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Remove the forums we dont ever use?

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Total Votes : 10


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Post  Itsybitsy Wed Feb 03, 2010 1:01 am

Raid Composition

25 Man
1 tank - Your raid will need a single tank to control Sindragosa whenever she is on the ground.
5-7 healers - Your raid will want at least 2 tank healers to keep the tank topped off during ground phases, and at least 3 raid healers to heal the constant damage from Sindragosa's Frost Aura and the damage done to random players slow to react to Unstable Magic and Permeating Chill. All healers will need to help heal the victims in the Ice Tombs during each repetition of Phase 2.
17-19 DPS - You will want to bring a good balance of physical and magical DPS, because there are times during the encounter that either type will be unable to safely attack the boss. There are no other encounter-specific considerations, aside from making sure to bring DPS who are aware enough of what's going on around them to not kill themselves with Unstable Magic or Permeating Chill.

10 Man
1 tank - Your raid will need a single tank to control Sindragosa whenever she is on the ground.
2-3 healers - Your raid will want at least 1 tank healer to keep the tank topped off during ground phases, and at least 1 raid healer to heal the constant damage from Sindragosa's Frost Aura and the damage done to random players slow to react to Unstable Magic and Permeating Chill. If players are constantly dipping low, bring a 3rd healer to help with both tasks. All healers will need to help heal the victims in the Ice Tombs during each repetition of Phase 2.
6-7 DPS - You will want to bring a good balance of physical and magical DPS, because there are times during the encounter that either type will be unable to safely attack the boss. There are no other encounter-specific considerations, aside from making sure to bring DPS who are aware enough of what's going on around them to not kill themselves with Unstable Magic or Permeating Chill.
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Post  Itsybitsy Wed Feb 03, 2010 1:03 am

Mobs and Abilities

Sindragosa

Both Phases
Frost Aura - This is a persistent aura emanating from Sindragosa as long as she is alive. It will hit everyone in the raid (50000 yard range) for frost damage every 3 seconds until she dies.

Phase 1 (On the Ground)
Cleave - Sindragosa will periodically use this ability to hit up to 10 players in front of her with an enhanced melee swing. In order to avoid this damage, everyone but the tank just needs to avoid being within melee range in front of the boss.

Tail Smash - Sindragosa will use this ability every XX seconds, smashing her tail to the ground and hitting anyone within 20 yards behind her for a large amount of damage while also knocking them away. This damage is also avoidable: no one should stand behind the boss.

Frost Breath - Every XX seconds, Sindragosa will use this ability, dealing a very large amount of damage to anyone in a 60 yard cone in front of her. This ability also leaves a 90 second debuff on those it hits, reducing their movement speed by 15% and attack speed by 50%. This debuff can stack up to 6 times.

Permeating Chill - This is an instant cast, 8 second duration buff which Sindragosa periodically applies to herself. While this buff is active, each physical damage attack done to her has a 20% chance to debuff the attacker with Chilled to the Bone. Players who deal physical damage should immediately stop attacking the boss (including auto attack swings) when she has this buff.

Chilled to the Bone - This is the debuff applied via Permeating Cold. It is a damage over time ("DoT") effect which will do 1000 frost damage every 2 seconds for 8 seconds. This debuff can stack all the way to 99. Gaining new stacks of this DoT will refresh its duration.

Unchained Magic - Sindragosa will periodically place this 30 second debuff on a random player in the raid. While debuffed, any spells the afflicted player casts will cause them to gain a stack of Instability. Players hit with this debuff should stop casting immediately, and it should be dispelled off them as quickly as possible.

Instability - This is the debuff caused by casting when debuffed with Unstable Magic. The debuff lasts for 8 seconds and, when it expires, it deals 2000 arcane damage to the player it was on. This debuff stacks to 99, and new stacks refresh its duration.

Icy Grip - Sindragosa will use this ability right before each time she starts casting Blistering Cold. It will very quickly pull all raid members through the air and into a pile on top of the boss, as if she cast an AoE version of the death knight ability Death Grip. Every time this happens, all players (except perhaps the tank) need to immediately run away from her, so they don't die when she finishes her Blistering Cold cast.

Blistering Cold - Right after each time she casts Icy Grip, Sindragosa will begin this 5 second cast. When the cast finishes, every player within 25 yards of the boss will be hit with a very large amount of frost damage. As player run speed is 7 yards per second, the damage from this cast is completely avoidable as long as players are vigilant and run out quickly after being pulled in by Icy Grip.

Phase 2 (Flying)

Frost Beacon - Sindragosa will use this ability on random raid members (2 at a time in 10 man; 5 at a time in 25 man) right as she flies into the air at the start of each Phase 2, marking them as her next Ice Tomb victims. Players will have 7 seconds to react before the Ice Tombs hit. The marked raiders should group together at the planned location, and everyone else should move at least 11 yards away from them. Healers should make sure that the players marked with Frost Beacon are kept topped off, so they don't die when the Ice Tombs hit.

Ice Tomb - Seven seconds after a player is marked by Frost Beacon, that player will take a large hit of frost damage and be encased in a solid block of ice. Any other players within 10 yards of the marked player will also be hit and encased in blocks as well. The blocks of ice are targetable, and must be killed by the rest of the raid in order to free the players inside them, similar to Lord Marrowgar's Bone Spikes. While inside Ice Tombs, players will take constant damage from Asphyxiation.

Asphyxiation - this is the debuff on players encased in Ice Tombs. They will take 8% of their max health as damage every second until they are freed from the Ice Tomb or they die.

Frost Bomb - Sindragosa will cast this ability at a random location in the room (not a player's location, just a random location on the floor). The place the Frost Bomb will hit will have a targeting reticule on the ground similar to the one that appears during the Gunship Battle where mortar shells are about to impact, except this time the animation is light blue. About 2 seconds after this ground animation appears, the Frost Bomb will explode at that spot, dealing a lethal amount of damage to any players within line of sight. To block line of sight, all players must position themselves so that one of the Ice Tombs is between them and the Frost Bomb's targeted location. Sindragosa will cast this ability 4 times, targeting a new random location each time, and then she will land, either going back to Phase 1 or transitioning to Phase 3, depending on her HP percentage.

Phase 3 (Permanently Landed)
During this final ground phase, Sindragosa continues to use all of her Phase 1 abilities, and also has an added ability called Mystic Buffet, which essentially places a timer on the rest of the encounter. As this debuff stacks, the raid will take more and more damage from Sindragosa's Frost Aura, eventually surpassing anything your healers can keep up with, wiping the raid. Throughout Phase 3, Sindragosa also puts Frost Beacon/Ice Tomb on single random players. These Ice Tombs can be used to break line of sight with Sindragosa long enough to reset the Mystic Buffet stacks, and also must be killed in order to free the player inside, if you don't want that player to die.

Mystic Buffet - Sindragosa applies this buff to herself as soon as she transitions into Phase 3. The buff pulses every 5 seconds, and each time it pulses, it debuffs all players in line of sight with the boss, increasing their magical damage taken by 15% per stack.
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Post  Itsybitsy Wed Feb 03, 2010 1:06 am

Strategy

Phase 1
Once your raid is buffed up and ready to go, everyone can run in together and divide up into positioning similar to the diagram below. As with most fights against dragons, make sure everyone is careful to avoid running/standing directly behind the boss, and that only the tank stands directly in front of her as everyone gets into position, to prevent her breath or tail from killing anyone.

Sindragosa Sindra10

Once positions are settled and the tank has a firm threat lead, DPS can go full force. The raid healers will need to immediately start counteracting Sindragosa's Frost Aura, and the tank healers should keep the tank topped off constantly, healing up every Frost Breath damage spike as quickly as possible.

About XX seconds into the fight, Sindragosa will either put Unstable Magic on a random player, or put Permeating Chill on herself. She will continue using these two abilities periodically whenever she is on the ground. For each Unstable Magic cast, the afflicted player needs to stop casting immediately until the debuff fades from them. For each Permeating Chill cast, ALL physical damage dealers need to stop attacking the boss until the buff fades from her. In both cases, raid healers need to watch for the respective player debuffs (Instability from Unchained Magic, and Chilled to the Bone from Permeating Chill), and heal up those who take damage.

Every XX seconds during repetitions of Phase 1, the entire raid will be sucked in to a pile on top of the boss by her Icy Grip ability. As soon as the animation pulling them in ends, everyone needs to run away from the boss as quickly as possible, so no one dies to the Blistering Cold cast she starts right after each Icy Grip. As soon as the Blistering Cold cast goes off, everyone can regroup at their previous Phase 1 positions (again being careful not to pass within range of Tail Smash, Cleave, or Frost Breath) and resume DPS/healing.

As long as Sindragosa is above 30% HP, she will take off into the air every XX seconds, signaling a transition to Phase 2.

Phase 2
As soon as she begins to take off, she will also cast Frost Beacon on a set of random players (2 players in 10 man, or 5 players in 25 man). These players should run toward a pre-designated area, while the rest of the raid runs to the designated safe zone. The diagram below shows one example of how your raid might choose to set up these areas, but feel free to adjust to something different if it fits your raid better. As long as the safety zone is 11+ yards away from the Frost Beacon zone, it will work just fine.

Sindragosa Sindra12

Once their Frost Beacon debuff timer has worn down, the afflicted players will be hit with Ice Tombs, and Sindragosa will choose the location of her first Frost Bomb. Everyone not encased in a block of ice should clump up right next to the ice-blocked players, using the Ice Tombs to block line of sight between themselves and the Frost Bomb targeting animation. Once in a safe spot, DPS should start using area of effect ("AoE") abilities to begin damaging the Ice Tombs, and healers should be sure to keep the players inside the ice (the ones with the Asphyxiation debuff) healed up. As soon as the first Frost Bomb hits the ground, Sindragosa will pick the location for the next one. The pile of raiders not stuck in ice will need to shift positions to put the Ice Tombs between themselves and the new Frost Bomb targeting animation, and then continue AoE'ing the Ice Tombs and healing the trapped players. This process repeats for the third and fourth Frost Bomb casts. Below is a diagram showing 4 possible Frost Bomb casts, and the sequence of movements the raid takes to be safe from each.

Sindragosa Sindra13

During this time, DPS need to be careful of their pace in killing the Ice Tombs. If they go too slow, the players trapped inside won't be freed in time, which will cause positioning issues when the raid transitions back to Phase 1. The larger danger, however, is DPS actually going too fast, and killing all the Ice Tombs before the last Frost Bomb. Doing so will result in a wipe since the raid will have nowhere to hide when the bomb goes off.

After four Frost Bomb casts, Sindragosa will land, and if she is still above 30% HP, Phase 1 will start again.

Phase 3
Once Sindragosa is brought below 30% HP, she will become permanently grounded, and Phase 3 will begin. The positioning for this phase is the same as in Phase 1, and all of the Phase 1 abilities will continue to take place. However, additional steps must be taken to survive the boss' added abilities long enough to finish her off. Because of the added danger, this phase is the one you will want to get through the fastest, making it the best time to utilize Bloodlust/Heroism, and any individual cooldowns.

The first thing the raid will need to adjust to is Mystic Buffet. This debuff will start stacking on everyone, which means that raid healers will need to start healing harder, to keep up with Sindragosa's Frost Aura doing more and more damage to the raid. It also means that the tank healers will have to be even more vigilant for Frost Breath attacks against the tank, as these will begin to hit harder and harder as well.

The second is that individual players will be hit with Frost Beacon, and will need to run away from the rest of the raid before their Ice Tomb hits, so the whole raid doesn't get stuck in ice.

There are two strategies for succeeding at this phase of the encounter, and which you use will depend largely on the DPS in your raid. If your DPS is strong enough to kill Sindragosa before the Mystic Buffet stacks get high enough to make Frost Breath lethal to your tank, or Frost Aura damage un-healable for your raid healers, then you may choose to simply ignore the players hit with Frost Beacon as they run out of the raid, and have everyone else just burn down the boss. However, if your DPS cannot kill her fast enough, or if too many high-output DPS are put into Ice Tombs, then your raid may need to run to the Ice Tombed players, and free them as fast as possible while keeping the Ice Tombs between themselves and Sindragosa, so that everyone's Mystic Buffet stacks reset. Now, clearly the tank cannot do this at the same time as the rest of the raid, since the boss will just follow him/her. So if your raid finds this strategy necessary, then you will also have to plan for someone to tank temporarily after clearing their Mystic Buffet stacks, while the regular tank removes their own Mystic Buffet debuff by hiding behind the next Ice Tomb to be created long enough for the stacks to fall off.

Whichever tactic your raid uses, make sure all the DPS are aware that Sindragosa will still be using both Unstable Energy and Permeating Chill, so they need to watch out for those casts even while trying to kill the boss quickly.

Regardless of any tactics used, Sindragosa will enrage 10 minutes after she enters combat with your raid. This is a hard enrage, and it will kill everyone nearly instantly, as the first enraged pulse of her Frost Aura will be deadly. Strong DPS and healing, as well as quick reaction times and good raid coordination, will be essential to killing this boss. But the challenge is worth it: the Lich King awaits!


Last edited by Itsybitsy on Wed Feb 03, 2010 1:18 am; edited 1 time in total
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Post  Itsybitsy Wed Feb 03, 2010 1:14 am

http://www.stratfu.com/strats/sindragosa
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Post  Beaker Wed Feb 03, 2010 1:20 am

Seems like quite a simple fight with mechanics we've seen before.

- Tank her away from raid with people avoiding her front and tail as per usual dragon bosses.
- If casters get Unstable Magic stop casting until it goes away
- Melee dont hit when she has Permeating chill (since hunters dont falll into either category does this mean we can nuke non stop? Smile)
- When she pulls the entire room in close...run away (to the sides obviously and not the front or tail)

- In air phase people with frost beacon group up and become the Ice tombs.
- Raid get in close and use the ice tomb to LOS the frost bomb, moving around them as needed.
- At same time AOE down the ice blocks and healers heal those trapped. (be sure not to break the tombs until after the last bomb)

- in phase 3, she stays grounded but still cast ice tombs. People need to move away if they get the beacon then be broken out.
- Magic Buffet is the soft enrage timer. It stacks and raid takes more and more damage
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Post  Fredhenk Wed Feb 03, 2010 1:35 am

each physical damage attack done to her has a 20% chance to debuff the attacker with Chilled to the Bone.

tough luck beaker
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Post  Subeam Sun Apr 04, 2010 4:37 pm

Tail Smash - Sindragosa will use this ability every XX seconds, smashing her tail to the ground and hitting anyone within 20 yards behind her for a large amount of damage while also knocking them away.

You lied to Little Dude, Shia!
Also, now this is bumped, can everyone who hasn't yet, please read the full post Smile
Most important for p3 is:
* do not panic
* move to where the fresh tomb is, so space is free for the next (los if needed and help dps the tomb)
* do not panic!
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Post  Shiatan Sun Apr 04, 2010 7:06 pm

the knock away effect was on ptr but was removed when it went live
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Post  Nigthwind Mon Apr 05, 2010 5:23 am

No, cuz i got knocked back Sad damn far aswell Sad
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Post  Subeam Wed May 05, 2010 7:28 am

Update for Heroic Mode:

Videos:
Two this time, showing different positioning options. Either look good to me, guess we'll have to see what works best for our group. Smile


Must say i like this boss positioning so that melee won't have to run half the platform to get on top of the stairs in time for the air phases.


Boss position is similar to ours, just slightly closer to the stairs. Tomb positions for the air phase are different, all 6 in a row along the bottom of the stairs. (the narrator has a very boring voice, glad he's not our RL, i'd fall asleep o.O)

So what else is new?
The most important change in the heroic mode is that the backlash from Unchained Magic (the stacking Instability debuff) not only hits the affected player, but also everyone within 20 yards of that player. This means people who get Unchained Magic need to make sure they're 20 yards away from others when they drop their stacks. It also means, you need to watch closely for Blistering Cold. Make sure to drop your stacks before the pull! (as a reminder, the Instability debuff only lasts 4s nowadays)
In p3 this will require good healer communication, when healers have Unchained Magic and need to drop their stacks. It also means everyone needs to keep their Mystic Buffet stacks as low as possible, because raid healing will be lowered, compared to normal mode. Los every other tomb.
ps: Iceblock will still remove Unchained Magic, but the backlash will happen when you use it, so use it out of the 20 yard range. Have it off cooldown for p3.

The other change is that 6 people instead of 5 will be targeted with a Frost Beacon during air phases, the splash damage when those tombs pop up is significantly increased, so all 6 have to be 10 yards away from each other. A double row of 3 tombs at the bottom of the stairs is a common used positioning. The raid will assemble at the top of the stairs waiting for the tombs to pop up.
The raid needs to make absolutely sure to los the Frost Bombs which Sindragosa throws around the platform during the airphase, since these WILL 1-shot you.

The tanks will be taunting off each other from the back of Sindragosa, rather than both standing at her head the entire time, so only 1 at a time gets hit with Frost Breath. Question for the tanks: would it help to wear a bit of frost res gear? Or will the loss of other stats be too big? Can't seem to find info on that, and don't remember from the attempts i've done with former guild.

And that's it?
Pretty much, yep. Razz

Key points are: Be aware of what to do and when, for those who have Unchained Magic. Position tombs correctly. Communication !!

Let's have some fun Very Happy
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Post  Vivid Fri May 07, 2010 8:25 am

Nice hunter vid, gief that hunters Armor Pen tbh!

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Post  Ragingal Mon Jul 12, 2010 4:02 pm

I was just about to link the Exodus video that Subeam has linked. Note the positioning of both Sindragosa and the Frost Tombs. The tombs are laid out in a way that makes it easier to LoS them (thats what it looks like anyway), and they place the tombs infront of the raid, so members not in a tomb can stack up on the rear row and dps any of the 6 tombs, while still being able to see frost blasts. Tonight we seemed to be set up to stack behind the front row, meaning that to dps the back row you had to turn, but then you cant see the blasts. Thats just my minor opinion tho, but its difficult to argue with US 1st, World 2nd!
Please watch the video and see what you think.
Al Very Happy
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Post  Trumpetka Tue Jul 13, 2010 12:28 am

I am little confused seeing tank running away from frost blast - I like that idea but if it means sindy will move better keep eating those blasts.
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Post  Impman Tue Jul 13, 2010 6:52 am

@Trump, i assume you mean the blistering cold in p3? It does so much damage with the %debuff that Sindragosa "gives" in p3, i cant remember clearly if our tanks(when i was raiding in MoM) stayed in or not but if they did im quite sure they had full resistance gear and popped a small cd but my guess is that they ran out, wouldnt be as useful popping a cd for something you can actually avoid instead of using it when the boss is at low%.
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Post  Trumpetka Tue Jul 13, 2010 10:11 am

The video above shows tank running from each blast after pull in all phases... I havent noticed yesterday what was killy doing, was busy running :-)
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Post  Impman Tue Jul 13, 2010 11:24 am

Well, it's avoidable damage and something your healers dont have to deal with, the boss doesnt even move the tiniest bit either so i don't see the problem with it :p althogh this video is from the first week of the frost quarter and there was no insane buff active when they killed this, might be viable to take the hit with resistance gear now but not back then :p
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