> dragons breath. You all interrupted and not silenced,and i get mana back! |
Make that CD 20 seconds and we'll love you forever.
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re: BoT: Cho'Gall
by Ourstateobzen on 01/28/2011 12:02 am
Somosito wrote: | Make that CD 20 seconds and we'll love you forever. |
Until we have to go against you in pvp. Then we'll nerf you forever.
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re: BoT: Cho'Gall
by -Bellasaer- on 01/28/2011 1:15 pm
The BE racial is nice, but the problem wasn't when we were all stacked up nicely.
The time when people need to be aware is in phase transitions, add killing phases, when ranged are out of normal positions, and melee are either in the process of running back to cho'gall, or are already there.
During these few times, it is up to individual efforts to make sure the MCs are broken asap. Still not ideally with a 5-6 second fear, but if that's all that you can do, that's all that you can do.
I personally enjoy kicking people. How many times do you get to kick your fellow raiders...
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