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  1. #1
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    Sindragosa Encounter

    Hello, and welcome to Tankspot's written pre-release strategy guide on the Sindragosa Encounter in Icecrown Citadel. My name is Spiritus and I will be going over the abilities seen on the PTR for this fight, as well as some basic speculative strategy on how to approach your first attempts.

    BIG NOTE: As always, this is all speculative, but well researched. Nothing is ever certain until launch day, and even then the fight mechanics can change overnight. If I feel dodgy on something, I say so. Below is my favorite PTR capture:





    Environment, Positioning, and Pull:

    (1) Sindragosa's terrace is a circular area. It is advised to fight her on the stairs near the entrance way. More on that later in the phase2 section.

    (2) You can get away with one tank on this fight with very high DPS. However, two tanks are preferable for phase3.

    (3) This fight borrows elements from the Saphirron fight, and has all the generic "dragon" abilities. Raid positioning and awareness is key to this encounter.

    (4) Starting positioning is simple enough to start. Given the cleave and tail swipe, your raid should pick one side of her to stand on, with the melee in the usual "dragon" positioning. Only one tank is needed until the soft enrage at 30%.

    Boss Abilities:

    Sindragosa has three phases: ground, air, and soft enrage. She has a total of 34.86m HP. I will break down each phase and the abilities there-in:


    <---Phase1 [Ground]--->
    Phase one is fairly generic with only a few abilities to really be concerned with.

    Frost Aura
    Raid wide persistent aura.
    Inflicts 4,500 Frost damage to the entire raid every 3 seconds.
    Oh noes. A raid wide damage aura. Blizzard hearts trees =). Run frost aura or totem.

    Cleave
    Inflicts normal damage plus 50 to an enemy and its nearest allies, affecting up to 10 targets.
    After graduating from Dragon Boss School, Sindragosa quickly became a master of the cleave. Don't stand in front of the boss.

    Tail Smash
    Inflicts 11,250 to 18,750 damage on enemies within 16 yards of the tail's impact point, knocking them back.
    During her time in graduate school, Sindragosa became a leading figure on the distinction between a tail swipe and tail smash. Laymen are still confused as to the difference. Don't stand behind the boss.

    Frost Breath
    1.5sec cast.
    Inflicts 37000 to 43000 Frost damage to enemies in a 60 yard cone in front of the caster. [speculative] In addition, the targets' attack speed is decreased by 50% and movement decreased by 15% for 1.50 min. [/speculative]
    Basic conical breath attack. PTR footage seems to contradict datamines that suggest there is a stacking movement and attack speed debuff associated with this ability. That being said, it is a possibility that if this goes live it will force tank switches during phase1. Either that, or it is dispel-able, though 1.5m debuffs nowadays rarely are.

    Permeating Chill
    8sec duration. Stacking debuff.
    Causes those who attack Sindragosa with physical attacks to have a 20% chance to be Chilled to the Bone, dealing 1000 Frost damage per 2 sec. for each application.
    It is assumed that this effects hunters as well as melee. If stacks get too high, simply stop attacking the boss for 8sec to reset. Obviously, this is a bigger concern for fast attacking classes.

    Unchained Magic
    8sec duration. Stacking debuff.
    Inflicts an arcane malediction on the target, causing any spells cast to result in a backlash of Arcane power for 2000HP per application after 8 sec. Multiple spellcasts by the afflicted target will intensify the effect of Instability [name of the stacking debuff].
    This is cast on casters, and presumably healers. Stop casting for 8sec when under the effect of this debuff.

    Icy Grip
    Instant Cast.
    Extend tendrils of frigid wind to pull all nearby enemies to the caster.
    This spell is cast once during every phase1 period. All players all pulled into melee range of the boss at which time she casts...
    Blistering Cold
    5sec cast. 25yd radius.
    Inflicts 35,000 Frost damage to all enemies within 25 yards.
    You have 5sec to get to a 25yd distance. High HP tanks may opt to eat this to maintain boss positioning.

    <---Phase2 [Air]--->
    At 85%, and then approx every 2min, Sindragosa will lift into the air for phase2, which lasts approx 45sec. Using the strategy below will maximize your DPS time by minimizing movement. Shortly after liftoff, Sindragosa will mark 5 players with...

    Frost Beacon
    Instant Cast. 7sec duration.
    Marks a target for imprisonment in an Ice Tomb.
    After 7seconds, the 5 raiders marked with Frost Beacon will be placed in an...

    Ice Tomb
    453.6k HP
    Entombs the targeted foe and all enemies within 10 yards in ice, dealing 15,600 to 16,400 Frost damage. Entombed targets take 8% of total health every second via Asphyxiation until the Ice Tomb is destroyed.
    The goal of the 5 marked raiders is to create a line of Ice Tombs 10yds apart at the base of the stair case. These tombs provide LoS from...

    Frost Bomb
    4 casts.
    Inflicts 23,563 to 26,437 Frost damage to all players within line of sight.
    The frost bombs are only cast on the large platform area of Sindragosa's terrace. Therefore, by creating a line of frost tombs at the base, you will never have to rotate around as you DPS down the tombs to free your fellow raiders.

    Split up your DPS in fifths and single target each down, making sure your raid is behind them at all times. Do not break them until the final frost bomb has gone off. After 4 frost bombs Sindragosa will return to phase1. At 30%, she enters...


    <---Phase3 [Soft Enrage/Burn]--->
    Phase 3 begins at 30%. Sindragosa retains all her abilities from phase1, borrows one from phase2, and adds a new one for phase3. Immediately after 30% is the best time for heroism/BL.

    Frost Beacon & Ice Tomb

    Approx. 15-20 frequency.
    See phase2 above.
    When someone is beaconed, they will become frozen in a frost tomb identical to phase2. DPS MUST break them out. Use this time to reset your stacks of Mystic Buffet. Have them run at least 10yards away from the raid to be entombed somewhat near the tanks.

    Mystic Buffet
    Instant cast. 7sec duration. 5sec frequency. Everyone within LoS.
    Buffets all nearby foes with magic every 5 sec., increasing magical damage taken by 15% per application.
    If not mitigated by LoSing vis Frost Tombs, the stacks will cause a raid wipe. Two key abilities in Frost Breath and Frost Aura will become unhealable with large stacks of Mystic Buffet.

    Frost breath deals a maximum of 43k HP without resists or absorbs. With a 15% stacking increase every 5sec, this quickly becomes a one shot. With white hot DPS, you can begin a CD rotation on your tank to prevent a wipe. Most guilds, however, will fare better with a two tank rotation. After your first frost tomb is placed near the tanks, have your OT stand behind it to clear the Mystic Buffet debuff. When the stacks get too high on the MT, have your OT move into position and taunt, while the MT runs behind the frost tomb for 7seconds to clear his stacks.

    Frost Aura will also provide a similar quandary for healers and DPS. Simply have all (or half depending on your rDPS) DPS move behind the Ice Blocked player to reset the stacks. With proper placement, all healers should be able to LoS the boss while still being able to heal the raid and tanks. If not, have a rotation so there will be enough HPS on the tanks at all times.


    When Sindragosa's health reaches 0, you win.

    IMPORTANT NOTES:

    (1) The key to this fight is raid positioning and personal raider awareness on debuffs.

    (2) High level guilds may be able to get away with one tank. For most guilds, two tanks are recommended.

    (3) Use heroism/BL at the 30% soft enrage.

    (4) If it wasn't obvious, run frost aura/totem.

    (5) Hooray! Lightwell is useful! Place a lightwell down near tombed players. You can click LW while stunned, dontchaknow?


    There are a lot of recycled mechanics in this fight with key new ones that demand high quality execution. The key [queue broken record] is proper positioning.

    As always, feel free to add info to this post that will further everyone's understanding of the fight.

    Good luck on the Sindragosa Encounter and clearing the last boss before the Lich King!



    PERSONAL NOTE
    I'd like to thank the TankSpot community and all those visitors who have provided an extremely positive and constructive atmosphere to discuss PvE strategy. I have had a lot of fun writing these guides and discussing them with you all. Baring Sunwell 2.0, I will not have much pre-release work to do until Beta for 'Clysm. Until then have a great 3.3!

    Last edited by Spiritus; 02-03-2010 at 07:37 PM.

  2. #2
    Hmm the main tank must be with frost resist equip?

  3. #3
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    No, frost resist gear is not needed for this encounter. It is, however, recommended to run frost aura/totem.

  4. #4
    That shield at the stairs technique seems like a really dodgy way to avoid a major element of the fight. I wouldn't be surprised if Blizz nerfed it in some way (invisible wall on the stairs probably).

    Frost Breath screams tank swap, especially since there hasn't been a single one-tank fight in ICC yet. I'm willing to bet it does something horrible to the tank in some way. Maybe it stacks and frost tombs you at a certain stack limit.

  5. #5
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    Well, the "wall" will slowly start to fall apart as you kill each tomb. To keep the entire wall up throughout the entire air phase, you need to be extremely strict with dps to try and keep them all alive till the 4th (or at least 3rd) frost bomb. I'm sure raids will occasionally kill off a tomb or two by mistake or towards the end of the phase, which will mean the raid then has to try and LoS the normal way. No matter which method you use, your raid will have to understand how to LoS the bombs as if there were only 1 tomb up to avoid dying to the bomb if dps is a little sloppy during that phase.

  6. #6
    On a german website it is mentioned that you can and must dispell the debuff from the frost breath.
    I'm not sure if it is correct. Just wanted to inform you because most of the user can't speak german.
    Here is the Link to the german site: http://www.hordeguides.de/index.php?rb=37755

  7. #7
    Dispelling the breath debuff didn't work anymore on late PTR.

  8. #8
    if the frost breath ability remains this way, it would be a HUGE detriment to dps, considering that being hit by it is a requirement of the quest line to obtain forstmourne.

  9. #9
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    Like bloodmirror on queen, I don't believe you'll take full damage from the breath, rather absorbing it and putting a stacking debuff on you, up to 4 times for the shadowmourne questline.

    Also, I heard the stacking up on the stairs bit was fixed. The raid must flee towards the stairs to avoid being hit by the Ice Tomb because in addition to encasing everything in 10 yards around it in ice, it now also does heavy splash damage. Stacking the Ice Tombs in one spot is no longer a viable strategy so each marked target must reach a predetermined location based on the design on the ground.

  10. #10
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    If the stacking bit was fixed via a heavy AoE on entombment, I would still "stack" them on the stairs, just in 10yard intervals. That way you still do not have to rotate around the blocks. I would then split up the DPS into 5 groups to bring down each block.

  11. #11
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    Quote Originally Posted by DeviousOne View Post
    Also, I heard the stacking up on the stairs bit was fixed. The raid must flee towards the stairs to avoid being hit by the Ice Tomb because in addition to encasing everything in 10 yards around it in ice, it now also does heavy splash damage. Stacking the Ice Tombs in one spot is no longer a viable strategy so each marked target must reach a predetermined location based on the design on the ground.
    I think a lot of people saw this coming, lol.

  12. #12
    Quote Originally Posted by Spiritus View Post
    No, frost resist gear is not needed for this encounter. It is, however, recommended to run frost aura/totem.
    If main tank wearing a full frost resist set will it work? I mean is it possible for a frost resist tank to solo tanking it?

  13. #13
    Quote Originally Posted by Sterops View Post
    If main tank wearing a full frost resist set will it work? I mean is it possible for a frost resist tank to solo tanking it?
    I see absolutely zero reason why you would try to risk frost resist gear.
    At this stage in the game, it's a massive detriment to health, armor, plus the lack of Defense (or any other avoidance stat) will not only lower your already lowered avoidance, but further magnify the health lost having to re-adjust.
    I could *maybe* see a Druid doing it as they lose the least so to speak, but personally I won't be running the risk.

    I'm sure it's possible, but I don't really see the benefit of doing it.
    Last edited by tuffmuffin; 02-03-2010 at 12:16 AM.
    "Upon an order we plead, with the lure of a song, a sacred song, to the moon and the stars. An illusionary light is here placed."

  14. #14
    Frost resistance plus lots of armor is very good as the main tank. You resist half of the breath's and the other half does like 1/4th damage. Especially nice in P3.

  15. #15
    Quote Originally Posted by tuffmuffin View Post
    I see absolutely zero reason why you would try to risk frost resist gear.
    At this stage in the game, it's a massive detriment to health, armor, plus the lack of Defense (or any other avoidance stat) will not only lower your already lowered avoidance, but further magnify the health lost having to re-adjust.
    I could *maybe* see a Druid doing it as they lose the least so to speak, but personally I won't be running the risk.

    I'm sure it's possible, but I don't really see the benefit of doing it.
    Thats not that much detriment to health(its like 100 sta or so) buddy and in general you need armor and avoidance stat beacuse most of the dmg from boss is physical right?
    If all the dmg from boss is magic, do you still need armor and avoidance stat?
    By watch a few logs, in this boss fight 60% dmg from boss is frost and 40% is physical.
    If im def cap with frost resist gears,the result of doing this is that I have less avoidance stat and armor but more frost resist to handle the 60% frost dmg from boss.
    In additon, solo tanking = one more dps = more win.
    Im asking the question here just want to know which one is better? a bit more hp,armor and avoidance or much more frost resist + one more dps

  16. #16
    So better 2 normal tank or 1 with frost res ?

  17. #17
    Quote Originally Posted by Sterops View Post
    If im def cap with frost resist gears,the result of doing this is that I have less avoidance stat and armor but more frost resist to handle the 60% frost dmg from boss.
    In additon, solo tanking = one more dps = more win.
    Im asking the question here just want to know which one is better? a bit more hp,armor and avoidance or much more frost resist + one more dps
    You need two tanks.
    Frost resist reduces the breath damage and that's what kills the tanks in P3.

  18. #18
    My guild ran this last night and ran into a little bit of trouble. We did about 8-9 attempts on this before trash respawned and Spinestalker bugged and wouldn't land.

    Once you get the basic concept of the fight down, until 35%, it is a very easy fight. We had a 2 tank warrior/pally tank combo. 3 heals, Shaman/Pally/Holy Priest. 5 dps, 2 hunter/2 mage/1 fury warrior.

    Tank and spank ground phase with running out for the blistering cold, and watching debuffs for the dps. We swapped tanks every ground phase, taunting as he goes up into the air so he comes down to the next tank. Air phases, we ran up the steps, and I called one person to be in the center, with the other person knowing to go to the left side so damage doesn't splash. Our ranged dps'd down the far iceblock, with tanks/fury warrior on the one in front of us. We had an average of 3 air phases before she goes to P3.

    Phase 3 we a couple of things. We tried LoSing the first iceblock, and then killing it to essentially reset the debuff and save the person every block. This didnt work too well, we just didnt have enough dps on the boss before we had deaths. We also tried just dpsing the iceblock with ranged and not LoSing. Same problem, except everyone died at like 14-15 stacks. That is where our last wipe was.

    Im curious for our next attempt if a 2 heal/1 tank strat could work. The frost breath debuff would be a problem, esp at the end when you cant move or heroic strike, but I think with misdirects regularly and heals through the last air phase it could work better for phase 3.

  19. #19
    Just for you naysayers about Frost Resist. I tried a few attempts with and a few attempts without it (solo tank). And I took way less damage overall. The AOE dot was hitting for like 400, the frost breath was hitting for like 10k and the melee debuff was around 400-800 too. You can also fully resist a frost breath and not get slowed. I still had ~30% avoidance, 32k armor and about 53k hp raid buffed.

    As for solo tanking... we got her to about 10% before things got interesting. I was able to take a max of 19 stacks of the debuff , but at that point it was unhealable. We'll be going back with 2 tanks, but I will still wear frost resist.

  20. We put in 5 attempts last night on 10 man. Phase 1 mainly focuses around mastering some fairly mundane raiding concepts.

    Failing to run out of the frost AOE is lethal. Remedial raiders died here until they unfucked themselves. We took a few hits from bad LOS on frost tombs. However, the damage isn't sufficient to kill anyone. LOS was easily corrected.

    Generally,as stated earlier, pre-35% is very basic.

    When 35% hits, things change. DPS will begin to take very significant damage from the frost aoe + the applicable "DPS Limiter" mechanic + mystic buffet. We only put in a few attempts so didn't get to really feel this phase out. Damage taken increases drastically for the raid. Tombs are a problem and will kill / nullify a raider if not killed.
    Last edited by LogisticSaucer; 02-03-2010 at 11:15 AM.

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