Sindragosa Strat from Dominatuus of Nightfall and Video from Tankspot

March 2, 2010 in Guides by Bless

We sometimes like to choose random encounters to find and bring you the best strats out there on the web.  Today we have decided to feature the strat brought to you by Dominatuus of the Nightshift Guild, Thrall Server US and posted up on the highly regarded Strat Fu  site. It seems Sindragosa isnt to complicated a fight and is mostly just coordination.  I often wonder if Blizzard doesnt like to give you a big breather right before a big fight like Arthas just to get you relaxed enough to wipe once you enter the heavy encounter.  Without further adou I present to you the Sindragosa Strat.

We also added the Tankspot strat as the video is very detailed on the per player basis.  Tankspot id often seen as the leader in new strats, but we feel there videos are most helpful but like to find the written strats in a more lamen terms for our audience.

Target Audience

Anyone who wants to kill her.

Healers getting locked out from unchained magic and people going nuts when they do. Missing ice tomb kills, people running toward the ice tomb targets (as they will get tombed themselves by being inside of 10 yards). DPSing the tombs down too fast so that people do not drop their stacks.

Common Problems

Healers getting locked out from unchained magic and people going nuts when they do. Missing ice tomb kills, people running toward the ice tomb targets (as they will get tombed themselves by being inside of 10 yards). DPSing the tombs down too fast so that people do not drop their stacks.

Overview

Straight forward fight for Sindragosa. I’m not going to spew the abilities since you can just click on the abilities tag above for 10 and 25 man modes.

Raid Composition

Tanks:2
Healers:6
Melee:any
Ranged:any

The main reason for having 6 healers is because of unchained magic. This will pick multiple targets and can essentially lock out all of your healing ability with less than 6 (25 man), which may lead to a wipe.

Phase 1: Ground

Ground phase is simple. The tank runs forward to the bottom of the steps and tanks here there (her head will be facing the steps). Everyone can preposition at pull and will stack up at max melee range at the center of her body and DPS her. It doesn’t matter which side you want to be on, just be sure everyone is together on the same side. we tend to use the tank’s right side ourselves. Melee needs to watch for the stacking debuff 20% of the time from every “PHYSICAL” strike as it refreshes every 8 seconds when applied. Now this also means melee classes that use both magic and physical get a break here (Like DKs for example which can drop their stacks during RP dump or other ways depending on your spec).

Ranged will pick up a debuff called unchained magic which will cause stacking damage to them every 8 seconds when refreshed by a cast. I would not suggest going over 5 stacks unless you are a shadow priest, of which ours usually goes up to about 25 before he drops his off. Simple because the damage will get too high and you are just asking for trouble.

The boss will occasionally pull everyone in before casting Blistering cold. Just run out. If you are a DK, use AMS, Rogues can also mitigate this as well and keep dpsing. Just be sure to be 25 yards away or you may die.

Tank, just enjoy. You’ll take melee hits that arent much to talk about and a frost breath that you should be mitigating through your frost resist gear. If you are tanking at this point, having FR on should have no real impact on your TPS output. Frost resist gear is the key here for the tank. There is no point taking a 30-40k frost breath to the face when you can mitigate it easily with resist. This one detail makes the fight incredibly easy to manage.

Phase 2: Air

Next the boss will hop up into the air. Everyone needs to run to the center line at the bottom of the steps and wait. Once the targets are marked, those that are not selected, just run 1/2 way up the steps, and those with a mark spread out left to right ensuring at least 10 yards at the bottom of the steps. We use a “Left has priority” system in which whomever is to your left gets to move furthest left, and you should never pass them. On 10 man, just use the center left-right side of the line. 25 man just spread out. no big deal, and dont try to make an ice wall. It isnt happening, they changed the mechanic. From that point, each group should have already been assigned to which tomb they will go to and dps that tomb down, 25% for each bolt that hits the ground, or until the tomb is at ~10% HP. While dpsing, watch the floor in the open space, and be sure to LOS the impact point through the CENTER of the iceblock. Healers, be sure to top off the boneheads who get hit by the frost damage. Once it says she is landing, break everyone out of their tombs (should already be sub 15% by now), and get back into position at the center of her body.

Phase 3: Sub-35%

Once you get her to sub 30%, she will begin to push Mystic Buffet onto anyone within LoS of her. You can realistically take 8 stacks of it and put minimal stress on the healers. But to make it super easy split the DPS and healers into 2 groups. 50% of the raid gets assigned to the front leg, and 50% gets assigned to the back leg.
While DPSing, she will pick a target much like the air phase. That person has to move to the opposite leg of where the last tomb was. If its the first tomb, just use the front leg as the tanks will like you for it. So say everyone is centered up and player X is marked, that player will go to the forward part of the front leg (at max melee hitbox range, 10+ yards from everyone else who is neatly stacked up) and wait. Everyone else will continue to DPS. Once the person is tombed Group 1 will run over and get behind the iceblock and dps it down. While doing that they will lose their stack (which would be ~4-5 by now). Group 2 will keep nuking the boss.
At this point the boss will target another person to be tombed, and that person will head to the back part of the hind leg (10+ yards from everyone else). Group 2 will then move over to that ice tomb and DPS it down while losing their stack. Group 1 should already be back in center and nuking the boss.

Tanks can take up to ~20 stacks of magic, but there is no real reason to. They can taunt/swap every other front leg ice tomb, and have no more than 10 stacks. That plus frost resist makes it pretty trivial.

In phase 3 she will still cast blistering cold. Do not rely on the ice tomb to save you in any form. Get away from it. The 2 seconds of lost time isn’t worth you dying.

If you do not drop your stack because the tomb was DPSed to fast, just use the next iceblock that comes up. Its not that big of a deal, just dont try to stretch out your debuff to 10-12+ unless you want a lot of hate from your healers.

General Tips

Its just a coordination fight, and you can do the weekly quest with 2-3 people channeling during their burn part of the fight. Just know where you should be going and its very easy to do.

Just be aware of what you are doing with your own debuffs, especially in phase 3 as they will be amplified. And make sure only 1 person travels out when tombed.

Tank Tips

Frost resist. Live it, love it. It will save your day.

Heal Tips

Watch for unchained magic and be sure to let others know when you are cant cast due to possible self nuke from the debuff.

Melee Tips

Rogues and warriors be careful of stacking debuff too fast as the dots can hurt. Other classes can get away with a lot here by using non-physical strikes.

Ranged Tips

Unchained magic is your nemesis. Use cooldowns to help mitigate the best you can and try to stretch out your methods so you might be able to drop a stack without dropping any debuffs you apply. But really, lets face it, its more of a pain to you and the healers.

We did make one edit to this strat we changed the 30% to 35% as it seems the Strat Fu template was off just a little bit.