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Demigod vs Cho'gall (10 Normal)

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Uploaded by on Mar 9, 2011

We pulled Cho'gall near where the first adherent spawns so dps could switch to it faster and get back on boss quicker (this also caused the 2nd and 4th adherents to spawn very far away giving dps a few more seconds on Cho'gall before switching to kill adherent)... this gave us the most dps uptime on Cho'gall and allowed us to push phase 2 shortly after the 4th adherent spawned (dps ignored this one so we only killed 3 adherent and had to deal with 15 Bloods of the Old God when Cho'gall cast Festering Blood)

Our boomkin gave us a typhoon when Bloods of the Old God got too close and this combined with our hunter trap made dealing with adds in phase one easy but our group composition was not ideal for interrupting the MC'ed players (only interrupts we had were from warrior's Shockwave/Pummel, my Avenger's Shield/Rebuke, kick from both rogues, and windshear from shaman... we did NOT want to use spriest's Psychic Scream because the duration is much too long especially if a healer is MC'ed and our boomkin doesn't have talent points into Solar Beam)... so our AoE interrupts were either from myself or from our warrior which worked great when we were stacked behind Cho'gall but when the adherent was out and everyone was spread out to avoid Corrupting Crash the only interrupts that were viable were my Avenger's shield (since I was on Cho'gall and near a few of the ranged players), windshear (if shaman wasn't MC'ed), and kick from both rogues or pummel from warrior and these only work in melee range... so there were a few times when only one MC'ed player would be interrupted quickly but several seconds would pass before the 2nd was interrupted (this is bad because each second the player remains MC'ed Cho'gall receives a 20% stacking buff and there were times when this buff reached 2-3 stacks and tanks were forced to blow defensive cooldowns to survive)

Server: Illidan
Guild: Demigod

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