Sindragosa
From Twilight Wiki
| Sindragosa - Facts |
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Icecrown Citadel
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Lower Spire
Lord Marrowgar
Lady Deathwhisper
Gunship Battle
Deathbringer Saurfang
Plagueworks
Festergut
Rotface
Professor Putricide
Crimson Halls
Blood Prince Council
Blood-Queen Lana'thel
Frostwing Halls
Valithiria Dreamwalker
Sindragosa
Frozen Throne
The Lich King
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Sindragosa was Malygos' last consort from the time before his madness and the devastation of the Blue Dragonflight. When Neltharion betrayed the other Dragonflights and decimated the Blues, Sindragosa was separated from Malygos, and sent far into the frozen north, where her last thoughts were ones of anger, hatred, and revenge. When she was recently raised by the Lich King, she became one of his most fearsome servants.
The 10 and 25 versions of this fight are identical with the exception of boss health. The 10 and 25 heroic versions of this fight are identical as well.
Videos
Abilities
Phase 1: Ground
- Frost Aura: Inflicts 3,000 Frost damage to the entire raid every 3 seconds.
- Cleave: Inflicts normal damage +50 to up to 10 enemies in front of Sindragosa.
- Tail Smash: Inflicts 11,250 to 18,750 damage on enemies within 16 yards of the tail's impact point, knocking them back.
- Frost Breath: Inflicts 27,750 to 32,250 Frost damage to enemies in a 60 yard cone in front of Sindragosa. Also reduces movement speed by 15% and attack speed by 50%, stacking. Lasts 4 seconds.
- Permeating Chill: Physical attacks against Sindragosa have 20% chance to debuff the attacker with Chilled to the Bone, inflicting 1,000 Frost damage every 2 seconds for 8 seconds, per application.
- Unchained Magic: Causes every spell cast to backlash with Instability after 5 seconds, inflicting 2,000 Arcane damage. Multiple spells cast while the debuff is up will cause multiple backlashes.
- Icy Grip: Pulls all players in melee range. Cast immediately before Blistering Cold.
- Blistering Cold: Inflicts 30k Frost damage to all enemies within 25 yards. The 5-seconds cast starts immediately after an Icy Grip.
Phase 2: Air
- Frost Beacon: Marks 2 players for imprisonment by Ice Tomb after 7 seconds.
- Ice Tomb: Inflicts 15,600 to 16,400 Frost damage to the target and imprisons all players within 10 yards in an Ice Tomb. While imprisoned, players take 8% of their maximum health as damage through Asphyxiation.
- Frost Bomb:Inflicts 23,563 to 26,437 Frost damage to all players within line of sight. 4 Frost Bombs will be cast before the phase ends.
Phase 3: 35% to Dead
- All abilities from Phase 1
- Frost Beacon: Marks 1 player for imprisonment by Ice Tomb after 7 seconds. Cast on a random person every ~30 seconds.
- Mystic Buffet: Increases magic damage taken by 10% per application. Applied to all players within line of sight every 5 seconds.
Unknown at this time.
Phase 1: Ground
- Frost Aura: Inflicts 4,500 Frost damage to the entire raid every 3 seconds.
- Cleave: Inflicts normal damage +50 to up to 10 enemies in front of Sindragosa.
- Tail Smash: Inflicts 11,250 to 18,750 damage on enemies within 16 yards of the tail's impact point, knocking them back.
- Frost Breath: Inflicts 37K to 43k Frost damage to enemies in a 60 yard cone in front of Sindragosa. Also reduces movement speed by 15% and attack speed by 50%, stacking. Lasts 4 seconds.
- Permeating Chill: Physical attacks against Sindragosa have 20% chance to debuff the attacker with Chilled to the Bone, inflicting 1,000 Frost damage every 2 seconds for 8 seconds, per application.
- Unchained Magic: Causes every spell cast to backlash with Instability after 5 seconds, inflicting 2,000 Arcane damage. Multiple spells cast while the debuff is up will cause multiple backlashes.
- Icy Grip: Pulls all players in melee range. Cast immediately before Blistering Cold.
- Blistering Cold: Inflicts 35k Frost damage to all enemies within 25 yards. The 5-seconds cast starts immediately after an Icy Grip.
Phase 2: Air
- Frost Beacon: Marks 5 players for imprisonment by Ice Tomb after 7 seconds.
- Ice Tomb: Inflicts 15,600 to 16,400 Frost damage to the target and imprisons all players within 10 yards in an Ice Tomb. While imprisoned, players take 8% of their maximum health as damage through Asphyxiation.
- Frost Bomb:Inflicts 23,563 to 26,437 Frost damage to all players within line of sight. 4 Frost Bombs will be cast before the phase ends.
Phase 3: 35% to Dead
- All abilities from Phase 1
- Frost Beacon: Marks 1 player for imprisonment by Ice Tomb after 7 seconds. Cast on a random person every ~30 seconds.
- Mystic Buffet: Increases magic damage taken by 15% per application. Applied to all players within line of sight every 5 seconds.
Unknown at this time.
Suggested Strategy
Sindragosa will engage the raid as soon as the last of her 2 mini-boss guardians (Rimefang and Spinestalker) are defeated. She fly's in from out in the landscape onto the balcony and lands dead center of the room. As soon as she engages, the top of the stairs erects a barrier keeping people from leaving the balcony until combat ends.
There are many methods of positions on this fight, different sites claim one spot is better than others for various reasons. Twilight likes to keep Sindragosa facing how she lands, with her head toward the stairs.
Ranged and Healers will take up position close to the wall on the left as you come down the stairs, and melee will be on her left side in front of the Ranged and Healers.
Sindragosa will cleave occasionally as well as cast her Frost Breath so it is important that she is positioned as straight as possible so DPS doesnt get hit with either.
Range and Melee dont need to worry about spacing from one another on normal mode of this fight at all. Melee should be careful to take up position as much center to her body as possible to not be too far forward to be cleaved or too far behind to get stunned by the tail swipe.
Phase 1
Phase 1 is pretty easy and straightforward. Its mostly about doing damage to Sindragosa will managing the debuffs she will apply to the raid.
Throughout all of Phase 1, Sindragosa will be hitting the raid with her Frost Aura ability. This affects and hits the entire raid doing roughly 3k-4.5k frost damage to everyone every 3 seconds. This is a resistible spell and so if you have a Paladin or Shaman, they should be using Frost Resistance Aura or Frost Resistance Totem. Since these 2 resistance abilities dont stack if you have both classes on the raid, only 1 is necessary.
For Physical DPS (Hunters included), every attack on Sindragosa has a 20% chance to apply a debuff on you called Chilled to the Bone. This debuff can and does stack and needs to be kept in check to make sure that you dont kill yourself from the extra frost damage it inflicts. After about 6 stacks this can become a little painful mixed with Sindragosa's Frost Aura damage, so its best to only let this get as high as 4 or 5 and then back off your attacks till it fades. Simply stopping all attacks on Sindragosa will allow this debuff to fade off you after its time expires.
For Casters (healers included), Sindragosa will apply Unchained Magic on random casters. What this does is every spell you cast applies a debuff on you of Instability. For every cast you perform, this debuff increases by 1 stack. After 3 seconds, if you have not casted another spell, it inflicts its damage on you based on its stacks. Again, as with melee, its best to not let this stack higher than 4 or 5 because the damage it inflicts can land you into trouble.
Every so often on Phase 1, Sindragosa will perform a raid-wide "Death Grip" bringing everyone in the raid instantly to her. As soon as she finishes this, she will begin to cast Blistering Cold. You need to be at least 25 yards away from her when she casts this spell or you will get hit with a ton of frost damage. While on 10 normal mode if you have a Paladin or Shaman with Frost Resistance up for the raid, you likely wont die from the explosion, you will be dropped down in health quite a lot and mixed with other debuffs, it puts a strain on healers. Tanks should be running from this as well when possible as Sindragosa will not move while she is casting this spell. She will resume her normal attacks as soon as she if finished, so keeping her in position can be tricky.
Icy Grip is resistible! If you do resist it, make sure you are aware of how far from her you are so that you dont accidentally get hit with her Blistering Cold.
Phase 2
At 85% and every 1:50 after, Sindragosa will lift off and fly out into the landscape. A few seconds after liftoff she will mark people for her Ice Tomb which is shown by a small red arrow over your head. The best way we found in dealing with this is as soon as she starts to lift off, the raid kind of groups up together, and once she marks people, they fan out from the group and split apart in a safe location. The following diagram is for 10 mode, a 25 diagram will follow shortly.
This is critical that the people marked are at least 10 yards away from other folks and also that they are at full health before the Tomb is cast. The reason is that if anyone is too close to those people when the Tomb hits, they will be entombed as well and the initial impact of the Tomb causes a decent amount of frost damage which will also affect anyone nearby. That is why you dont want all the marked folks standing in one pile because then the damage will overlap.
A note for healers, you cannot heal the people inside the tomb once its in place, however any HoTs that you may have cast on them will continue to heal them inside. This is important if your DPS is low and you are finding it difficult to break people out of the blocks, having a HoT on each person inside healing them back up to full will buy you some time from when Asphyxiation starts.
As soon as she entombs people, Sindragosa will cast 4 Frost Bombs. These come in succession spaced roughly 5 seconds apart from one another and will hit a random targeted spot on the ground each time. The target location is shown by a glowing white circle on the ground.
The raid needs to position themselves behind the Ice Tombs in relation to the targeted bomb. Basically, put the Ice Tomb between you and the target spot to not be hit with the damage. Meanwhile, DPS needs to bring the Ice Tombs down to a safe level (roughly 20-25%) in anticipation for the 4th Bomb hit. Once it lands, break the folks entombed out asap. After the 4th bomb, they will begin to be affected by Asphyxiation and still wont be able to receive heals until they are completely free, so its important that the blocks be taken down quickly after the 4th Bomb has landed.
Sindragosa will then fly in and land in the same spot as she did when the fight starts and resume her attacks. She does not drop aggro between phases so she will go after the main tank once she lands.
Phase 3
Phase 3 begins when Sindragosa hits 35%. Basically this phase is all about survival. This is where managing the debuffs from Phase 1 becomes critical because now they can kill you more easily.
For the remainder of Phase 3, she will cast a raid wide debuff on the raid called Mystic Buffet. This stacks infinitely, and after about 7-8 stacks, it becomes pretty nasty with all the raid damage going on.
The only way to allow this debuff to drop off is to hide out of Sindy's line of sight using the Ice Tombs. Yes...they are back again from Phase 2, only this time she casts it on a random person roughly every 30 seconds for the duration of Phase 3.
Positioning for Phase 3 doesnt really change much. This image is for 10 mode, a 25 version should be along shortly.
As you can see from the diagram above, we have marked 2 Ice Block positions out. Each is spaced about 15 yards apart and they are both towards the front of Sindragosa. Not directly in front of her, but close to the front off to the side. The reason for this is so that the tanks can rotate easily and the tank who isnt currently holding aggro can allow Mystic Buffet to drop off by hiding behind an Ice Block.
A good rule of thumb here for the raid is to basically hide behind a block every other time one drops. This will only allow your Mystic Buffet stacks to get as high as 7-8 and no higher, making healing less of a nightmare and insuring your survival better.
Ice Tombs will still need to be DPS'd down, as if they remain on someone for longer than 30sec, Asphyxiation will apply again. The best way to handle this is to assign 1 or 2 melee DPS to be on Ice Tomb duty. Since its harder for melee to duck and dps behind blocks as it requires a lot of movement, they are more effective on making sure blocks are handled well so that you dont become overwhelmed.
You dont want more than 1 block up at any given time. A few seconds of overlap between the first block dying and the next block landing is fine, but more than that and you will begin to fall behind on boss DPS.
Tank swaps here are at the tanks discretion. Each tank should be able to hold Sindragosa without being too much of a healing burden for at least 4-5 stacks of Mystic Buffet. How often they swap out is up to the tanks really and how much punishing they can withstand before becoming too hard to heal. You need to remember that Sindragosa still does all her Phase 1 abilities on Phase 3, so after a few stacks her Frost Breath can become pretty harsh on the tank.
In addition to that, you can avoid being pulled to Sindragosa during her Icy Grip by standing behind a block when its cast.