
Originally Posted by
mattyplo
This achievement was, far and away, the biggest thing my 10 man was worried about towards getting our Drakes. We did HM Sindy a couple weeks ago, and I think the control we developed learning her hardmode really made the achievement a cakewalk. (On the flipside of course, the control you learn from the achieve will make the HM easier...) When we got to it, I think it took us just 8 attempts, with several screwups sub-5%. Just a few tips I have for anyone trying this achieve:
1. Go download an addon called Smorgasbord. It will alert the raid whenever someone gets a 6th stack. This is an absolute lifesaver when your OT gets a 6th stack at 3% and everyone is so focused on other things they might not notice without the fail message in raid chat.
2. If you normally do this with 3 heals (as we do; we have a disc and holy pally as our main healers, and an ele sham who goes heals when we need, and typically does for Sindy), try it with two as long as you have a hybrid who can help heal if you get unchained on one healer and iceblock on another in p3. The added DPS makes the whole thing go so much faster, which means less time for screwups in p3.
3. Use hero when Sindy hits 40%. She seems to skip a blistering cold if she's transitioning to ground phase around the same time, so we seemed to get the most hero uptime using it at 40%, and we had her down to sub-30% before the first iceblock was even out, which gave us a very nice jump.
4. Assign *one* melee to break blocks, with a second dps as backup *only if* the main block breaker is tombed. Use absolutely no dots on the blocks - just direct damage, so you have the most control.
5. As the first block is going out, have the OT get back behind where it's going to land, so they only have to make slight adjustments to drop stacks. Doing this, my OT was able to drop his initial stacks and come taunt before I even hit the 4 stack mark.
6. Leave the first block up until the first tank also drops stacks behind it. After that, have the tank that's dropping stacks call out when they're clear, and then break the block they were behind. The timing is such that you're best off leaving the first up a little bit longer to ensure the tank gets stacks dropped, but from there it's tank drops stacks -> break block.
7. Tanks need to leave the block as soon as their stacks tick to 1 second and go taunt. Don't wait for them to fall off, or a second longer. As soon as you know they're going to drop, go relieve the tank so he has time to drop stacks, even if there's some bad RNG.
8. Casters/healers should just drop stacks on every block, to be absolutely certain they don't get too many, in case there's a blistering cold. They should be able to jump behind with 3 seconds left, stay until the stack hits 1, and then be fine.
9. This is mainly for warrior tanks, but I highly recommend making a charge/intercept macro for getting out to blocks. Normally, charge is enough, but it sucks when you charge and then immediately get pulled back in by blistering. Macro it together with intercept, so you can pop right back out if you're pulled in. I also use an intervene focus macro on that fight, to get out during the start of air phases, but it can also be very helpful for quickly getting out to blocks.
10. Also for tanks - make a macro for taunting Sindy and taking over. It's *way* too easy to inadvertently still have an iceblock targetted and "taunt" it when you think you're taking Sindy. Taunting iceblocks was the cause for two of our fails, lol.
All in all, it's not a bad achieve to do, but I found it *extremely* stressful for myself and the other tank. We were the fails on I think 5 of our 8 attempts, and it was almost entirely due to just getting a little off on timing.
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