Sindragosa v1.0 (PTR)

Tags: boss strategies, heal tips, icecrown citadel, melee tips, ptr, ranged tips, sindragosa, tank tips
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Boss: Sindragosa
Zone: Icecrown Citadel
Modes: 25N
Type: Normal boss kill
Pewpewarrows
<Blood Legion>
2 guides
Created: 30 Oct 2009
Updated: 3 weeks ago

Target Audience

This strategy is best employed by a raid with very high situational awareness, especially when it comes to movement and positioning. It should work for all raid compositions.

Overview

Sindragosa, Queen of the Frostbrood and the Lich King's most prized creature, is the final boss of the Frostwing Halls wing on the third level of Icecrown Citadel. The fight features three phases: the ground of the terrace where she lives, when she takes flight in the air above you, and a pseudo-combination of the two once her health reaches 30 percent. The ground and air phases alternate until that percentage is reached. A spiritual successor to the Sapphiron encounter in Naxxramas, most of the abilities in the fight revolve around a theme of frost and ice.

Raid Composition

Tanks:1-2
Healers:6-7
Melee:8-9
Ranged:8-9

It's a one-tank fight with no adds, but having a second for resetting Chilled to the Bone helps.

Phase 1: Ground

Sindragosa begins with the Ground Phase after she lands from the pull. Not only does she Cleave, but she also does a frontal conic Frost Breath and a rear conic Tail Smash, all on separate timers doing heavy damage to anyone in range. Because of this, it is very necessary for everyone who is not a tanking her to stay as perpendicular as possible to her model. In other words, tank her sideways to the raid. The Frost Breath leaves a magical debuff on anyone it his (hopefully only your tank), lowering their Dodge chance by 50%. It is very important for this to be removed as soon as possible.

For the entirety of this phase your raid will be taking damage from the Frost Aura debuff, and will be prevented from doing their job in various ways. Melee hitting Sindragosa will receive a stacking debuff called Chilled to the Bone, reducing their movement speed and causing more ticking damage for each stack there is. After several stacks they will want to stop attacking altogether, wait for the debuff to fall off, and begin once more. Once every ground phase, near the beginning of it, Sindragosa will afflict several casters in your raid with Unchained Magic for 30 seconds. Every spell cast while UM is still on you will add a stack to another debuff called Instability. Instability lasts for 8 seconds, and this duration is refreshed if a new stack appears. At the end of those 8 seconds, the debuff explodes for a varying amount of damage directly related to the number of stacks of Instability there were. On PTR this exploded for 1 damage every time, but we can safely assume it will be much more punishing on live. How to handle Instability during those 30 seconds is up to how comfortable your healers are with spike damage. You can cast one spell, wait the 8 seconds and take a small hit, and repeat this for those 30 seconds. Or you can never stop casting for those 30 seconds, get like 15 stacks of the debuff, and one shot yourself once the Instability finally ends.

Near the end of the phase, Sindragosa will cast Icy Grip, an AoE deathgrip to the center of her hitbox on the entire raid, excluding the tank. She will then immediately start casting Blistering Cold, a five second spell dealing 35,000 frost damage to everyone in 25 yards once it ends. The tank can eat this fine with cooldowns, but everyone must make sure not to be hit by it. Shortly after Blistering Cold, the ground phase will end and Sindragosa takes to the air!

Phase 2: Air

Each air phase lasts 45 seconds. Almost immediately after takeoff, Sindragosa will mark 5 members of the raid with Frost Beacon. The graphic for this is a small pink or purple arrow over the head of the target. Please note that on PTR, Priests in Shadowform would not have this arrow display over their head, but the debuff would still be present. This will likely be fixed by live. After 7 seconds, those 5 who are marked will encase themselves and anyone near them in an Ice Tomb. The Ice Tomb prevents you from moving or using any ability. The Ice Tombs themselves have health and may be killed. The health was changed over the course of testing at least once. If your are trapped in the Ice Tomb for too long without being freed, you will start to suffocate, and eventually you will die.

After the Ice Tombs appear, Sindragosa will throw four Frost Bombs onto the terrace. They come one at a time, 6 seconds apart from one another. Anyone who doesn't use an Ice Tomb to shield themselves from the Frost Bomb will take heavy damage. It wouldn't one-shot on the PTR, but it was very close. Because you want to survive all four Frost Bombs, you want to damage the Ice Tombs enough to free the people before the next ground phase, but not so much that you're left without any shield from the final Frost Bomb or so. Like Freya's adds, it is important to turn nameplates on and ensure that some do not die too early. The suffocation to those inside do not start unless you don't destroy the tombs before Sindragosa touches down for the next ground phase.

We found that stacking up right as the phase began in a corner of the room, and then the 5 beacons running out to form a virtual "wall" of ice around us was the most reliable way to handle this phase. The wall members should be close enough for AoE, but spread enough to shield the entire raid.

Phase 3: Sub-30%

Once Sindragosa reaches 30%, she stops taking flight and only remains on the ground. Every 5 seconds she will place a new stack of the debuff Mystic Buffet on everyone, increasing magical damage taken by 10% per stack. It is now a DPS race to kill her before the constant damage is too overwhelming for your healers. Now is the time to use Bloodlust and every cooldown you have.

In addition, around every 15 seconds she will beacon one target in the raid for Frost Bomb, and they will again have 7 seconds to run away and not chain it to everyone around them. You need to balance destroying those Tombs and beating Sindragosa before her 10 minute enrage timer. She continues to do Unchained Magic, Ice Grip, and Blistering Cold this phase. Have designated places to run to for people with Frost Beacon, and stay on top of tracking those debuffs!

General Tips

Everyone has a debuff they need to watch. Make sure you can see them clearly and you know what your class needs to lookout for.

Tank Tips

Ensure that Sindragosa is perpendicular to the raid. Save cooldowns for Blistering Cold and Phase 3. Usually the tank has the air phase to let their Chilled to the Bone stack drop, but in Phase 3 this isn't viable. If the phase goes on for too long, you may want to setup a tank rotation to allow one to let their debuff fall off.

Heal Tips

Like ranged, you're going to want to be mindful of Unchained Magic and inform your other healers that they have to pick up the slack if it's on you. Try to conserve your mana for Phase 3, because that's when the damage really kicks up a notch. If noone is hit by Frost Bombs in the Air Phase, you can use the full 45 seconds for regen. If your class can dispel Magic, watch for Frost Breaths on the tank.

Melee Tips

Watch your Chilled to the Bone stacks, and run out during Blistering Cold. During Phase 3 you can take advantage of the Chilled to the Bone drop-off time to run around and kill the leftover Ice Tomb.

Ranged Tips

Pay attention if you have Unchained Magic so you don't build up too big of a bomb on yourself. In Phase 3 you will be the people in charge of killing Ice Tombs, so make sure you're on top of it.

Belelros   <Último Try> Tyrande (EU) 03 Nov 2009 16:03 3.2.2a
 
4

It is a nice guide but it's quite difficult (if you hadn't been at the combat) to imagine how really works the third phase.

You are supposing at your explanation that we should know that she will throw Frost Bombs and it isn't clear at all.

Just commenting it is a really nice guide, the best part of every guide are tips for every role played ;)

Baadshah   <In Real Life> Dawnbringer (US) 03 Nov 2009 04:45 3.2.2a
 

DPS Death Knight, Paladins and Warriors who decide to construct Shadowmourne are going to need at least one healer dedicated to them.
The Infusion of Frost part of the quest chain requires you to stand in 3 of Sindragosa's Frost Breath and do not die. I see nuke healing skills and desperate CDs such as Anti Magic Shell and Divine Shield coming into play here. And the 50% dodge debuff means that you'll need not one but two decursers focused on the players (as it can be assumed that waiting to do one after the other with cleaves coming in will spell death for the tank or failure for the DPS).

Overall this sounds like Sapphiron on crack, but I enjoyed that fight so I don't mind too much.

On another note: Does this mean Frost resist gear will become a lot more important? I've noticed people do bosses like Sapphiron and even Hodir on 25 man Ulduar without wearing Frost resist gear. And yes, I mean the tanks too- the healers managed to go through it. However this fight sounds like not wearing at least one piece of Frost resist gear is just inviting death.

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