Page 3 of 3 FirstFirst
1
2
3
  1. #41
    Deleted
    Been rollin 3 healers since Dec 16, if the dps can't get him down by now, they have failed and should roll games as tetris or mariocart

  2. #42
    Quote Originally Posted by obliquee View Post
    Been rollin 3 healers since Dec 16, if the dps can't get him down by now, they have failed and should roll games as tetris or mariocart
    Sometimes its the raid leader or cho'gal tank's fault that dps is so low. Especially if your comp has a lot of melee, the movement time between the add and the boss is so great that their dps is bad.
    I think tanking chogal near where the pool will spawn is best to cut down on this if so. Even range dps does too much movement when he's so far away from where you are dropping the pools. With good blood dps, it shouldn't be an issue. Also, you can move him as they spawn as needed, assuming they are slowed by a frost dk, earthbind, etc.

    Ideally, minimize the time from which an add dies to where any melee dpsing that add are back on chogal through positioning of chogal himself. Additionally, incidental AOE dps on chogal while blood is dying could be used if needed. You just s key the boss while he sits on top of the slow blood mobs. Even a fury warriors whirlwind can hit the blood mobs without him being hit by them.
    This might take a few pulls to get used to, but it should decrease the amount of time spent before the burn phase.

  3. #43
    Deleted
    We also uses the 2 tanks and 2 healers setup. Since we know the fight very well now it's pretty easy to avoid extra damage, so it's not that hard for the healers. Also make sure to interrupt the MC'd people quick to not give Cho buffs, cus that will also make it harder for the healers!
    Cheers

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •