Cho’gall

by Whitelight



    Corrupted Blood


    Cho'gall has a "Corrupted Blood" mechanic that's very much like Atramedes's sound mechanic. Some of the Corrupted Blood you gain is unavoidable, but most of it can be prevented by avoiding ground effects.

    It's completely possible to stay under 25% until very late in the fight. Once you hit 25%, bad things start happening:

      • 25% -- You gain more Corruption. Can be dispelled.
      • 50% -- You start vomiting at your raid (turn away). Also increases Corruption.
      • 75% -- A cancerous growth on your back starts casting shadow bolts at your friends.
      • 100% -- You become unhealable. You also become very efficient at wiping your raid.



    Phase 1


    Tanking

    Tank Cho'gall near the bottom of the stairs. This is a classic tank swap fight, very similar to Saurfang. When Fury of Cho'gall hits, the other tank taunts the boss.

    The tank who's not currently tanking has another job. When Cho'gall summons an Adherent, pick it up and drag it all the way up the stairs at the entrance. The Adherent has a nasty frontal cone, so face it away. As soon as the Adherent is dead, quickly return to Cho'gall, as your tank swapping services will be required.


    Adherents

      • The Adherent should be killed very quickly, ideally by ranged DPS.
      • A dedicated interrupter must interrupt Depravity.
      • Avoid Corrupting Crash (swirly purple ground effect).
      • Upon death, the Adherent "spills its blood." Melee and the tank should run away just before it dies.


    Fester Blood

    This spell is cast 30 seconds after an Adherent spawns. If the Adherent is not dead, the raid will basically wipe (via a special raid-wiping ability).

    If the Adherent is dead (which is good), this spell causes a bunch of little adds (Blood of the Old God) to spawn from its corpse.

    These little adds must be avoided. Being hit by them raises your Corruption astronomically. As such, ranged DPS (preferably ranged AoE) is required to burn them down. They should also be slowed/stunned/rooted if possible.


    Mind Controls

    Cho'gall periodically mind controls players. This, however, is not a normal mind control. Players afflicted by it, rather than casting their own spells, cast one very specific spell which would give Cho'gall a damage buff. The solution: within 3 seconds, interrupt the cast. You can use a wide variety of interrupts, including fears. A priest's Psychic Scream is ideal (for its speed).

    Because of this, ranged and melee shouldn't be too far from each other. You want easy access to any mind-controlled player.




    Phase 2


    Phase 2 (which starts at 25%) is an intense DPS race...

    If any Adherents are alive going into Phase 2, they will despawn.

    Cho'gall should be tanked on his throne to force tighter add spawns. Tank swaps continue (but Adherents don't spawn).

    The main focus of this phase (other than DPSing your brains out) is a new type of add that's spawned (Darkened Creations), which is basically a tentacle with lazerz on its head. These things should be interrupted, stunned, and killed before they have a chance to do serious damage.

    The challenge of this phase is that everyone's corruption rises at an alarming pace, which will cause an epicly painful wipe if you're not fast enough.


Posted: 04/03/11 | Filed Under: WoW, WoW Raiding