[BOT] - Cho'gall

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Expand view Topic review: [BOT] - Cho'gall

Re: [BOT] - Cho'gall

by Fungi » Thu Apr 21, 2011 6:29 pm

Tanking Cho'gall on the throne is very useful for the eyestalk spawns. They spawn in LoS and the bones around the throne block his LoS. This allows for a lot of cleaves and AoE and extra dps.

A.

Re: [BOT] - Cho'gall

by Mehetabel » Mon Apr 04, 2011 11:45 pm

Image

:P

Re: [BOT] - Cho'gall

by Fluttermouse » Tue Mar 15, 2011 3:46 pm

From the tries last night in 10 man, the point we were starting to get fairly good seemed to be the point at which I stayed on the boss and even ignored the large add (apart from dotting it on the way past) for the first 2 waves. My dps feels low for this fight, particularly if I have to move, but then I'm wearing something like 2/3 blues (I don't even have an epic weapon) and this is an end boss. That's at least partly fixable with the gear I'm waiting for from the front end of BWD. I'm still getting smacked by the odd shadow crash or two that I should be avoiding as well, so this fight feels like a bit of a nightmare at the moment from my end in terms of trying to avoid stuff and keep the dps at the same time.

Timing with the mages seemed to be a key factor as well on the small adds.

The technique working best seemed to be explode shrooms, then a case of timing hurricane and typhoon with the frost nova. As it's only possible to do one knockback due to the 20 second cooldown, doing that during frost nova is obviously a very bad idea. The slow on the hurricane seems to work well, but requires the adds to be fairly well grouped - the frost nova pins them down long enough for me to get a good placement on that, because of the speed they move. So essentially from my point of view this stage could take one of 2 forms

a) Explode Shrooms
Knockback
Hurricane

or

b) Explode Shrooms
Hurricane
knockback
possible second hurricane

Ideally 25 man, I'd make the suggestion of having 2 groups of 3 (or more?) dealing with the adds. Split them so one group concentrates on the area in front of LHS of stairs and the other on the RHS. Obviously if you finish your side help out the group on the other side, but that might give a better damage spread and more control rather than people guessing where to drop their aoe.

In the case of interrupting the MCs, I'm not sure that typhoon was working at all on that. Not sure I can cast solar beam on my own head either, which is the only other instant spell I have that might interrupt.

If we have a second go at him tonight I may try a respec back into fungal growth. Doesn't really help on most other fights but the slow left behind by the shrooms may help and the only time my owlkin frenzy tends to proc on this fight anyway is generally when I'm standing in something I shouldn't.

Re: [BOT] - Cho'gall

by Fungi » Tue Mar 15, 2011 1:58 pm

We tried to optimise the dps on the adds somewhat yesterday. Emesis and Fungi went on the oozes, while the rest of the dps went on the boss. This went okayish, but I noticed I had some more problems than I should have because my frost spec was my max dps frost spec (yes, there are variations :)). During the break I respecced to max slowing frost spec and it went a lot better that way. The last couple of tries I solo'd the oozes from the first add, while Emesis helped out starting from the 2nd add and the rest of the dps helped out afterwards. I think with some practise I should be able to solo the oozes from the 2nd add aswell, but it depends on the fact if I can get all the oozes caught in my ranged frostnova. What we did notice is that the respec to max slowing helped A LOT for control. Oozes were pretty much controlled unless I got MC'd right when they spawned (which happened a couple of times aswell).

The tactic I used on the first group was : ranged frostnova to catch all 4 oozes (not hard). Then just spam Blizzard and frostnova if needed. Icelance if needed to kill add. From the 2nd wave (you get 8 oozes not starting at the same spot), I started out with Blizzard (since that slows the adds). This causes the adds group to become tighter (first adds slow down... later adds catch up), then frostnova and repeat what I did at first wave.

The disadvantage to being a frostmage is that my AoE is pretty much wet noodle damage compared to fire, but the control is much MUCH greater. The last try was our best try with 11% and I think we only got 3 add phases, while on all other tries we had 4. So we're getting there. Going by the world of logs report, I need to become more proficient at dodging the shadow thing (but I assume if I update my DBM I'll get a warning for it AND since I'm was always in range of the add it threw a couple more at me than at the rest of the people), but dodging fires seems to go fine (probably because I'm more OOR of them because I'm handling oozes). It's a fun fight though.

A.

Re: [BOT] - Cho'gall

by Emesis » Wed Feb 16, 2011 11:01 pm

For the 2 first adds, you really dont need more than 2 dps after the big add is down. For the last attempt (when we reached phase 2) I ran back to boss after the first 2 adds was down and didnt bother about the oozes, seemed to go fine.

Re: [BOT] - Cho'gall

by Arasinya » Wed Feb 16, 2011 8:17 pm

The OT can't DPS the oozes too much. I'd run in to swipe and thrash but they soon switch to you. On tankspot the OT was a warrior I believe running in for a mass slow.

Distance can be shortened ofcourse but we weren't getting adds down for several goes so the distance was initially needed.

We can just shorten the distance of Cho'gall and adds. Everyone needs to learn how to avoid stuff and DPS need to learn the fight to be able to push as much out as possible. We shouldn't be getting 5 big adds. When we've mastered it I wouldn't expect us getting a 4th either.

Re: [BOT] - Cho'gall

by Sarri » Wed Feb 16, 2011 1:06 pm

I wasn't in the raid last night so I don't know what you guys did, but in the tankspot video they did overlap from side to side for the first two and the next 2 were in front of those. What they did do, was make the aoe field in the path of the mobs, not on top of the puddles... kinda like what we do on Maloriak with dumping the aoe asap in a certain spot.

Re: [BOT] - Cho'gall

by Lithasola » Wed Feb 16, 2011 12:57 pm

Tirnael wrote:Like you said, I feel that we spent too much time running with the adds so the dps was very low

Also I don't like pointing fingers but some people should work on avoiding stuff I saw few above 75 corruption while I barely reached 25 without much effort

Another thing about the add kills positioning I feel like it wasn't working so well since we had the adds coming in kind of waves.
I believe we should work on different pattern of this maybe a kind of square would work?
I understand that was an inconvienience but its impossible to stack the adds on top of one another due to the pool that spawns under them. If I tried to drag the second add ontop of the first my corruption and any melee dps's too would sky rocket from the poison puddle. So I could position them either left to right, slightly overlapping, which wasnt good because the adds were spread out and harder to CC or I could position them in a line heading towards the boss 1 in front of the other, which then causes the wave effect Tirn mentions here as the closer adds reach the grp first followed by the ones spawning from the further away pools. The only way I see to combat this is to have several people and multiple CC abilities to either cover the whole area behind us or to catch the waves 1 or 2 at a time.

Re: [BOT] - Cho'gall

by Syrah » Wed Feb 16, 2011 11:17 am

It was partly the distance. I think we over did it. I'd get mc'd while dps was busy with adds but oor of people at boss end who could help me.
Do we perhaps need more aoe/dps on adds rather than more cc? On tankspot video OT was dpsing adds as well when numbers got high.

Re: [BOT] - Cho'gall

by Tirnael » Wed Feb 16, 2011 10:34 am

Like you said, I feel that we spent too much time running with the adds so the dps was very low

Also I don't like pointing fingers but some people should work on avoiding stuff I saw few above 75 corruption while I barely reached 25 without much effort

Another thing about the add kills positioning I feel like it wasn't working so well since we had the adds coming in kind of waves.
I believe we should work on different pattern of this maybe a kind of square would work?

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