Cho’gall: DPS Edition

I’m going to break these up into Melee and Ranged, because we do have slightly different jobs for phase one.

Melee Phase One:
Be prepared to rage at tiny hit boxes.

The way we handle this in 10s, both melee peel off the boss to follow the add tank. You’re worried about two things here: 1) interrupting Depravity (OMG IMPORTANT) and 2) not accidentally killing the add before the tank drags him back to the doors.  Once the add is dead, run back to the boss and DPS as normal.

Be sure to keep an eye out for people who are worshipped so that you can give them a good whack as you go by.  With an interrupt, mind you, no matter how tempting it is to do otherwise.  Sometimes your fellow melee will get worshipped on the way back and stand there worshipping away because no one is paying any fucking attention to shit behind them.

While on the boss, there’s really nothing special to consider except interrupting worshippers when you can. Oh and not standing in things. But really, should I have to include things like “don’t stand in fire and dark puddles on the ground” at this stage?

Ranged Phase One:
When the adds die up by the door, the dark puddles they drop on the floor will spawn oozes.  The oozes need to die.  The melee should, ideally, never even know they exist!  Otherwise pay no attention to the ugly adds that SPAWN the oozes–that’s the melee’s job. If there are no oozes up, DPS the boss.

Interrupt any and all people worshipping when you can. 

Don’t stand in things on the floor.

Phase Two, Both:
Kill all the stalks and interrupt their casts.  Once they are dead, flail wildly at the boss until there’s more stalks.

This is a good time to blow Army and other tasty cooldowns.

If you have corruption sickness, do try not to vomit on people, they don’t appreciate that.

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  1. #1 by Gaia on June 21, 2011 - 12:36 pm

    Out of curiosity, why do you have your melee killing the large add? Wouldn’t it make more sense to leave them on the boss and have the ranged kill the large add? That way the ranged will be already facing the spawn point for all of the little adds and you won’t lose all of the dps time while the melee have to run back to the boss and away from the smaller adds.

    I know that prior to them “fixing” tank interrupts, it was helpful to have a reliable interrupter following the add (which in most raid comps is going to be a melee) but once that issue was addressed, tanks should be able to easily handle the Depravity interrupts themselves and unless needed to kill the add in time, leaving the melee on the boss made more sense for our group at least.

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