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Ciderhelm
02-03-2010, 02:41 PM
You can find a guide to the heroic version of this encounter here (http://www.tankspot.com/showthread.php?64101-Icecrown-Sindragosa-Hard)!

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Welcome back to the Icecrown Citadel raid guide! I am Splug, and in this video I'll be going over our strategy for the twenty-five player Sindragosa encounter.
If you'd like more information or would like to learn more about downloading this movie, click "more info" on the movie information box on YouTube to head directly to TankSpot! Also, be sure to subscribe by clicking the Subscribe button to the right so you will be automatically notified as we release movies.

Similar to Putricide and Lana'thiel, Sindragosa is a limited-attempt encounter who shares attempts with the other end-wing bosses. Sindragosa is a three-phase encounter. The first two phases alternate periodically, until Phase III begins at 35% health. She will land and engauge the raid as soon as the second frostwyrm trash boss is killed.

Sindragosa's Phase I abilities are fairly straightforward. She has all the staple dragon abilities: a cleave, a tail smash, and a breath attack. The front and the back of the dragon are, as a result, ill advised gathering locations for those pursuing a career in healing or damage output. Similar to Sapphiron, Sindragosa also generates an aura of minor frost damage, which cannot be avoided in any way during Phase I.

Sindragosa uses two debuffs which must be managed on a player-by-player level. The first is "Chilled to the Bone," which has a 20% chance to be applied by physical attacks against the dragon. The debuff deals 1000 frost damage every two seconds, lasts eight seconds, and can stack with itself. Melee, hunters, and tanks will have to throttle their attacks to prevent the debuff from stacking over about five.
The second debuff used is Unchained Magic, which stacks up an Arcane Instability effect every time the afflicted player completes a cast. Eight seconds after the last spell is finished, the Instability will deal 2,000 damage per spell cast. Healers and casting damage will need to allow the backlash damage to occur around seven or eight stacks, though damage reductions such as dispersion can be used to inflate the survivable damage. Longer spell casts such as Arcane Missiles can also be used to fill space with a lower loss in total damage.

The only other skills used in Phase I are Icy Grip and Blistering Cold. These are used together to summon the raid to her, then begin a five second cast which will deal heavy damage to all players within 25 yards. This is easily handled by simply running toward the stairs after being pulled into Sindragosa. Shortly after Blistering Cold completes its cast, Sindragosa will fly into the air and begin Phase II. Due to the Ice Tomb mechanic there, any players who have Unchained Magic should avoid casting at all after the Blistering Cold; the backlash damage combined with an Ice Tomb can lead to a death which will be difficult to prevent.

The Sindragosa Air Phase is very reminiscent of Sapphiron's Air Phase. Five players will be marked to be imprisoned in Ice Tombs. They have roughly eight seconds to find a position clear of the raid and each other; if they are too close to a non-marked raid member, then the non-marked player will be frozen as well. If they are too close to each other, then splash damage from being frozen will kill the ice tombed players outright.

After the Ice Tombs have been cast, Sindragosa will cast four Frost Bombs at a random location on the platform. The destinations for the bombs are marked with a white swirling graphic. Any player standing in line of sight of a frost bomb when it detonates will take roughly 25k frost damage - which while survivable, can be easily avoided by staying behind an Ice Tomb.

Unlike the Sapphiron encounter, Ice Tombs will not fade on their own. Each tomb has 454k health, which the raid will need to burn through to free the victim. When the fourth Frost Bomb lands, players still within Ice Tombs will begin to suffocate, losing a percentage of their health each second. They will need to be freed quickly after Sindragosa lands.

Before the encounter, we used flares to arrange the specific points Tombed players will stand on during Phase II. The formation of three tombs in front and two in back was chosen to simplify the damage priority of killing Ice Tombs, and the location near the stairs was chosen as Sindragosa does not cast frost bombs on the staircase. In this way, we are able to focus burn down the back two ice tombs while still using the front three to block line of sight on Frost Bombs. Splash damage while killing the back two Tombs also left the front three at a reasonably low health, to allow us to free the last three players quickly.

The ground and air phases alternate until Sindragosa's health drops to 35%. At this point, Phase III will begin. From here on, she will no longer fly into the air, and all the mechanics from Phase I will persist. Additionally, Sindragosa will begin to emit an Arcane Buffet every six seconds. This debuff increases magic damage taken by 10%, lasts eight seconds, and stacks with itself. It is applied to everyone within line of sight of Sindragosa.

Sindragosa will also summon an Ice Tomb on a single player about every 15 seconds. The effect is exactly the same as in Phase II - providing a block of ice which can be used to block Line of Sight to Sindragosa, and can be destroyed by sufficient damage. Remember that players within 10 yards of the marked player will also be frozen.

This phase is an endurance check - while it may eventually be possible to damage zerg Sindragosa and simply ignore the mechanics, it is better handled first as a sustained encounter. Be sure everyone is watching their debuffs, both for backlash and for arcane buffet. A second tank is needed during this phase to allow arcane buffet resets - otherwise you will have to use cooldown rotations to mitigate increasingly large Frost Breath hits.

We placed the Ice Tomb players in two locations - one generally in front of the ranged group, and one a safe distance away in case the previous Ice Tomb wasn't broken in time. Ranged damage, as well as any melee who needed to reset their Arcane Buffet, are responsible for breaking down the Ice Tombs as quickly as possible. As long as the Tomb lasts long enough to block one pulse of Arcane Buffet, it will allow the debuff to reset. Everyone is responsible for keeping their own debuff in check - resetting at least every other Ice Tomb was ideal.

Overall, the encounter is very similar to Sapphiron until Phase III. From that point, just dig in and work toward a slow, steady finish. Take your time and make the most of your attempts, and you'll be moving on to the Lich King soon enough. If you'd like more information or clarifications, feel free to ask questions or add suggestions either on YouTube or in the strategy thread on TankSpot.com. And remember, TankSpot Donors can download all of these movies in High Definition directly from our servers -- click the second link in the movie information box to learn more.



Welcome back to the icecrown raid guide. My name is darksend and in this video I will cover our strategy for the 25 man version of the sindragosa encounter.

If you'd like more information or would like to learn more about downloading this movie, click "more info" on the movie information box on YouTube to head directly to TankSpot! Also, be sure to subscribe by clicking the Subscribe button to the right to be automatically notified as we release new movies. Finally, TankSpot Donors can download all of these movies in High Definition directly from our servers -- click the second link in the movie information box to learn more about this service!

Sindragosa has 3 phases. Phase one which is her ground phase and phase 2 which is her air phase alternate until 35% which begins phase 3, during which she remains grounded until you kill her. She also has a 10 minute enrage timer, this was almost an issue for us as we used 3 tanks and 7 healers, as well as being down a DPS who was trying to complete the quest for shadowmourn, which essentially removed him from the fight. Normally this should not be an issue with good dps or 6 healers, which would allow you to push phase 3 earlier gaining almost 2 minutes by skipping that air phase.

Make sure to keep her faced away from the raid as Phase one is your typical dragon encounter. Cleave, check, Frontal cone breath, check, tail swipe, check. also make sure to have some form of frost resist active as she has a frost aura which ticks for 4500 every 3 seconds and the frost breath hits for about 40K before resists. She actually casts the Tail Smash though, which does about 15K damage on average and will hit people not just behind her but also beside her. All melee must stay max melee range to avoid this. The frost breath leaves a stacking debuff on anyone it hits lowering attack speed my 50% a stack and movement speed by 15% per stack. As a druid shifting would remove both aspects of the debuff, not just the move speed. So while there is a high chance this can be removed by freedom I do not know if it will remove the attack speed portion as well.

She also has an AOE death grip called Icy Grip. It will pull everyone in line of sight, a point which plays a large roll in phase 3, into melee range. As soon as this happens she will immediately being to cast Blistering cold. After 5 seconds she will deal a large aoe nuke that will kill any non-tank within 25 yards of her. As soon as you see yourself flying through the air make sure to turn your camera away from her, as she can turn you around if you were previously facing away before the Icy grip, and begin running away as soon as you land. Should the tank stay in, as you can see happen several times in this video, she will begin to walk through you so be careful with positioning.

The final two abilities are role specific. All casters can randomly get a debuff called Unchained magic. Unchanged magic will give you a second debuff every time you cast called instability. After 8 seconds instability will backlash the caster inflicting damage based on the number of stacks. Oddly, this ability can crit so our casters stop at a 5 or 6 stack and let it explode to ensure they survive it before resuming dps. If it is on a healer, especially a tank healer, they need to let the other healers know or tanks will die.

The melee version is called Chilled to the Bone. Every physical attack has a chance to place chilled to the bone on you which causes damage every 2 seconds and can stack. The chance is very low so you can never stop attacking and never get more than 2 or 3 but then all of a sudden have a 10 stack without realizing it later in the fight. Simply stop attacking to let it fall off.

Phase two is her air phase. She will fly away and Frost beacon 5 people in 25 man. Those people need to run to the middle and spread out because after seven seconds they will get tombed, aoeing everyone around them. If they are not spread out enough they will kill each other making you lose ice blocks. We had a mod that marked the five people and our strategy was for whoever got skull to be the middle block and the others spread out around that person. Should a person not beaconed be to close, it will entomb that person as well, costing you dps as you now have an extra person to break out, so stay out of the middle till it goes off.

Almost immediately after the tombs go out the first of 4 frost bombs goes out. Similar to sapphiron if you are behind a tomb you will not be hit by it. You can safely survive one if the first one is between the raid and the tombs and there is not enough time to make it behind or if one is killed and you again do not have time to get behind a new one, but a second one without being topped will kill you. It is possible to kill all 5 before the fourth bomb so be careful. Aoe them down so they can be killed just after the fourth bomb goes off. Should you fail to brake anyone out they will be asphyxiated and begin taking damage equal to 8% of your total health every second.

This repeats until 35%, when she enters phase 3 and stays grounded for the rest of the fight. She retains all her phase 1 abilities, will now tomb 1 person every couple seconds, and gains a new ability called Mystic buffet. The mystic buffet increases magic damage taken by 15% per stack and is applied every 5 seconds. This ability can be reset by staying behind a tombed player, which will also line of sight the pull. This amplifies the backlash from instability so you really need to not get more than 2 or 3 stacks of it, which greatly stresses healing. Paladins work great for this because they can beacon the tank and permanently los the buffet.

The people with beacon need to juggle not being so far away that people are constantly running and never getting to dps the boss, with not being so close they tomb the ranged dps. to counter this we had everyone stack just outside max melee range. The first beacon would always run behind the raid to the right while the second would run behind the raid to the left, alternating left right every beacon, as such we split the raid into a right reset group and a left reset group.

The tank rotation at this point gets really crazy. It was not uncommon to have two stacks already by the time you got back to a position you could safely taunt without cleaving or breathing the raid. This is why we decided to use 3 tanks.

This fight is above all a "make sure you survive" encounter. If 25 people are alive you should have no problem with the enrage timer, but very rarely will you actually have 25 people alive. Make sure to stress to your raid that execution and staying alive will win this fight far more than personal dps ever could. Make sure to run away with blocks, stop attacking and casting when you get the debuffs, coordinate tank cooldowns and taunts in phase 3, and keep yourself alive and you will have yourselves a kill.

Thanks for watching this movie, as always feel free to ask questions or add suggestions either here on youtube or in the strategy thread at tankspot, good luck.


Hello and welcome to the TankSpot Icecrown Citadel Raid Guide! My name is Aliena and in this video I'll cover everything you need to know about the normal mode 10-man version of the Sindragosa encounter.

Sindragosa is a three-phase fight that inherited many elements from the Sapphiron encounter in Naxx and also Garfrost in Pit of Saron. If you've killed those, you at least have a basic idea of what this fight is going to be like.

Sindragosa has a ground phase, an airphase and a third phase that starts at 35% health. Ground phases last a minute, airphases 50 seconds. The first airphase will occur at 85% health, after that they alternate until Sindragosa's health reaches 35%.

Where you tank her is not crucially important, but you want to make sure to have plenty of space available on one of her flanks. Being a dragon, Sindragosa has the typical tail smash and frontal cone cleave abilities that dragons tend to possess, so your raid needs to assemble at her flank.

We used a setup of two tanks, three healers and 5 dps for this, although it is probably even doable with 1 tank and 2 healers, but you're introducing a lot of potential RNG deaths that way.

Only during ground phase, your raid will take a permanent 3k damage every 3 seconds from Sindragosa's Frost Aura. This isn't bad by itself, but can pose a problem combined with some other abilities she has.

To inhibit incoming melee damage, attacking Sindragosa physically has a 20% chance of inflicting Permeating Chill, which makes you take an additional 1000 damage for every active stack. If this ends up being too much damage, melee classes need to stop attacking until their stacks reset.

A similar mechanic is in effect for casters and healers, this one's called Unchained Magic. This is a 30-second debuff that Sindragosa will use on a random caster or healer every couple seconds, and everytime a spell is cast during that duration the caster gains a stacking debuff called "Instability". After 8 seconds of not casting, you take 2000 damage for each stack of Instability you have on you. In short, you probably don't want to let this stack past 5 stacks to avoid huge damage spikes.

Shadow priests can get past this mechanic by casting like normal and using dispersion to soften the backlash once Unchained Magic ticks off. Other classes may have similar workarounds.

High tank damage is ensured through the cleave and Frost Breath, which unmitigated hits the tank for about 30k damage, slows his attack speed by 50% and his movement speed by 15% for 10 seconds so make sure to have at least one dedicated tank healer.

Once during every ground phase, Sindragosa will use Icy Grip, which draws every raid member towards her, and will then cast Blistering Cold, a 5 second cast spell that will hit everyone within 25 yards of her for 30k damage. Too long didn't listen version - once she sucks you in, you move away.

That covers her ground phase abilities, now onto the air phase. After she lifts up, two randomly selected targets will get wobbly blue arrows over their heads, which means they're a couple seconds away from getting encased in an ice tomb. Everyone needs to be away from players with blue arrows, 'cause if they're within 10 yards, they too will take the tomb spike damage and should they survive, they will alsos get turned into an iceblock.

What makes this phase different from Sapphiron is that the ice tombs don't serve to line of sight Sindragosa, but instead you hide behind them to line of sight the ice spears she throws onto random spots on the ground. The impending impact point will appear as circle on the ground with ice swirling around it - get on the other side of the ice block from it. If you fail to, you take 16k damage.

She shoots 4 ice spears per air phase. Also note that the ice tombs are attackable and should be damaged but not killed until all four ice spears have been shot. You get a short amount of time afterwards until Sindragosa lands, by which point the ice tombs should be so low on health that they can easily be destroyed and your raid members will be released.

At 35%, Sindragosa will get very mad at you, so you should make her more furious and use bloodlust or heroism.

In this phase she gains a new ability called Mystic Buffet, which is a stacking debuff that she will cast every 5 seconds and will increase your magical damage taken by 15% per application. This is bad for every raid member because of the frost aura, but it's even worse for your tank because of the Frost Breath.

Fortunately, Buffet can be reset by being out of Sindragosa's line of sight, and she's even nice enough to provide the mechanic to LoS her with - you guessed it - more Frost Tombs. This is also why you brought 2 tanks. Designate an "iceblock spot" ahead of time that is easy for everyone to run to. When Sindragosa puts a mark on someone to get entombed, that person needs to run to said spot while everyone else makes sure to stay away from it until the tomb has been placed.

It's advised for everyone to reset their stacks at least on every second tomb, healers should alternate. Tanks need good communication and ideally a cooldown rotation, you don't want to have them switch more than absolutely neccessary to reset their stacks. Frost tombs NEED to be DPSed down, she casts this frequently and you never want more than one up at any given time.

She also still uses Blistering Cold in this phase, so be ready for it. Once you have a rotation worked out to deal with the tombs, this fight starts getting a lot easier. While still a bit of a gear check, the most important aspects of this fight are positioning and timing - and, naturally, communication. Good luck and have fun!

Thank you for watching this movie. As always, feel free to ask questions or add suggestions either on YouTube or in the strategy thread on TankSpot.com. Also, TankSpot Donors can download all of these movies in High Definition directly from our servers -- so if you'd like to learn more about that, just click the second link in the movie information box!

Tibbs
02-03-2010, 04:22 PM
I presume the HD version is coming up soon.
Good and reliable work as usual, keep it up please :D

Ciderhelm
02-03-2010, 04:29 PM
The donor download is up. Check the premium page.

Not sure why YouTube isn't encoding the video yet. Going to give it a little longer and re-upload to try to fix.

jokeaccount
02-03-2010, 07:26 PM
This is gonna be a hard-a** boss to PuG :(
I can already see tank failing and dps failing at the debuff reset

Ervanna
02-03-2010, 08:23 PM
Perfect quality as always. Aliena's voice is much clearer and more present in this one; she has a lovely soft voice that I sometimes have a hard time hearing.

Aliena
02-03-2010, 08:41 PM
Think my old PC messed with the sound somehow. This is the same headset and settings that I always use but it seems to make a difference somehow so... woot!

Shenron
02-04-2010, 12:42 AM
What is a standard number of Magic Buffet stacks that tanks should switch off on?
My group has 10 attempts left, we got her to 7% our last attempt.

Torturer
02-04-2010, 02:50 AM
thanks for the great video ;)
doing 10man tonight, hope we gonna kill it

Bertus
02-04-2010, 07:56 AM
What is a standard number of Magic Buffet stacks that tanks should switch off on?
My group has 10 attempts left, we got her to 7% our last attempt.

Yeah i'm also interested in knowing the number of stacks that is ideally for tank swap.

igmodorf
02-04-2010, 09:33 AM
i smiled long ago when my raid leader warned me about a serving of flame i would be receiving from a dragon in BWL, and smiled again hearing this. when you hit something, its pronounced buff-it. :P thanks for the clear description and camerawork.

http://dictionary.reference.com/browse/buffet

Ciderhelm
02-04-2010, 11:33 AM
We have two 25-man videos up now!

Blaubaer
02-04-2010, 12:15 PM
Did you use frost resistance gear for this encounter (10 and 25)?

Splug
02-04-2010, 12:41 PM
We did not, but the primary source of tank damage is frost. I had considered switching to a resistance flask, but the pull I thought of it she died. I would not recommend putting anyone other than possibly the tanks in resistance gear.

-Splug

Darksend
02-04-2010, 02:16 PM
After you kill her, tanking her with her own trinket would be very nice. Also using both the 10 and 25 ony rings would not be a terrible idea either (considering I use the 25 one in my normal tank setup anyway because it really is not that bad of a ring)

Darksend
02-04-2010, 06:18 PM
Source (http://forums.worldofwarcraft.com/thread.html?topicId=22749003077&pageNo=2&sid=1#24)


We hotfixed Backlash today so it won't land a critical hit anymore.

Pavidus
02-05-2010, 12:30 AM
Is Icy Grip avoidable through line of sight?

Darksend
02-05-2010, 01:07 AM
She also has an AOE death grip called Icy Grip. It will pull everyone in line of sight, a point which plays a large roll in phase 3, into melee range.

lastchance187
02-05-2010, 02:07 AM
Good morning all, we got up to sindragosa last night and we managed to do pretty well getting to phase 3 with out a problem... so we thought we would try the achievmen, which is not to get more then 4 stacks of the mystic buffet.

This stacks up pretty fast soo ofc the whole raid will have to hide behind each ice block and the tanks will need to use cooldowns whilst healers are LoS, but one thing we noticed is that the tanks will never be able to do this achievement. As the boss was taken in phase 3 i had my staks and hte offtnak took the boss whilst i went ot get rid of my debuffs, but as i got back to the offtank to taunt, he had already got 5th stack.

Is there any way to beat this? or is this something tanks will have to do over two weeks? any one advise?

Tibbs
02-05-2010, 02:10 AM
How far behind the Ice Block can you stand and stil LoS the Mystic Buffet. Last night we had a hunter that couldn't LoS the buffet far behind the Ice Block. It could be as simple as we just didn't know the origin of the spell, is mystic buffet casted from the center of the hit box, or from her head?
Have anyone else tried and succeeded doing a LoS far behind(15-20 yards or so) the Ice Block? Cause if you could do that, healers can LoS the Mystic Buffet and still got LoS on tanks. And ranged wouldn't have to move, if ice blocks always were in front of them.

Tibbs
02-05-2010, 02:19 AM
It's not a personal achivement. No one in the raid can get more than 4 stacks, including tanks. You might need to keep an extra ice block up near tanks for the whole fight, just to get this achievement done. You run to a designated spot near tanks, then ice blocks. Once that is done, the tanks move the boss so the tank can stand right next to the ice block, less than 2-3 yards away from it. Behind the ice block stands the OT. When you get stack number 2, OT comes forward, taunts and you get behind the ice block. Rince and repeat.

lastchance187
02-05-2010, 02:27 AM
I think where we might gave been failing then is killing ice blocks to early, as we just got rid of them as soon as the others lost there buffets, guess well have to leave them up longer thanks alot for ure help :)

Faction
02-05-2010, 03:25 PM
Hi Splug, what is the mod that the warrior is using to show debuff icons and a timer in P3? It looks something like power auras, but the texture highlighting seems different.

Darksend
02-05-2010, 05:49 PM
In our 10 man the next day, we almost wiped because a block died as soon as I got behind it, and as I was just about behind the next one I got pulled. Both tanks had over a 10 stack at this point. Especially in 10 mans the tanks really need to be the ones calling out when to break the phase 3 blocks but even in 25 man with three tanks this happened a few times. LISTEN TO THE TANKS in phase 3.

Kylis
02-06-2010, 07:13 AM
Exactly how long do you have to break the blocked people out before they get asphyxiation and start to die?

Splug
02-06-2010, 07:47 AM
Hi Splug, what is the mod that the warrior is using to show debuff icons and a timer in P3? It looks something like power auras, but the texture highlighting seems different.It looks like Satrina Buff Frames to me.
Exactly how long do you have to break the blocked people out before they get asphyxiation and start to die?In Phase II, the debuff is applied when she starts landing. In Phase III, I don't believe they suffocate but I'm not certain.

Dumorne
02-06-2010, 08:42 AM
Hey was wondering if someone could give me a hand with some details about this encounter. So after easily clearing the rest of ICC last night, Sindragosa decided that is was her job to stop us from proceeding any further toward the Lich king as she so kindly informed us of when we pulled; However unlike other bosses threats she proceeded to destroy us. After hours wiping to her I am wondering if she isn't bugged for us so I would like to ask anyone else who has had a chance to fight this boss about some things, First off in Phase 3 should she still be casting Unchained Magic every 30 secs? If yes how are we supposed to not have healers build huge stacks of the debuff and die upon stopping casting? and secondly is it normal for two people to have the Unchained Magic like 99% of the time because our holy paladin and myself had Unchained magic every-time it was cast for every attempt we made? that doesn't just seem to be RNG to me either seen as how we used 18 attempts on her last night and could not push her past 20%. Thank you for your time and any insight you might be able to give.

Dumorne/Undead Warlock/Bloodshot-Maiev

Kylis
02-06-2010, 09:02 AM
Were you two pretty much the only casters?

bigmeanie
02-06-2010, 12:28 PM
Darksend's video talks about paladins being able to LoS the buffet almost 100% by beaconing the tank. Paladins, as far as I know, need to have LoS with the beaconed target as well in order for their heals to get copied (it is as if the paladin almost simultaneously casts two spells).
Did this work for you because you found a way to position in order to LoS the aoe from the boss yet not LoS the tank? Is it the case that the buffet originates from the middle of the boss' hitbox and you can LoS that area without LoS-ing the dragon's head (tank). If so that would be applicable to any tank healer and not just paladins.

Thanks for your time.

Churles
02-06-2010, 03:28 PM
I heard that a deathknight tank could use ams in phase 3 to prevent a buffet from being applied and thus lose his stack, can anyone confirm this? If that were the case it would be a great help for us as I could dps.

Jamor
02-06-2010, 03:45 PM
I heard they hotfixed that.

Dumorne
02-06-2010, 04:08 PM
no there were 5 casters in total. 3 healers (Resto shammy, Holy Priest, and Holy Paladin) and two ranged dps (A Hunter and Myself; However i am not sure that Hunters can get the buff)

Churles
02-06-2010, 04:11 PM
I heard that a deathknight tank could use ams in phase 3 to prevent a buffet from being applied and thus lose his stack, can anyone confirm this? If that were the case it would be a great help for us as I could dps.
After looking for the hotfix Jamor said was implemented i found that, they did indeed change it.

http://forums.worldofwarcraft.com/thread.html?topicId=22748763261&sid=1

"Anti Magic Shell no longer resets the Mystic Buffet stacks in the Sindragosa encounter."

Kylis
02-06-2010, 07:42 PM
How does Sindragosa choose people for unchained magic? Is it only people at range? Is it people with mana and if so what is to prevent a ret pally or enh shammy or hunter from getting it?

Splug
02-07-2010, 01:03 AM
Darksend's video talks about paladins being able to LoS the buffet almost 100% by beaconing the tank. Paladins, as far as I know, need to have LoS with the beaconed target as well in order for their heals to get copied (it is as if the paladin almost simultaneously casts two spells).
Did this work for you because you found a way to position in order to LoS the aoe from the boss yet not LoS the tank? Is it the case that the buffet originates from the middle of the boss' hitbox and you can LoS that area without LoS-ing the dragon's head (tank). If so that would be applicable to any tank healer and not just paladins.

Thanks for your time.Your speculation is exactly correct as far as I know. I believe Beacon heals follow LoS rules, but you can easily position in LoS of the tank but out of LoS from the center of the dragon.
I heard that a deathknight tank could use ams in phase 3 to prevent a buffet from being applied and thus lose his stack, can anyone confirm this? If that were the case it would be a great help for us as I could dps.As already mentioned, this has been hotfixed and no longer works (but it did on Tuesday night).
How does Sindragosa choose people for unchained magic? Is it only people at range? Is it people with mana and if so what is to prevent a ret pally or enh shammy or hunter from getting it?I do not have any hard information as to what it does or does not target, but based on our WOL parses ( http://www.worldoflogs.com/reports/uwpz36qakvqlib7j/spell/69762/?enc=bosses&boss=36853 ), no hunters or melee hybrids were selected over 255 casts of the spell. Perhaps it's based on total mana, requiring you to have over ~20k mana to be a legal target? That'd rule out rets/enh/hunters. I am not certain, but that's speculation.
Hey was wondering if someone could give me a hand with some details about this encounter. So after easily clearing the rest of ICC last night, Sindragosa decided that is was her job to stop us from proceeding any further toward the Lich king as she so kindly informed us of when we pulled; However unlike other bosses threats she proceeded to destroy us. After hours wiping to her I am wondering if she isn't bugged for us so I would like to ask anyone else who has had a chance to fight this boss about some things, First off in Phase 3 should she still be casting Unchained Magic every 30 secs? If yes how are we supposed to not have healers build huge stacks of the debuff and die upon stopping casting? and secondly is it normal for two people to have the Unchained Magic like 99% of the time because our holy paladin and myself had Unchained magic every-time it was cast for every attempt we made? that doesn't just seem to be RNG to me either seen as how we used 18 attempts on her last night and could not push her past 20%. Thank you for your time and any insight you might be able to give.

Dumorne/Undead Warlock/Bloodshot-MaievUnchained magic, coupled with one of the worst voiceover lines in ICC, occurs roughly every 30 seconds while she's on the ground. In 10 man, you're best off mitigating the effects of Unchained Magic by running 3 healers (the only case where all three are shut down would be if two get unchained and the last gets an ice tomb). Failing that, you can try to use cooldowns to brute force survive huge backlash stacks. Holy priests can GS themselves, holy paladins can DS. Just cast freely (being sure to reset the backlash before it ticks out) until unchained magic fades, then pop the cooldown and keep going. While it's possible there's a mechanic I'm not familiar with guiding who gets the debuff, I suspect you two having it that regularly is largely a combination of perception and RNG.

-Splug

Sitar
02-07-2010, 02:48 AM
Anyone tried to have everyone in melee range to test if unchained magic only targets at range?

Kylis
02-07-2010, 01:41 PM
From the evidence provided by someone in the other thread where their enh shammy only got it when he started casting heals to wipe his physical based stacks it seems like it targets people while they are in a cast time, as hunters and enh shammys and ret pallys use spells but with maelstrom for the enh shammy they are all instant. This seems like a highly exploitable loophole once known. Also using that info you could essentially choose who you want it on whenever it's about to run out on it's current target given that from what I hear it's always on one person in the 10 man.

Felonys
02-08-2010, 12:11 AM
Thanks for those guide, very helpful.

I have a question regarding P3. In our attmept tonight it happenned twice than on the first tank transition, the second tank would taunt off me and I bail instantly, but right as he taunt she start channeling a breath, with the slow debuff she succeeded in catching my still in the cone of her breath, any suggestion on how to avoid that ? Freedom in advance ? I thought about intervening someone but melee were too close and range were too far :(

Sitar
02-08-2010, 12:56 AM
From the evidence provided by someone in the other thread where their enh shammy only got it when he started casting heals to wipe his physical based stacks it seems like it targets people while they are in a cast time, as hunters and enh shammys and ret pallys use spells but with maelstrom for the enh shammy they are all instant. This seems like a highly exploitable loophole once known. Also using that info you could essentially choose who you want it on whenever it's about to run out on it's current target given that from what I hear it's always on one person in the 10 man.

How is it i get it as a druid while spamming rejuv ?

Kylis
02-08-2010, 03:05 AM
How is it i get it as a druid while spamming rejuv ?
yeah after getting it at various points im gonna scrap that theory, however i did find out that if you cast an instant immediately after you finish a spell with a cast time greater than your gcd it will not count that instant towards the stacks.

Shocktherapy
02-08-2010, 06:10 AM
Regarding Splug's video, I notice Stingray using a mod to help position players afflicted with Frost Beacons; I imagine this will make the fight alot simpler and avoid 2 people going to the same designated FB spot. Can anyone tell me what mod this is? Is it an option with DBM?

Splug
02-08-2010, 10:00 AM
Regarding Splug's video, I notice Stingray using a mod to help position players afflicted with Frost Beacons; I imagine this will make the fight alot simpler and avoid 2 people going to the same designated FB spot. Can anyone tell me what mod this is? Is it an option with DBM?Stingray went into the DBM .lua code between attempts and added that functionality. Unless he has his modified DBM posted somewhere, you'll probably have to do it manually (though it seems DBM will always report players in the same order, so you could do something like the first three names go left to right in the front row, and the last two names are left and right in the back row).

-Splug

Shenron
02-08-2010, 07:44 PM
Hey
I don't know if anyone missed my first post.

How many stacks of magic buffet should the tanks be switching at?
Rough estimate?

Haxzors
02-09-2010, 06:03 AM
We seemed to have difficulty dealing with the magic pull + ice tomb phase 3 combo in 10 man. I think the issue was making sure people were out of the blast radius, but we'd get a second ice tomb shortly there after. We'd push her past %35 very shortly after an air phase which makes me question if anyone's plan is to hold off pushing to phase 3 until after a magic pull. Does this allow for better staggering of ice tomb and magic pull cooldowns? We didn't notice a magic pull timer. Is it used at regular intervals or cooldown based? The magic pull can be LoS'd, can the subsequent AoE be LoS'd as well? This would lead me to believe that dropping a properly timed ice block in melee range could provide a larger LoS area (how ever in an earlier post notes a hunter attempting to LoS at range from the block was getting hit, which may have been due to a bad judgment of the line) and prevent anyone from having to run away from the blast.

Trexokor
02-09-2010, 09:12 AM
The line of sight only works close or semi-close to the Ice Tomb. I imagine it's because of how big Sindragosa is. Not sure if it works the same way for the Frost Bombs or not since they are smaller.

Daxwax
02-09-2010, 09:59 AM
From my experience being out of line of sight doesn't counter the 25 yard aoe, although we did it safe and ran away without testing the theory.
Had an attempt where one turtled behind it and died, but don't know if he was properly positioned or not.

Wickedwrath
02-10-2010, 05:21 AM
Hey
I don't know if anyone missed my first post.

How many stacks of magic buffet should the tanks be switching at?
Rough estimate?

We do the ten man with 1 tank in normal tanking gear tanking P1 & P2, then a tank with Frost Resi gear tanks P3. The FR tank can easily take stacks up to 10-15 without healers getting annoyed, then the first tank holds aggro long enough for the FR tank to reset and come back (usually around 5-7 sec getting 1 or maybe 2 stacks).

Roksta
02-23-2010, 02:41 PM
Is there any conformation regarding whether or not if someone is left in Ice Tomb too long in P3 they will suffocate? If not I'm going to test this in 25 man tomorrow. My guild only struggles on this phase either if one of the tanks gets slowed in P3 and can't taunt in time or during a magic pull, normally occuring within a second or two after the second ice Tomb.

tuffmuffin
02-23-2010, 03:01 PM
Is there any conformation regarding whether or not if someone is left in Ice Tomb too long in P3 they will suffocate? If not I'm going to test this in 25 man tomorrow.
Yes they will suffocate if left in the tomb.
Why would ice tombs work any differently in Phase 3 than they do in the air phase?

Trexokor
02-23-2010, 03:06 PM
Yes they will suffocate if left in the tomb.
Why would ice tombs work any differently in Phase 3 than they do in the air phase?

Because there's no definitive time that would indicate them starting to suffocate, like after the 4th Frost Bomb in P2.

Are you just assuming they do or is there some fact/experience behind that? I too am curious, since some strategies suggest not breaking tombs anymore after 10-15%. Are these tombs dying, or just sitting there? (It takes a bit to get 10%->0% still, enough that someone suffocating after a bit would die.

tuffmuffin
02-23-2010, 04:14 PM
Are you just assuming they do or is there some fact/experience behind that? I too am curious, since some strategies suggest not breaking tombs anymore after 10-15%. Are these tombs dying, or just sitting there? (It takes a bit to get 10%->0% still, enough that someone suffocating after a bit would die.
Fact and experience behind it. I've run run off towards to beacon when a wipe was called as the OT to get frozen and hopefully survive until the rest of the raid died and eventually you do run out of air.
"After the 4th Frost Bomb in P2" is your definitive time. That phase has a duration and that bomb is a set time in said duration.
Strategies suggest just ignoring them at 10-15% because at that point you should be able to safely zerg her down with remaining DPS. The tombs just sit there and eventually die.

Blacksen
02-24-2010, 09:18 PM
We are just falling apart in phase 3 here.

I've been watching videos - how many stacks EXACTLY do melee / physical DPS get during phase 3? Some videos I've seen them going up to 2-3, while others have them not attacking the boss at all...

Holyprincess
03-01-2010, 09:51 AM
Ok downed her 2 times in 10 man when the magic de-buff goes out the healer stops all heals, we run with 3 (druid, pally, shammy) the melee take 3 max our feral druid and ret pally play a dangerous game and go for 5 and bark skin/bubble out but I yell all the time when they do this and don’t recommend it lol. We have been 2 tanking it and swapping at 4-5 sooner is possible but things happen and the most I’ve taken is 10 with shield wall up. Tonight we will be running the FR tank (me) with the normal tank (war) just to see if it makes it "easy" or not.
Oh our casters i believe take 2-3 but seen our mage get stupid and take more. These de-buffs add strain to your healers and if you run with the best you will live its all about putting that trust in your dps to be aware and your healers to do the job set down for them. Play smart and shes not so bad

Star Scythe
03-05-2010, 01:36 PM
I was wondering if there was a way to avoid the tanks getting ice tombed in P3. I asked because we had one attempt where, after i had been tanking the boss for the first 2/3 of the fight, the other tank taunted off me, i reset my stacks, and i got picked for Ice tomb 3 times in a row. The other tank ended up with over 20 stacks of Mystic buffet and got pieced out, so i taunted to try and saved the raid, thats when the 3rd frost tomb hit and i got frozen. (if anyone was wondering, YES, you do lose aggro while you are frozen) as much fun as it was to see Sindy kill my guild leader before he could DI someone, I still would rather have killed the boss that attempt and not had to do the fight again.

tuffmuffin
03-05-2010, 02:45 PM
Sacrifice a ewe to the RNG Gods.

The only way to prevent someone getting the beacon is for them to have aggro from Sindragosa, so you got some pretty bad RNG in there Star.

Star Scythe
03-05-2010, 04:36 PM
on top of the 3 gnomish sacrifices i make to the loot gods on every trash pull? man, i better get red armor quick then...

Eraser
03-07-2010, 02:09 PM
So much RNG I find it hard to believe! In our attempts we stagger the ice blocks so that at times there are two up (which I think is unavoidable unless you've got all your dps on them), therefore you will never get 3 in a row and should be able to safely taunt once they've busted you out of that frosty jail.

Wickedwrath
03-08-2010, 01:07 AM
I was wondering if there was a way to avoid the tanks getting ice tombed in P3.
Yes there is, by using Zerg tacts. Last times we have been going with 1 tank (me as pally with 300-350 frost resi) and 2 healers. The problem with this tact is that you have to have 2 strong healers since if 1 healer gets icetombed the other will have to solo heal for a while. Make sure that your dps is aware that a healer is icetombed!
The second problem is that you need high dps. The tank cant clear the mystic buffet stack (not even bubble out of it) so you need to burn down P3 before the stacks reach unhealable proportions. Make sure you save all CDs for the last part when the tank gets over 15 stacks and synch them with her frost breath.
With the new buff of Wrynn this tacts isnt as hard as it might sound.

Zellviren
03-08-2010, 01:14 AM
So much RNG I find it hard to believe! In our attempts we stagger the ice blocks so that at times there are two up (which I think is unavoidable unless you've got all your dps on them), therefore you will never get 3 in a row and should be able to safely taunt once they've busted you out of that frosty jail.Being honest, we found Professor Putricide to be the worst fight for RNG up until we got rid of him last week by being bold and using two healers instead of three.

However...

We've spent two nights in there against Sindragosa so far, and seem to have just been horribly unlucky. After around four hours, we found we'd only pulled her about seven or eight times due to DC's, "necessary" afk's and other assorted accidents and mishaps that have seen people unable to actually sit at the keyboard for a prolonged period and play. In saying that, the choice of target for all of her abilities seems to be quite consistent. The first evening, she picked on the Restoration shaman practically every time, where last night she picked on the Balance druid constantly.

I've no idea why this is or why it would be, but it doesn't appear to be pure RNG from what I've seen so far.

Mwawka
03-08-2010, 10:08 AM
From our experience in 10 man last night, it appears Unchained Magic can only be cast on 1 healer at a time. It was our first time on this boss, and we were running 3 healers, with a mage being our only other caster. When the mage was alive Unchained Magic always hit the mage and one of the healers. If the mage died, Unchained Magic would only be cast on one healer, not two.

Rykiel
03-10-2010, 03:46 AM
hello i have noticed a big issue in our progress raids during p3 and i dont know how to solve it.
When the OT came and taunted Sindragosa off me so i can go and reset by mystic buffet debuffs,he got a Mark over his head while he had full aggro from her with the result of being in a Ice Tomb.

Is that a bug or the RNG of the fight?

MissB
03-14-2010, 09:24 PM
Same thing happened to us tonight. I went back in after resetting my debuff, taunted, had aggro and then got marked and ice tombed. That seems like a bug to me, or very bad luck.

Daimon
03-15-2010, 06:13 AM
We spent 2 nights of wipes until we perfected the 3rd phase strat, but there are many RNG in that fight still, Does any1 know for sure if the ice tomb LOS saves you from the AOE? thats the most annoying part there.

assilley
03-16-2010, 08:41 AM
2 healers can get it, we currently 3 heal me being resto druid (Darde) holy pally and disc priest, we have had times where 2 heals have been given the debuff, half the time raid dmg isnt to high so I'll just WG and regrowth myself and dont normally go over 2-3 stacks personally. Still a toss up between mallaeable goo and this one for most annoying.

What I would like to know is for a 2 tank set up, what are the best classes to tank this, we currently have a Pally as MT for this fight with our War tank to help in P3, how to DK's fair?The problem we have tho is if our DK was to tank, we lose one of our top DPS, and when I go resto, we lose another top DPS

Furio
03-16-2010, 10:20 AM
Does this fight have a specific enrage timer? I see DBM running a 10min enrage timer but I see other folks citing no enrage.

Our best attempts on 10man have had us wipe at 12seconds remaining with 12% health remaining. Currently using a 2 tank, 3 healer setup. Working out the kinks currently with about 6 hours grind time for 3 different groups so far.

RavenPrime
03-16-2010, 11:08 AM
Didn't see anyone mention this before but Warrior Intervene removes the debuff from Frost Breath. Was having problems on our first attempt getting to the frost tombs during phase 2 b/c the debuff caused me to be running in slow motion. So I used Intervene and nicely, the debuff disappeared.

assilley
03-16-2010, 04:51 PM
Yes there is an enrage timer at 10 minutes, we've hit it once.

psyquest
03-18-2010, 01:51 AM
I would love some pointers on the 25 man version. I am a hopeless raid leader that had to take on the position in my guild since our 2 others raid leaders left.

More specifically I would like to know how you deal with the ice tombs in P1 to P2 transition.
We tried a line of 5 tombs, 4 dps on each one, and invariably someone dies.
We tried 3 tombs at the bottom of stairs and 2 just above that we rush down. We got two issues: people not getting in place quick enough and people getting caught in the tombs.
In P3, no strategy anywhere is describing how you divide your dps group between who dps Sindragosa while some dps the tombs. How many dps do you need on the tombs in P3 and on sindragosa at any one time?

Many thanks.

Shortypop
03-18-2010, 02:45 AM
Some 25man pointers - lots of options, but here's what we've found works for us:

- we do 3 at bottom of the stairs and 2 mid way -- everyone else MUST be right at the top (tanks can intervene to help cover the distance, or stay far out and run in after the iceblocks are up) flat part of the stairs, unless you're tanking Sindrag further out that where she lands no one should have a problem achieving this. We have designated postions for three marks along the bottom - to save confusion, the other two have FFA on the "upper" line. We've had some issues with raid marks, so we've taken to just having the RL and no-one with assist - also we've removed the marks for the ranged debuff (as it confuses things in P3)
- Ranged dps are on the bottom 3, melee on the top 2, but it's everyone's responsibility to make sure none get broken too early and all are approximately equal in health. If you have to break some early, break the back as you can quickly hide behind the front ones, also people need to actively move around the blocks if the aoe is targetted extreme right or left, the less damage you are taking the better as then you can survive the odd too-early-broken-iceblock
- You can HoT the marked people before they get iceblocked, ensuring that they get back to full hp before they start losing health again.
- For P3 we have half the melee and half the ranged hiding behind block (alternating right and left of the ranged camp) - if they do not reset their stacks on their designated iceblock, they can use the next but must go back to their designated one immediately, otherwise one "side" gets out of sync. All ranged are on iceblocks whenever they are up, whether they are resetting stacks or not, melee only have to help on the one they are using to reset stacks.
- Tanking-wise we use alternate iceblocks to reset stacks, basically reset and taunt immediately regardless of the number of stacks on the other tank, this minimises the risk of the OT being tombed and the current tank stacking very very high, we also have had no problems with tanking her from whichever side is closest to our iceblock we've just used (she turns by 180degree very quickly and without moving (or cleaving)), this means we tend to each tank from one side, but if an iceblock goes down too quickly we just adjust.
- Healers are split between the tombs, ensuring at least one MT healer is always not hiding!
- You can LoS the pull behind an iceblock, but it seems like a tight-area where it works (ie. you can reset stacks and still get pulled), but I've also not been pulled in while resetting.

Hope this helps.

psyquest
03-18-2010, 03:15 AM
Thanks for the reply, much appreciated.

If I understood correctly, you raid leader annonces where the first 3 tombed players need to stand (left-middle-center), the other two are FFA middle of stairs.

For phase 3, you have all casters dps, hunters included in tombs duty, whenever there is one, otherwise dps sindragosa. The ranged reset their stacks when need be and are still responsible for destroying the tombs.
when melee need to reset, it is the only time they help in destroying the tombs.

For phase 3 the placement you use is Left Tombs --- Caster/healers in mid section of boss ---- Right tombs
Sindragosa is turned 180 degrees every other tombs in case the tank that just reset his stacks is in the opposite tomb location.

Shortypop
03-18-2010, 03:44 AM
1. Front three tombs are always the same marks in the same order - cross -- skull -- square (I personally have a piece of paper taped to the side of my computer screen!)
2. Yep, but melee must reset every second tomb and must use the one they were assigned to - all melee resetting on one means it dies too fast and the next one dies too slow.
3. Yep, Sindrag isn't turned every time, but if the tank needs to reset at the "far" iceblock from their tanking position, don't be scared about just running in and taunting and turning her.

psyquest
03-25-2010, 01:38 AM
Thank you for the advice.

We are now managing the phase 1 to 2 transitions better. We have been attempting the phase 3 and have faced few issues.

Rogues and dps warriors die very quickly, so we moved them to dps the tombs.

Hunters, mages getting one shot by ice tombs: may be because they have high debuff stacks. I dont know how to deal with this beside no dps above 4 stacks?

We also have an issue with healers not managing their debuff (mystic buffet) to reset. We have 3 healers reset while 3 stay in the middle and heal. Unfortunetaly we have had issues with 2 out of the 3 that have to stay and heal get the debuff (Unchained Magic ) and the tank dies.

Any pointers on how you manage healers in phase 3 please? How do you ensure dps casters do not get one shot if tombed?

Thanks again for your valuable input.

Bodasafa
03-29-2010, 09:08 PM
Our guild is getting to phase 3 consistently, however once we get there its almost an insta wipe. It seems most of our healers are nailed with unchained magic just before ph3 starts or its not clear by that point causing major problems.

We tried using the melee to be on the tombs full time in ph3 and have the ranged work Sindy down. However most of them are casters, which means they have to stop and take backlash damage along with the buffet.

Also I'm curious if Paladins can Beacon the tank and heal them while standing behind an ice block. It seemed to be working however I cannot confirm, so I was hoping someone knew.

Thanks in advance.
-Boda

Martie
03-29-2010, 09:19 PM
Here's a picture I used to explain good iceblock positioning for our tries. (Beacon works, though since you have two tanks, swapping it would be needed.)

When ice blocks are properly positioned, healers can have LoS to everyone in the raid.

http://img59.imageshack.us/i/sindragosalos.jpg/http://img59.imageshack.us/img59/7893/sindragosalos.jpg (http://img59.imageshack.us/i/sindragosalos.jpg/)
http://img59.imageshack.us/i/sindragosalos.jpg/

Bodasafa
03-29-2010, 10:54 PM
Thanks for the picture, I like that set up a lot, makes good sense.

One other thing I'm tossing around, are tanks using Frost Resistance gear for this? If so how much, what ball park number?

Whats the best way to handled healer trade offs when they get Unchained Magic?

Again thanks .

Bodasafa
03-30-2010, 09:14 AM
Here's the conclusions I came up with to give to our guild, let me know if you guys see any improvements I could relay.
--------------------------------------------------------------------------

Phase 3 Ideas:

Positioning

http://img59.imageshack.us/img59/7893/sindragosalos.jpg


All Ranged DPS (minus hunters) are on the blocks since they have a harsher debuff (unchained magic). All Melee DPS (plus hunters) work the boss, stopping attacks at 4 stacks of Chilled to the Bone and resetting Mystic Buffet every other Beacon (Ice Block).

Given the above positioning the melee + hunters should only have to strafe right to reset their Buffet stacks. Healers will have their stacks automatically reset when a new Ice Block is made blocking line of sight.

The only thing I would change from this picture is have the Ranged DPS pile up on the Healers. This way they can DPS the tombs right in front of them and when one is not up they can tag the boss with a few hits. So neither the Healers or Ranged DPS will have to move unless they are the Ice Block target.

As far as dealing with the Unchained Magic debuff itself I think we just need good communication between the healers on who's healing and who's holding back to reset their stacks.

Thegreatme
03-30-2010, 11:28 AM
here are some suggestions I have based on my guilds strat (your milage may vary):

1) split your healers in to 2 groups, have the first group clear on the first block, and the other group clear on the second block, from there each group clears every other block (so one group always clears on the head block, the other always on the tail block)
2)when not clearing debuffs make sure that your ranged and healers are climped up as tightly as possible inbetween the two block drop spots to help prevent accidental chaining of blocks.
3)DPS should be clearing either on every block or every other, their survial is in their hands mostly, not the healers. if a DPS dies from anything other than slowly ticking down, it's their fault.
4) DPS should know what stack of their DPS debuff (melee or caster) is dangerous in p3, for me I think anything beyond 3 melee debuffs is very scary in p3 even at like 2 buffets. ranged can get practice for hardmode and watch the unchained CD timer, right before it comes off CD stop casting all together and once it's out resume casting if they do not have the debuff.
5) healers should be able to stop casting in p3 completely if they get unchained. if you get RNG'd I would even have a back up plan to have some of your hybrids toss out a few heals.
6) if people suck at avoiding the blistering cold, maybe make a call for everyone to get behind a block right before it's off CD, if that block is in range of getting hit by the explosion make sure that it does not die before the explosion happens (you can LoS both the pull and the explosion).
7) always have some sort of CD available for the tank for RNG situations, tanks should be rotating their CD's when ever their buffet gets to like 3+
8) assign specific melee to be killing blocks the entire time, have back ups in case one of these people gets blocked.


also, make sure blocks are NOT in melee range of the boss (meaning melee have to run to go from hitting blocks to hitting the boss), having them that close can screw with LoS and some times you won't clear your debuffs.
I will probably think of some more later, but for now I hope this helps a bit.

Kainon
03-30-2010, 12:30 PM
Thanks for the picture, it was really helpful with our encounter of Sindragosa last night.

Bodasafa
03-30-2010, 12:59 PM
Thanks for the responses. Will give that a try.

Crixus
04-08-2010, 12:56 AM
In phase 3 is it possible for a hunter to be far away enough from ice tombs to shoot them while still LoS'ing Sindragosa to drop mystic buffet? Does Sindragosa's height matter, or is it just LoS'ing the middle of her hit box?

gundecker
04-12-2010, 01:12 AM
Didn't see anyone mention this before but Warrior Intervene removes the debuff from Frost Breath. Was having problems on our first attempt getting to the frost tombs during phase 2 b/c the debuff caused me to be running in slow motion. So I used Intervene and nicely, the debuff disappeared.

This does in fact work, and I think it's the only way for a warrior to break it. You might be able to pop berserker rage during the cast as it will cause immunity to impairing effects, but I personally, have yet to test this out. Can anyone chime in on this???

mansui
04-16-2010, 09:37 AM
http://www.youtube.com/watch?v=JrUfEv7639Y

"a hard day to tank.."

... Sindragosa25 HM filmed by an offtank :/

Abrams
04-16-2010, 07:05 PM
Stingray went into the DBM .lua code between attempts and added that functionality. Unless he has his modified DBM posted somewhere, you'll probably have to do it manually (though it seems DBM will always report players in the same order, so you could do something like the first three names go left to right in the front row, and the last two names are left and right in the back row).

-Splug

Is there anyway I can get a copy of that file? I am not that great with writing mods and what not but that will help me out alot and I know a few others are bound to be looking for it.

ferdy30
04-20-2010, 07:24 AM
I have 2 questions about this fight on 10 man.

1) Does using a tank in frost resist gear to do most of the phase 3 make that phase? If so any suggestions on gemming, other than getting defense capped?

2) Some ppl also mention using one tank and 2 heals and zerging phase 3. If you do this should the tank be in frost resist or regular gear and also what does the dps/heals do about the debuff as well as the tombs? Just to give you an idea if we did this strat our OT would dps and pull about 6000 and one of our healers would dps and do about the same....the rest of our dps would be about 8-10K.

Thanks

Bertus
04-26-2010, 01:19 AM
Ferdy30,

1) I have one tanked in both frost resist and doing it without frost resist gear. I prefer having frost resist gear though, i usally go with the belt and the boots and have those gemmed with stamina.

2) The dps you could can should be no problem for a zerg-tacc. For the frost tombs, we placed it in level with the tank and had ranged burn down the frost tombs, and melee helped if it was needed or melee wanted to reset their stacks. I think both our dps and healers reseted their stacks when they found they had time, i would guess they had about 6-10 when they did this, melee taking a few more. Just remember to have one healer able to reach the tank at all times. Also it should be possible to zerg it with 1 tank 6 dps and 3 healers if you feel that your healer will contribute more as a healer and you have people falling off during ph2.

Rennadrel
05-06-2010, 06:56 AM
I have 2 questions about this fight on 10 man.

1) Does using a tank in frost resist gear to do most of the phase 3 make that phase? If so any suggestions on gemming, other than getting defense capped?

2) Some ppl also mention using one tank and 2 heals and zerging phase 3. If you do this should the tank be in frost resist or regular gear and also what does the dps/heals do about the debuff as well as the tombs? Just to give you an idea if we did this strat our OT would dps and pull about 6000 and one of our healers would dps and do about the same....the rest of our dps would be about 8-10K.

Thanks
Frost Resistance really isn't going to change a lot of factors aside from mitigating her Frost Breath and Frost Aura abilities. Killed her last night with just Frost Resist Aura. When you have two shamans and a paladin healing, survivability is a bit easier then the priest, paladin and druid combo we usually were running it with. The hardest part of the last phase is ice block placement and killing them while maintaining DPS on the boss. You shouldn't risk trying to solo tank the last phase, because there are far too many RNG factors and your tank can die really easily, even OT's can die during the phase. Remember you have to burn through 35% of her health in the final phase, when you are dealing with all the Frost Tombs and Mystic Buffet stack dropping, your DPS won't consistently be on the boss. Unless both your tanks happen to be bear druids and can pop between Cat and Dire Bear forms, you could possibly try to solo tank it with one in Cat form and if your one tank happens to drop, you have a second to swap forms and taunt the boss.

Akolon
05-06-2010, 07:14 AM
Didn't see anyone mention this before but Warrior Intervene removes the debuff from Frost Breath. Was having problems on our first attempt getting to the frost tombs during phase 2 b/c the debuff caused me to be running in slow motion. So I used Intervene and nicely, the debuff disappeared.

Yes, I found this also to be quite handy.

And on top of that, "Every man for himself" also removes the debuff. We also tried Hand of Freedom, but this one didn´t work. Every man for him self is a 2 Min CD slow-remover and works all the time (I use it, when I get more than one stack of the slow).

JacobForThePhail
05-12-2010, 09:30 AM
I was told as a duel wield frost deathknight tank, that I would take too many of her counter-attacky debuffs on this fight, and simply would not be able to clear it with my current spec.

I'm not looking for tips on respec, just confirmation of this if it's true, or if it was just another trade-chat-troll dk hating. My weapons are both slow (2.60) and my gear should be plenty enough for this encounter (5800 GS)

Armory for Ghiacciø if you'd like.

Thanks!

Taliyah
05-17-2010, 02:35 PM
The resetting of the Mystic Buffet stacks seems to be very similar to resetting the stacks in the Garfrost encounter. As a mage, I found that if I use Mage Armor I never have to hide behind the boulders, the effect just drops off me after 1-2 stacks. Would this work here as well?

Edit: nvm, answered my own question with a little more research, and I can't delete this post. Answer seems to be no - according to wowhead, Garfrost's debuff shows "Dispel type: Magic", and the Mystic Buffet debuff shows "Dispel type: n/a". I'd still welcome live confirmation, though, if anyone's tried it.

Lynnx
06-03-2010, 08:12 PM
Was wondering if anyone had confirmation on the mechanic of blistering cold/icy grip being avoidable via los during phase 3. We havent been able to test this yet, but would give me some good info for next weeks attempts.

Kyoki
06-09-2010, 01:21 PM
So im going to be tanking this for the first time tonight. Guild has been getting her to 20% consistently and then people start dropping and we wipe. Im planing on using frost resist boots, belt, and chest. Sadly i dont have an ony ring that i can use. Is it safe to assume double stam trinkets are better then glype and the key? My OT is going to be a feral druid and i was wondering if we should try and solo tank it and have him pick her up if im in trouble or just duel tank it. Which one do you guys think is easier considering our dps and healers are having problems staying alive in phase 3.

Daimon
07-01-2010, 06:22 AM
Well, can we just zerg it now? i mean with the 25% increase dmg is like having a 30man instead 25; we should be able to zerg 3rd phase easily right?

CatabriOnEarthen
07-01-2010, 02:14 PM
Well, can we just zerg it now? i mean with the 25% increase dmg is like having a 30man instead 25; we should be able to zerg 3rd phase easily right?

Let us know how it goes. You can't forget the mechanics of the ice tombs. The come fast and furious, and eventually, you won't have any heals or dps alive to dps Sindragosa.

Mysticcow
07-01-2010, 02:58 PM
Hi Guys
My guild 10 Man team is currently running through the first 10 fights in ICC, however we are seriously struggling with Sinda. Getting her down to phase 3 without a drama, BUT our shammy heals has a speed issue in moving away from the icy pull fast enough to avoid the AOE and dies every time. Is there something else we could try? Have used Aspect of the Pack, Speed Potions, Standing at her back legs, Standing by her front legs etc. It only seems to be the shammy having problems. Any suggestions?

CatabriOnEarthen
07-02-2010, 07:48 AM
Hi Guys
My guild 10 Man team is currently running through the first 10 fights in ICC, however we are seriously struggling with Sinda. Getting her down to phase 3 without a drama, BUT our shammy heals has a speed issue in moving away from the icy pull fast enough to avoid the AOE and dies every time. Is there something else we could try? Have used Aspect of the Pack, Speed Potions, Standing at her back legs, Standing by her front legs etc. It only seems to be the shammy having problems. Any suggestions?

AotP=Aspect of the Stun, for everyone. Not a good idea. Is he keyboard turning, if so...tell him to just run forward or learn to do a uber-fast 180 turn w/ his mouse. Is his computer laggy? Soulstone and Brez.

It's not our shammy having the issues....it's one mage and our priest. BUT..here's the thing...their issue is more of a "I'm new to raiding, and my reaction times to getting out of bad stuff are slow" than a "I'm just plain bad" thing. We've started doing their raid awareness for them in vent. Announcing when the Grip is incoming, when oozes are spawning, switch targets, that kind of thing. Most people would just dump them out of the raid group, I know. But really, how are they gonna learn? Any PuG will boot 'em for incompetance the second they don't get outta stuff. We take the "we'll hold your hand, kinda, but really, we have other stuff to do, so learn quick" approach.

Ryoku
07-04-2010, 06:41 AM
@Mysticcow, we have 2 pallies in our raid, so every single icy pull we have a divine gardien up, helps a lot, because even if people are too slow, they will not necessarily oneshot. Worst case you can hit a DG and a Auramastery at the same time to further reduce the damage.

An alternative would be to have a holy priest hit him with a bubble with the speed thingy

Mysticcow
07-05-2010, 12:47 AM
Hey Guys
Thank you for the info, and we tried it, and it works.
However it appears that we have a plan failure in that we cannot get past this damm dragon.
Spent 6 hours on her tonight, and the best we did was getting her down to 11%.
Have tried the Tankspot fight suggestion, tried a couple of others on U Tube, tried changing healer/tanking combo's etc.
Raid make up was 2 x shammy heals, 1 x resto druid, 1 x Pally tank, 1 x Frost DK Tank, (both tanks well over 60k HP), mage, hunter, 3 dk dps(2 unholy 1 blood).
Changed the pally into holy, one of the dk's into tanking (giving 2 dk tanks), resto shammy and druid, and still could not break that 11%.
Any ideas on a different strategy on downing her?

Carthial
07-13-2010, 08:11 AM
This may be a dumb question but are the tanks supposed to stack thru the phases or where should the ot stand while not tanking?

CatabriOnEarthen
07-13-2010, 08:16 AM
This may be a dumb question but are the tanks supposed to stack thru the phases or where should the ot stand while not tanking?
Pally MT, DK OT is our set up. The DK hangs out in blood presence, smacking the hell out of the dragon, until phase 3, unless for some reason I get an ungodly number of Chilled to the Bone stacks.

rvd30252
07-13-2010, 08:45 AM
omg i hate this boss my 10 man team and my 25 man team have been stuck on her for EVER!! we can get her down to about 10 percent but since we dont have a shaman in the raid group we normally get overwhelmed for some reason....if we had a shaman we could get her down alot easier but the only 80 shaman in our guild is already in another raid group. so i guess where just gonna have to step it up if we wanna kill her.

Mysticcow
07-18-2010, 02:58 PM
Hey Guys
Downed her.!! woot.
Brought in a Disc Priest, and kept the DK and Pally Tank. DK's can cheat by using Anti Magic Shield to remove Chilled to the Bone and Blistering Cold. Other thing we found is if ranged stay at max, they do not get pulled in by Blistering Cold. This includes the heals. Pop AoD and Blood Lust just as she enters Phase 2 (ground phase) and used a tank at each end, so spun her 180 degrees for the tank rotation, worked a dream. By spinning her 180 degree, there is alway a frost tomb beside the tank to get rid of the DoT.

asar
07-19-2010, 12:03 PM
I seem to be having trouble getting out of the way of the cold blast. This mechanic is harder for me that anything in ICC including LK. I get sucked in and it freezes almost so when I attempt to turn around I feel like I am lagged so by the time I run its over.
My only solution so far as been to run straight through the dragon and back through the center of it. I don't have issues as far as lag or anything else on any other fights and may be its me. Any suggestions or alteratives where I won't have issues with my progressing guilds would be appreciated. I am a resto shammie btw.

Thank you in advance

Kazeyonoma
07-19-2010, 12:04 PM
sadly this mechanic has caused many a raider to either turn down their graphics to super low settings, or buy new computers/graphics cards. Being sucked into Sindragosa causes a lot of problems on older/crappier computers.

Farkwarmelmak
07-21-2010, 04:09 PM
Hey guys, My guild is getting ready to prep for a Sindra 25Hm kill, in regards to the slowing debuff applied by frost breath. How do we deal with it, with the added damage from frost bombs the tank would not survive, how can we ensure that he to get's behind the frost tombs?

Kazeyonoma
07-21-2010, 04:59 PM
Freedom him if he can't clear it himself, a warrior can intervene to clear the debuff and also move into position quickly, dk's can AMS to clear the debuff. Druids can shapeshift. Paladins can freedom themselves i guess.

Another method is wherever you drop the tombs, have the tank stand close to but not too close to where they are getting dropped and not necessarily with the rest of the group.

W1nter
07-24-2010, 07:38 AM
Myself and another Resto Shammy had the same issue even when my effects were turned down, best solution I found was to stick a couple of talent points in improved ghost wolf on the enhance tree after that the Blistering Cold was never an issue. I think us Resto Shammys are just slow movers, too many pies or something I guess.

Martie
07-24-2010, 07:41 AM
Hey guys, My guild is getting ready to prep for a Sindra 25Hm kill, in regards to the slowing debuff applied by frost breath. How do we deal with it, with the added damage from frost bombs the tank would not survive, how can we ensure that he to get's behind the frost tombs?
Frost resistance helps an awful lot.

Even without it, you shouldn't have more then a two or three stack of it - you can get to where you wanna be in time. (It's tight, though.)

dtfr
07-24-2010, 10:36 PM
i have questions about the Sindragosa 10 man fight. first we went in with 2 tanks 3 healers 3 melee and 2 ranged. i am wondering if we need only 3 ranged and 2 melee. any criticism on how we need to progress would be greatly appreciated as we want to have Lich King downed before cataclysm. thank you for your time

Kazeyonoma
07-26-2010, 10:07 AM
either setup works fine, i've done it with both 3 melee/2 ranged, and as 2 melee/3 ranged. It's in hardmode where your "ranged, mana users" become more problematic.

Vong
08-20-2010, 02:35 AM
This fight is starting to get really annoying for our guild. We mastered first 2 phases but phase 3 she is just eating us. Our best result so far has been 22%. We use 2 tanks 3 healers and rest dps.
My questions are these.

1. Tanks makeup is me (war) main with bear off. None of us so far use FR gear but I take you mean the lvl200 stuff from ulduar days. If we go with me in full FR and use the bear (cat) to dps and just taunt when I have got how many stacks? Is recomended.
2. Is it better to go with 2 healers (pally and tree) and force the phase 3 thru?
3. Do you still free up dps when they get tombed or leave em? We have 3 Druids in raid so br is an option if tomb goes when they die.

I know we would deff have to free up a healer or ot if they got caught but with 6 dps and the cat is there enough time to kill her before all dps are dead. We have some good numbers on dps with makeup being DK, rogue, Mage, lock and either SP or hunter.
We've spent prob 12-14 hours on her so far and are really keen to chalk this one up and move on before cata.

Thanks in advance.

Vong

Fetzie
08-20-2010, 04:31 AM
Hand of freedom disables the slow effect for a few seconds, is particularly useful for getting behind an ice block both in the air phase and the final phase.

Fledern
08-20-2010, 05:49 AM
Vong a little more info on WHY you're failing would be good tbh.

I'll just go ahead and list the biggest mistakes i usually see:

- Tanks dying to too much spike damage. This usually happens when you take a melee hit, a cleave and a frost breath in quick succession when your healers are trying to deal with tombs and/or unchained magic. Frost resist gear (boots, belts and maybe a resist flask at the most should be adequate, more resist gear will just gimp you too much) on tanks OR better coordination between your healers is the solution.

- DPS dying. In an effort to dps down the boss hard, your dps are ignoring unchained magic/chilled to the bone and going all out. Mystic Buffet stacks will mean they will eventually die.

- Not enough dps/healing: Your dps and healers are too worried about Mystic Buffet stacks and completely fail in doing their job. They need to be a little more brave but not to the point of hitting the above point.

- Tomb failure. This involves everything with tombs. Not hiding behind them to reset buffet stacks, not breaking tombs in time, breaking tombs too early, placing tombs in wrong places (both too close to the boss, especially to the head, and too far away, like the top of the stairs or way across the platform are wrong). Tombs need to be placed in positions where tanks can reasonably reach them in time to clear their stacks but far away that people behind it can clear their buffs, especially near a blistering cold pull. They need to be broken as soon as people have cleared their stacks, not before, not after.

What it usually boils down to is good tank switching (clearing mystic buffet stacks in a timely manner and making sure you dont get the boss to breath on the raid by taunting on the run) and proper coordination between healers (who clears stacks when and who heals tanks in case of tomb/UM).

Vong
08-21-2010, 01:47 AM
Ok reasons I see that we fail are.
Tombs. Phase 3 lol.
The tanks are only dying when we loose healers. It's trying to get raid ro understand that phase 3 is not about dps. Well it is but it's more surviving. I even did a couple of phase 3 attempts with no one dpsing boss. Just to try and get raid ro practice postioning tombs, freeing up tombed players and managing buffs. This kinda worked. Our prob is lack of practice time on this phase. It's very harse on us as we get maybe 1min then wipe. 3 tombs in and people start to drop.

exdeo
08-21-2010, 07:20 AM
Hey Guys
having the same probs as Vong, we have been going the zerg strat and consistently get to 3% with me (feral tank) as last standing, healers are biting the bullet because of frost tombs and the unchained magic debuff, any advice would be appreciated. We generally blitz through the first ten in 2-2 1/2 hours then spend 90 mins wiping on sindra getting to be a total pain in the ass. Composition is hunter mage rogue uh dk 1 shammy heals 1 pally heals 1 druid heals warrior bear tank and a shammy dps. Any advice or hep would be appreciated, frost tombs seem to be a problem with positioning as well.
We have tried the los behind tombs strat splitting the grp, two tanks, etc etc and fail consistently.
thanks

Flannen
08-26-2010, 03:41 PM
can anyone tell me which addon it is that the fury warrior is using, to let him know when to use his slam?