Shifting Perspectives: Balance druids vs. Cho'gall

Cho'gall? The ending? But where is the beginning? Oh, you silly druids, why do anything in sequential order? That's so ... 2010. It's a new year, a time to do things differently! And I say that we start by going backwards through an instance. Yeah, yeah, I know, not really that exciting, but bear with me on this one; I promise it will be an epic adventure of grand proportions.
This introduction is going to have to be cut a little bit short. Before going into boss information, there are a few unmentioned changes from the patch that need a quick review.
"Undocumented" changes
First and foremost is a change that I have noticed in the behavior of Eclipse. Instead of being forced into a set direction once you die, the Eclipse bar now functions the same as if you had entered a PvP zone until you get your first proc. This means that you can go in either direction from the start instead of being forced into the same direction you were heading. Previously, if you died with Lunar Eclipse up, then you would be set to the middle of the bar and be forced to go Solar.
Since our rotation always starts out with DoTs, then Starsurge, it's important to note that using Starsurge will push you towards Solar every single time. Which is a good thing because you want to go Solar anyway, but it's always nice knowing.
Second of note is a change in the behavior of Lunar Shower. A flaw in the talent that many people noticed is that the buff is very, very finicky. If you stop moving for even a split second, many times the buff will merely tick out on you. That has been fixed! Finally! The buff will now properly refresh itself, even if you stop moving and start again with only a single second remaining on the duration. There is still lag to worry about it if you wait too long, but it is still far and away better than it ever was before.
Balance tactics for Cho'gall
You know, I'm a rather big fan of 'Gall, a fact that few people aren't aware of. 'Gall? He's not so bad; we hang out some times, get coffee, take walks in the park -- you know, cool stuff. It's totally Cho' that's all corrupted and evil and bad. Seriously. Despite my protests, you still do have to kill both of them.
Corrupted Blood Perhaps the most important part of the encounter is the new little bar that will (hopefully) appear on your screen once you engage Cho'gall. This is your corruption meter, much like your Eclipse meter. Every time one of Cho'gall's abilities hits you -- sans a few exceptions -- you gain Corrupted Blood. Each large bubble in the bar is a measure of 25%, and every 25%, you are hit with a new affliction.
- 25% You gain Corruption: Accelerated, which needs to be removed immediately.
- 50% You gain Corruption: Sickness, dealing damage to anyone 5 yards in front of you. Turn so that you are not facing other players.
- 75% You gain Corruption: Malformation, causing a tentacle to sprout from your back, which attacks random players with Shadow Bolts. Must be killed.
- 100% You gain Corruption: Absolute, reducing incoming healing by 100% but also increasing damage by 100% and making all spells instant.
You should never have 25% corruption before going into phase 2. Nearly all corruption gains during phase 1 are completely avoidable, but they aren't during phase 2. If you get to 50% or more corruption before phase 2 begins, then you will likely hit 100% fairly quickly once it starts, which will leave you dead just as fast.
Phase 1 This makes up the bulk of the encounter, from 100% to 25%. During this phase, Cho'gall has quite a number of abilities.
- Flame's Orders One of two "stances" that Cho'gall can be in. Each attack deals additional fire damage to the tank. Pools of fire, which must be avoided, also spawn on the ground.
- Shadow's Orders The other "stance" that Cho'gall can take. Three pulses of shadow damage that deal damage to the raid will be emitted during each Shadow's Orders.
- Conversion Mind-controls several raid members and causes them to channel Worship; broken when the player is interrupted by any means -- CC, stun, interrupt, anything.
- Fury of Cho'gall Increases the physical/shadow damage taken by the tank; requires a tank swap to deal with.
- Summon Corrupting Adherent Does exactly as the name implies: summons a Corrupting Adherent add, which must be tanked and killed.
- Corrupting Crash Used by the Adherents, this shoots out a shadow bolt bomb that needs to be avoided.
- Depravity Used by the Adherents, this deals AoE damage to the raid; needs to be interrupted.
- Festering Blood Summons Congealed Blood of the Old Gods from either dead or living Corrupting Adherents.
The fires spawned during Flame's Orders are usually not a big deal. They don't actually spawn on anyone, just in the general area, so you usually don't even have to move to avoid them, half the time. Fury of Cho'gall will be used just before an add is spawned, so you shouldn't have to worry about tank swapping while an add is up. If Cho'gall does use it while an add is up, your DPS is too low.
Conversion is the only annoying mechanic of the encounter. The players hit by it need to be interrupted as soon as possible. Being stacked helps with this significantly; Solar Beam will stop the entire group of players from channeling if you are stacked. You can also use Shadowfury or Dragon's Breath to interrupt clustered groups. If you are spread, such as for Crashes, then rogues are particularly useful for interrupting it via Gouge or Kick. The blood elf racial also works well.

The adds need to be tanked near the stairs. Each time they die, they leave behind a pool of blood that you cannot stand in, so you'll progressively lose ground. Having the adds tanked here will give you ample time to down all of the adds before they reach the raid.
The first add isn't all that difficult to deal with; our raid has myself and two hunters handle them, which we do rather effortlessly. Hunters should lay down an Ice Trap every time adds spawn, and/or shaman should use Earthbind Totem. If you don't have either of these classes, Fungal Growth is a perfect option for this, but it is far preferable that you have a hunter or shaman.
As soon as the add dies, drop Wild Mushroom inside the blood it leaves behind -- on the first two groups of adds, a cluster of three mushrooms should be able to hit every spawn and (if you're lucky) will deal around half their health in damage. From there, you should run around spamming Moonfire/Sunfire on every add until they all die.
This is the "soft" enrage of phase 1. For every add, you will get more and more Blood spawns. Generally speaking, if you get to a point where you are on the fourth or fifth add, then your raid probably lacks the DPS to kill the Bloods that spawn, and it's going to be a wipe. You should never have more than four Adherents for phase 1.
Phase 1 tips
- Make sure to roll DoTs on Cho'gall at all times, even when DPSing the add. Cho'gall needs to die rather quickly; you do have a hard enrage timer to contend with as well as the growing number of Bloods.
- Be careful on switching to the add early, especially if you have Eclipse up. Your tank will have to kite the add a small way, and the add will stop to cast periodically which ruins threat generation. Toss DoTs out on the add as it spawns, then continue to DPS down Cho'gall until the tank is in position. My "indicator" for switching is going through approximately 50% of an Eclipse bar.
- Abuse Lunar Shower while catching up to the add. It will move out of your range, so make sure to spam Moonfire while following it. Do watch aggro while doing this; Moonfire spam, especially with Eclipse up, is a good deal of DPS.
Try and timeStarfallwith either Adherents or Bloods spawning. Starfall deals a lot more damage when there are at least two targets to hit, so waiting a few seconds for a secondary target is a decent DPS gain.As Bmost1022 reminded me, Starfall was changed in the patch notes to increase the speed at which stars fall. Because of this, Starfall will now hit a single target 20 times if it is the only target in range, instead of the previous 10 times. It can still be a good idea to hold off a few seconds on Starfall if Bloods are about to spawn, but not overly significant.- Typhoon is amazing against the Bloods, seriously. It can also be used to interrupt Conversion.
- Try and game your Eclipse for when the Bloods spawn. Festering Blood is cast around 40 seconds after an add is spawned, and usually the add should die a little bit before the cast. If Festering Blood is about to go out and your next cast will drop Eclipse, then re-DoT the boss instead. Having Eclipse up will vastly increase your damage against the Bloods.
Phase 2 Once you hit 25%, a few things happen. First, any active Adherent will be despawned -- Bloods will not be despawned, so make sure none of them are up. This means that if you are at around 35% or so, you should ignore the Adherent and push Cho'gall instead.

You should bring up enemy health panes for this phase and click them in order to multi-DoT each spawn. Tabbing doesn't work as effectively, as the game will often default to Cho'gall every other time it seems, which gets annoying when you want to hit the adds instead.
Tranquility is a serious lifesaver late in phase 2, so be prepared to toss it out at any given point when it seems the raid is getting low. You aren't a healer, but Tranq is a major healing cooldown that does really good healing even as balance.
Finally, do not get cocky! Even if Cho'gall is at 5% when a set of adds spawn, take down the adds! The adds will channel an ability that deals ridiculous amounts of damage and reduces healing by 75%; anyone they are targeting is going to drop like a fly. Ignoring adds unless you are at 1%, maybe 2%, and having the entire raid alive can lead to a wipe. Just kill them.
Last minute add! Here is a video of my guild killing Cho'gall. It's from a rogue's POV, but she does a good job of showing most things. Thanks a lot Arial, you're the best!
Be sure to tune in next week, when we take on the Twilight Ascendant Council.
Filed under: Druid, (Druid) Shifting Perspectives






Reader Comments (Page 1 of 1)
Kendro Feb 11th 2011 9:55AM
If you know the mechanics and the times, this fight is very straight forward, and a lot easier than most of the content in Bastion. Our guild took him down in 25 man (early January), in only two attempts, the first one taking him down to around 12%. We were honestly expecting to spend at least a night there, and finally only grasp the encounter, it was nice, but also disappointing on how simple it is if you just have everything worked out ahead of time.
Tyler Caraway Feb 11th 2011 10:21AM
Totally agree with you. Cho'gall is a very easy encounter once you have it down. Phase 1 is all about avoiding things and interrupting Worshiping -- which is very easy to do in 25 since there's so many abilities that can be used to nullify an entire group at once.
The only sloppy thing about our first kill was that we hit 5% and said "screw the adds, just burn the boss!" which lead to quite a few people going down because those adds will eat through players if you ignore them.
Drez Feb 11th 2011 11:19AM
Awesome write-up, Tyler. This could be a guide for any class. You should think about setting up a basic raid strat archive for all of these, as I think you do the most thorough job of the writers on here. Not a knock on others!
Sinizine Feb 11th 2011 11:31AM
Hmm, so Typhoon is supposed to work on Worship? Been struggling a bit on this fight largely from poor interrupts on worship on 10 man. Been having prot warrior Shockwave which is fast but those 4 seconds of not healing and DPS are adding up. Started out trying to Typhoon worship and even the Shaman knockback to no avail it seemed like. Guess I'll have to retest it next time I'm on him.
Tyler Caraway Feb 11th 2011 2:15PM
I've used it a couple of times -- usually I'm saving it for adds -- and it seemed to work. Since I've only done Cho'gall in 25's though, it's entirely possible that a Deadly Throw, Hammer of Justice, Wind Shock, or God only knows what else just hit them too.
We already downed him this week, but I'll re-try next week so I can be for sure.
Nebalee Feb 11th 2011 11:30AM
since when does typhoon interrupt conversion? last time we tried knockbaks did nothing but inflict damage.
Extaminos Feb 11th 2011 12:32PM
Typhoon dazes targets, interrupting Worship.
Tyler Caraway Feb 11th 2011 12:42PM
Being knocked back interrupts spell casting; in this case, the Worship channel should be stopped as well. So long as Worship is interrupted by any means, Conversion ends.
Extaminos Feb 11th 2011 12:40PM
"Here is a video of my guild killing Cho'gall. It's from a rogue's POV, but she does a good job of showing most things."
Gratz to your kill. With that out of the way....
Oh look, another kill vid with insipid techno music. If you're going to make a kill vid, please make it informative like Tankspot's or Calculatéd's. You're not Hype Williams, so either make it educational or put hot strippers in it.
Drez Feb 11th 2011 1:19PM
Not everyone posts vids of kills for education of the masses. Most kill vids are for the guild itself to remember the kill. Plus, it's not his vid, it's a guildie's vid. If the vid is specifically created for a tutorial on how to kill the boss, then I agree with you, but that's not the case here.
Tyler Caraway Feb 11th 2011 2:20PM
As Drez mentioned; this wasn't meant to be a "How-to" video. I was asking to see if anyone happened to snag a few shots of Cho'gall since I couldn't find where mine had gone to and my guild-mate mentioned that she'd taken a video on one of our kills. I figured I'd toss that up into the post for those interested in seeing the encounter. I know that every top guild in the world posts videos too, but I like watching more "average" players do content instead. Average players tend to make more mistakes (such as our tank dying in the video) and watching them be able to cope with these mistakes is often far more informative than seeing a flawless kill.
bmost1022 Feb 11th 2011 3:24PM
I noticed that you didn't mention starfall in the "undocumented changes" and that you also said that starfall will do more damage with two targets, but this is no longer the case as far as I know. The new tooltip of starfall is:
You summon a flurry of stars from the sky on all targets within 40 yards of the caster, each dealing 369 to 427 Arcane damage. Maximum 20 stars. Lasts 10 sec.
And the speed of the stars has been increased significantly, fast enough that 20 stars can fall on a single target. So starfall no longer really has increased damage when used in multi target situations, but it still can be useful to save for aoe in some cases.
Tyler Caraway Feb 11th 2011 4:56PM
The Starfall change was documented in the patch notes -- it just totally slipped my mind.
You are correct, when they increased the speed on Starfall, it was so that all 20 stars would hit a single target, so Starfall is now no longer more useful against two targets. There was a "bug" earlier where Starfall would drop more than 20 total stars with multiple targets up, but that has been changed.
I knew it; my mind just sort of went into cruise control mode about it since it's been that way for over a year now.
katharine.toth Feb 11th 2011 5:45PM
Can you explain the changes to the starfall mechanic? I thought was supposed to only attack things in combat (a behavior which seems to be inconsistent at best). But does it attack only things that I am in combat with? How does it behave in PvP? If I'm standing next to a member of the opposite faction outside of a sanctuary, will it hit them?
TTFK Feb 11th 2011 6:11PM
On Wednesday night, hitting P2 with blood up on one attempt resulted in the blood despawning.
Tyler Caraway Feb 11th 2011 7:11PM
Really? I wonder if they changed it in the patch then, because it never used to despawn once you hit P2. I'll look it to it then.
Nijada Mar 5th 2011 3:06AM
Solar beam & Typhoon do not break worship. Solar Beam is a silence aura and not an interupt which is required. Any ability which causes the character to loose control will break it, and for moonkins that is cyclone only.
I've tried its myself. Its more likey you tried to use it and someone else got a stun off at the same time.
Regarding the adds, if you push 'gal into p3 while the 3rd add is up the bloods will despawn.
echna Mar 8th 2011 1:33AM
Starfall and Typhoon aren't the only abilities you have that can interrupt worship. Cyclone is horrible for it, don't even think about using it. (Imagine a healer MCd, and is now stuck in a crash for the full duration). Tauren have a racial, War Stomp, that is incredibly useful for this fight.
Also, be sure to bring the Glyph of Hurricane; it helps a ton.
DarkWolf Mar 21st 2011 12:38AM
Note: Typhoon does not interrupt worship, but will in 4.1