Second Verse, Different than the First

**Image is text from one of my favorite Shakespeare plays, “A Midsummer Night’s Dream”.

In the week since the infamous post, I’ve been able to see the wide spectrum of responses and views on the topic. I’ve been condemned and praised for it. The praise came mostly because of points made in the post; the condemnation referred to the tone I used. I let the post simmer a few days, and it’s become clear to me that the tone definitely deserves the condemnation. Anyone that has read my posts here before has come to expect different of me (I hope). That’s true. I normally don’t write with vehemence, but this time I let my professionalism go and was wrong to do so.

The Apology

It was unprofessional of me to “attack” Dills as I did. Funny enough, those that know me in real life knew my tone was lighter than it’s been made out to be. That doesn’t excuse it, nor does it allow me to assume that anyone else would be able to tell the playfulness from some letters on a screen.  We talk all the time about how it’s impossible to tell tone from a text message or an email. Something that’s meant as a tongue-in-cheek comment could be taken the complete opposite; something meant as an important conversation could be shrugged off as an “April Fool’s”-style joke. That’s the danger of writing/blogging like we do. Especially with the type of person I am outside of this game, I lost the foresight that I usually exemplify in my posts. It was never meant to be a “lol noob” type of phrasing at all (I’ll explain the Billy Madison quote in a minute). Was it meant to be a sharp criticism? Absolutely. However, the extra teeth–which came across even worse than intended–were uncalled for. I’m perfectly capable of writing a post that reflects my viewpoints and expresses my counterpoints in a clear and concise argument. Well, the argument got lost. My “bridge” comment was never meant to imply that anyone (including me) should jump off it. In Chicago, the Chicago River is actually used to move some of our sewage. People are not allowed to swim in it for fear of infection. I didn’t write the comparison to imply suicide but to simply say, “I could do this, but it wouldn’t be smart because it’s a gross river.”

The Billy Madison quote: I admit that this was a huge mistake. In drafting that post, that quote came into my head–not as a means to further slam someone but as a sort of ironic chuckle. It made me think of a movie that I know I get a kick out of. When I transcribed it, I never thought, “Ha! This’ll really show him!! RAWR!”. I thought it was a funny reference, and WoW!! was I wrong. Since I didn’t realize how my words would be interpreted, I also didn’t see the poor taste of that joke. Matt was right to remove it. I didn’t remove it originally because I was defensive and felt compelled to stand up for what I wrote. I was standing up for the wrong reasons.

Minus the tone, I still maintain the points I made about Dills’s post. It was unfair of me to attack him, but no one should be immune from criticism (even me, of course). In “An Instance of Fail”, there were rumblings of true debate in the comment section. This, to me, signified that there is real discussion in the points and counterpoints that were made. In writing the post, and even in the days following, I continued to read Dills’s entry. With all due respect, I stand by the inferences I made. There is nothing in the post that lead me to believe otherwise. I’d like to make my points in a much more civil way.

Lightwell

I really have no problem with Lightwell either coming or going. I think it’s a very interesting mechanic and can be situationally used. If it were fixed, I’m sure it’d be a great spell. It could be dropped right before a Bone Storm in Marrowgar or dropped behind the ice blocks in Sindragosa. It would be very beneficial during the 3rd phase of Professor Putricide for casters moving out of slime. Just a quick click as they’re running to the closest safe spot.  Essentially, it could benefit any fight situation where the ability to dps is hindered by movement or transition phases. It’s a great alternative to spells like Divine Hymn or Tranquility. With both of those spells, the caster (Priest and Druid, respectively) has to remain still to channel it. This allows the Priest or Druid to continue moving during a transition, put distance between himself/herself and “the bad”, or simply cast spells on others that are nearer to visiting the graveyard.

Although the fate of Lightwell doesn’t really matter, I disagree with the following phrases:

“I know when I’m dpsing or tanking the last thing I want to think about is healing.”

“That’s what the healer is for.”

I remember when I was a lowly Warlock back in SSC/TK, I was excited to start a Priest, because I wanted to be a help to the raid in whatever way I could; healing seemed to be a great fit for me. Leveling to 70 wasn’t instantaneous, obviously. I then looked at my own Warlock spellbook to see how I could help the raid beyond just my Shadow Bolt spam. When it was deemed appropriate, I would put Curse of Weakness on the boss. I was always happy to throw up Curse of Tongues on Fathom-Guard Caribdis (in the Fathom-Lord fight in SSC) to give the Shaman and Rogues enough time to interrupt his huge heal. If everyone was taking a lot of damage, I would throw Siphon Life (when it was a spell) and then Drain Life the boss to give healers some more wiggle room. I would do this even if it was a hit to my DPS. Whatever was the best way for the raid to succeed, I did it.

It’s how I continue to play today. Even when I’m DPS’ing on my Enhancement Shaman, I’ll throw out an instant Healing Wave (via Maelstrom Weapon) to help out the healers when they need it.  When I heal, if I have global cooldowns and mana to spare, I readily start DPSing the boss.  It’s the mentality that I try to encourage in the people I play with. Of course it’s our job to fill our roles, but it’s also our job to help out the rest of the raid where we can. I remember when raid members carried bandages, and used health pots (when you could chain-pot, anyways). It was always more about “us” rather than “you” and “me.” It’s the “us” mindset that helps make our in-game community strong.

Dampen/Amplify Magic

“I know, we use Amplify Magic on the Saurfang fight.  I’m aware of that.  However; one fight does not make a spell useful or necessary.”

Although that may or may not be true for the current level of progression, look at other older bosses that stood to benefit from Amplify magic: Gruul, Patchwerk, General Vezax, Icehowl. Gruul hammers on the tank for physical damage. He doesn’t have a dedicated enrage. With Amplify Magic, you were able to squeeze a couple more Growths out of him. When Patchwerk was the gear check, we worked hard to gear up our off-tank to take the Hateful Strikes. Having Amplify Magic on the off-tanks made our heals hit harder, thereby saving our mana so we could make it to the enrage, if need be. As for Vezax, a fight where mana regen is negligible, any additional help for the healer was welcomed with open arms, especially on heroic when you’re not using the Saronite Vapor mechanic. There’s usually always at least one boss in each tier of progression that uses purely (or mostly) physical damage. If it can be used, there’s really no reason it shouldn’t be cast on a tank (or the raid, for that matter) that’s taking mostly physical damage. It’s hugely beneficial on Valithria Dreamwalker. Cast it on her and heal her quickly to 100%. Makes heroic a lot more manageable (more on this later).

“Dampen Magic is especially useless unless you are in pvp and there are no healers which usually means you will be failing no matter what you do.”

As for Dampen Magic, well of course it’s situational. A lot of mages use it for leveling. My friend Andrew plays a mage. Anytime he’s on his 56 mage and I’m on my 56 warrior, we have Dampen Magic on. It helps us out quite a bit. Some use it for farming. In those situations, less incoming damage means less time bandaging/eating. Like Dills says, it’s beneficial in PvP as well, especially world PvP or certain arena matchups. There’s some misinformation that PvP is pointless without a healer, and that’s actually not the case.  When I’m up against a mage, Dampen Magic (or Amplify, too) is just one more thing I have to dispel off of him to get to his Ice Barrier. PvP is not necessarily who has the heals, but who plays his/her character better. ArenaJunkies.com is peppered heavily with purely dps teams. A team combining a mage with any other non-healing class(es) stands to gain a lot from Dampen Magic. Everytime I see a Mage/Rogue pairing that knows how to play, it’s very tough to beat. All of that CC, and then Dampen Magic makes it that much harder. Especially in PvP, people look for whatever edge they can get, no matter how small. It doesn’t serve the PvE benefit that many would like, but that doesn’t mean it’s useless by any means.

“I do think the idea is solid but in practicality it comes up so rarely that these spells are often completely forgotten about by many Mages.”

My argument: Just because a spell is used only on the occasional fight or on a situational basis, it does not mean it’s useless. People choose not to use it, and that’s fine. However, that doesn’t mean it’s a wasted spot in the spellbook. That’s the fun of the game. Each encounter is different and calls for different abilities. I would find the game pretty boring if I had to do the same thing each and every fight. It makes me sad that interesting abilities like these are being shed.

Mind Soothe/Soothe Animal

I have to admit, I never really knew about the value of Mind Soothe and Soothe Animal until I was in SSC back in Burning Crusade. Those were the days when CC was absolutely needed. Humanoids feared us, Beasts bled us, Dragonkin healed their friends. We had to have Saps, Sheeps, Repents, and anything we could think of. My friend Jayme plays a mage. A nice, squishy clothie. I could tell he’d be nervous stepping up to ready his Polymorph. One wrong step, and that pack comes charging at him. Death would be his likely end. I could even feel the anxiety across vent. A Priest and Druid then stepped up to Mind Soothe and Soothe Animal the mobs nearest to my friend. A sense of ease fell over him. Now, it didn’t need to be so precise where his character was placed. He had a little wiggle room. The pull went as planned, and no one died.

That brings us to Instructor Razuvious, the first boss in the Military Quarter of Naxxramas. Obviously, in 25man, you need to have two Priests to Mind Control two of his Understudies. Because of their aggro range and the range of Mind Control, this pull has the potential to be hectic. The first time I tried this fight, we had to have a countdown on when to run in, hoping that my Mind Control was able to take hold before the Understudy decided I’d be better used as a doormat.  Another tactic was for our tank to run in, grab everything (and run his own risk of becoming a doormat) and possibly pull the mobs out of our range. It got frustrating, and it got frustrating fast, even with a team that I felt confident raiding. Once Mind Soothe was brought into the mix, it made everyone’s lives so much easier. I could settle into my spot, and the countdown was now when to cast Mind Control, not frantically to set up.

How about Zul’Aman? I always was so sad when they removed the Amani War Bear. We never were able to get ahead of the timer after a little while. That raid was full of Humanoids, as well as Beasts. The perfect place to use both of those spells to sneak by mobs and get the edge on that timer. Someone commented on Dills’s post that using those two spells was a great way to solidify that awesome bear for someone in his raid. I wish I would’ve thought of it at the time.

It serves a much bigger benefit than what Dills refers to as “…spells that sneaked in there because Blizzard need to give players something new around level 20 and ran out of ideas” or as a “[d]umb spell with almost no uses at all.” Keep in mind that we’re heading into an expansion that Blizzard wants to have more dependent on crowd control. I know I’d much rather be settled and ready for each pull in the new raids than have each one be a mad dash to gain control. Pulls like those lead to sloppy wipes and wasted raid time. As my buddy Dralo says, “Slow is smooth. Smooth is fast. Fast is deadly.” I’ve always found that Mind Soothe and Soothe Animal help that.

Thinking Outside the Box

Lodur’s guild, Unpossible, is still hammering proudly through ICC hardmodes. Valithria Dreamwalker is no cakewalk. The Emerald Dream is actually the Nightmare. Each orb applies a DoT to whoever consumes it. Simply being in the Nightmare ticks away at your health. VD’s health decays over time, which means you need more bang for your buck. Your heals need to hit has hard as possible in order to assure victory. Unpossible utilized an unorthodox technique also used by other guilds in order to get the job done. They took a BM Hunter with a bear pet. Tenacity pets have a 2-point talent called Blood of the Rhino. All heals on the pet are increased by 40%. They coupled that with Beacon of Light from their Holy Paladin. Beaconing the dragon and healing the bear resulted in a huge boost in healing. It saved mana and helped counteract the health decay. Needless to say, they won the day. That’s the beauty of this game. It’s not simply point and shoot. Takes some thinking to come up with a strategy like that. Post note: I’m aware that the mechanic was nerfed. Still took some brains to think of using those skills together, which is the point.

There are tons of ways that we can all use different spells in the game to make our playtime more enjoyable and unique. Rather than dismiss certain spells as “useless” and “dumb”, we should look for unique ways to utilize our spellbooks and challenge our minds. If someone new to the game wants advice on how to begin this journey, I try to encourage him/her to think about team before self.  Don’t shrug things off as “my job” and “your job”. Embrace the idea that defeating the raid is “our job”. Look for how your class’s lesser-known abilities could stand to help the group. Read your spellbook; try different things out. I think you might be surprised what you might find. Remember, raiding is a Team Sport. Let’s welcome the newest WoW generation with that in mind.

Email: Elder.Thespius@gmail.com | Twitter: @Thespius

What is missing from the Arthas fight?

First before I begin I would like to say congrats to Matticus on his 10 man Arthas kill!

Now onto the matter at hand. My guild is plugging away at the Lich King 25 man encounter, our 10 man team is just about to take him down as well. There is a certain sense of accomplishment when you get to the end of not only the content, but let’s be honest in this case the entire point of the expansion! This entire expansion has geared us up for this fight. Egging us on, pushing us to greater heights and taunting us at every turn. The Lich King has been found in so many quests, instances and cinematic events it is impossible to not want to kill him.

When Trial of the Crusader was released, I’ll be honest I was not impressed. In fact I down right hated ToC. I’m an old school raider, I like instances with trash and having to work at getting TO the boss. I mean in every book I’ve read the hero and the villain don’t just run into each other randomly and just go to town. The hero normally goes through various trials and or henchman before they get to the big bad. In James Bond movies, he has to go through the henchman before making his way to the final bad guy for the show down. To me that is what trash is in an instance, it is a warm up but it’s also story fodder. These are the creatures the various bosses thought good enough to guard them from US. So when I walked into ICC for the first time you can bet I was over-joyed at the amount of trash that lay before us. One of my fondest memories as of late was when we were first heading into the Plagueworks, I was flying solo leading the raid that night and we were coming up on Stinky and Precious. I didn’t warn the raid about them at all, instead as we pulled I laughed maniacally at the frantic screams of “HOLY SHIT WHAT THE HELL IS GLUTH DOING HERE?” as the raid wiped. Everyone laughed about it afterward  and I felt happy that there was trash that was actually DANGEROUS if you weren’t prepared.

My guild has fought our way through all the bosses up to Arthas and there is a sense of accomplishment there. The fight itself is amazing fun, if for no other reason than because there is so much going on. So, why then am I feeling slightly ripped off with this fight?

Arthas is one of those lore characters that has shaped this game. Warcraft 3 was a game I played to death and out of it what I got was the setup for World of Warcraft. It was heart-wrenching when Arthas slew his father and you saw the darkness in complete control, it was epic when Illidan and Arthas fought. The story, even though it was an RTS, was colorful and rewarding.

So last night Unpossible was working on Arthas and I couldn’t shake the feeling that something was wrong with the fight, that something was missing. After the raid I thought back to burning crusade and Black Temple. The Illidan fight felt epic. The scene opened up with Akama going to face Illidan and speak his peace, followed by him running off to hold off reinforcements and give the group time to deal with Illidan. Partway through the fight, a fed up Warden Maiev Shadowsong bursts in to help try and take down the demon prince. He had wronged her so much that she had to have her revenge. In short the fight felt epic. It felt like great payoff to all the work of getting there. I attribute this to a well designed encounter, but a lot of that had to do with NPC interaction.

When you reach Arthas there is a small back and forth between the fallen prince of Lordaeron and Tirion Fordring. To be honest the back and forth is a little weak, and Tirion is one of those characters I could do without. I mean, of all the people Arthas has pissed-off and messed with over the years they picked Tirion to be the one to confront him. I mean I guess I expected him to be there from the beginning, after all he is the bearer of Ashbringer, but I expected someone faction specific to be there along side him as well. I know Jaina and Sylvanas made an appearance in the 5 mans, but this is the big show, the big payoff. Personally I expected them to be there, or rather someone who Arthas has wronged on a deep personal level to be there.

Before you say anything yes I know the history of what happened between Arthas and Tirion and the subsequent exile. My point though is as fun as the fight is (it IS an amazingly designed encounter), it just doesn’t feel as epic as I think it should.

We have airships right? After we’ve taken down the Frost wing, why not have the ship fly up to assault Arthas only to have him blow it out of the sky? How about King Varian Wrynn or Thrall gets to deliver the epic speech debasing Arthas and spurring us to victory. Instead we get Tirion running forward, and getting hunter trapped.

I still love the encounter don’t get me wrong. I love the fact that there are a thousand things you have to watch for and so many ways you can die. I like having fights that have consequence and Defile is the greatest thing EVER created (no sarcasm on that). I guess in the end I just wish there was a little more NPC interaction at the end to help lend the cinematic / literary climactic feel that the encounter truly deserves.

What do you think about the encounter?

So with that I bid you all a good day, hopefully next week I’ll be writing you as King Slayer Lodur. Until next time, Happy healing and may all your heals be swift and your mana plentiful!

Dragon Slaying 101: Healing Sindragosa 10

A few days ago I posted all the tips and tricks I’d heard for killing Sindy on 10 man and some of you then recommended other things I’d not thought of. Thanks for sharing! Some good tips there – feel free to keep adding on the comments – post is here – if you think of anything more.

So we know how to kill the dragon. But how to heal through her onslaught?

She’s got a bit of a grudge against people like you, wandering in and slaughtering her brood. She’s just landed and wants to turn your band of adventurers into a band of red goo on the floor. You’re meant to be healing them through it. What to do? Read on, though I’m going to assume you’ve read the general guide from last week so I’m not going to spell things out: this is purely about healing.

Let’s start at the beginning. Phase 1, where the healing is easy. Why? Quite simply – you won’t be doing much healing.

This might make you wonder whether three healers is too many. I’d recommend having three until your group is really comfortable with the fight. You healers might not have much to do in phase 1 but later on it’s chaotic and there’ll usually be at least one healer unable to heal for a few seconds. Having three healers available makes the chaos a bit more comfortable.

Ground phase critical info:

  • Unavoidable damage: There’s not much. Your main tank will take some damage from Sindy’s physical attacks and Frost Breath. Your raid will constantly take damage from Sindy’s raid-wide Frost Aura. Heal them through it. If you’ve met Lana’thel then compare and be reassured: the damage in Sindy’s encounter will feel a lot less threatening.
    • Class specific tips: most healing classes can make it even less threatening. Shaman, you’ve got frost resistance totem. Paladins, you’ve got Frost Resistance Aura. And Druids – make sure Gift of the Wild is up to give the general boost to resistances.
  • Avoidable damage: There are several colourful ways in which your raiders can get themselves turned into red goo, or at least badly hurt. These things probably won’t happen too often but be ready to heal mistakes.
    • If a player lets their stacking debuffs get too high, they’ll take a chunk of damage. It’s usually heal-able but if it occurs at the same time as another chunk of damage or even a tick of Frost Aura it might be enough to kill them. If you’re a raid leader you could raid warn them to move using a mouse-over-macro (or Vent of course)
    • If people don’t run out of Blistering Cold quick enough they’ll likely be one-shotted or on low health – watch Grid/Healbot as you run from it and be ready to heal anyone who’s a bit slow
    • If DPS don’t watch their aggro as the tank’s threat can be slightly lower here, they’ll die. They’ll also spin the dragon of fortune, possibly killing other people in the process
      • Class specific tip: Discy priests – If a DPS is aggro happy don’t hesitate to pop Pain Suppression on them to give your main tank some breathing space. Likewise – Paladins – if someone’s really going aggro crazy, slap a Hand of Salvation on them.
  • When to heal: If Sindy casts Unchained Magic on you immediately stop casting until the debuff goes away. Your other healers need to cover healing without you until then. You need to do the same for them if they get Unchained Magic. DBM does tell you and place markers on the people who get Unchained Magic but I also recommend letting the other healers know yourself. My healers and I just typed “UM” in party chat if we get the debuff. Then train your dagger or mace skill – the debuff feels like it takes an age to drop.
  • Nothing to do. In the ground phase you may find that no-one needs healing quite often. If that’s the case – and you don’t have Unchained Magic – then perhaps you could DPS a little. I don’t advocate healers DPSing that often but in this case it’s helpful – ideally your group needs to get Sindy to 35% health/phase 2 before a fourth air phases. So throw in a bit of DPS to help get her there, but only if you’re safe to do so.

Air phase healing:

There shouldn’t be any healing in an air phase except at the very beginning and end but people will take damage if they don’t line of sight the ice swirls behind icetombs. Likewise, multiple people may take damage if tombs are broken before all four ice swirls are done. It’s generally easily heal-able. It’s even easier for Paladins who are specced for either Divine Guardian or Aura Mastery.

Be ready to heal people up as they come out of icetombs. The longer they’ve been entombed the more healing they’ll need. Be aware of who’s entombed, too – if it’s the other healers then healing’s solely your task until they’re freed. This makes it doubly important to remain aware of the ice swirls and not get too wrapped up in healing.

Tip: Make sure that players about to be entombed are fully healed: heal them up as they are about to be iced. Shamans’ riptide, Druids’ HoTs and Priests’ Renew should top off their health and keep it there for the first few seconds of air phase.

Phase 2 critical info:

When Sindy hits 35% health she’ll start stacking Mystic Buffet on everyone, which increases their magical damage taken by 20% per stack. Ideally everyone in the raid will reset their stacks by line of sighting Sindy behind an ice tomb – including heparty chat trimmedalers and tank.

First thing’s first. Set up a stack-reset rotation amongst you and the other healers. That is, every time there’s an icetomb two of you should reset Mystic Buffet stacks and heal the raid, and the third healer should stay out to heal the tank, as they will be taking a lot more damage and line of sighting Sindy behind an icetomb also means line of sighting your tank. See the diagram for how my healers organise the rotation.

This rotation can be messed up by a healer being icetombed. If that happens just skip their step and fill in appropriately: for example, if Bob is meant to be healing the tank this turn and Carla next turn, but Bob gets icetombed, Carla stays out this turn to cover tank healing in Bob’s stead.

Your group needs to have only one icetomb up at any point. Be aware where icetomb people are standing before they’re entombed. If they’re standing within 10 yards of you you will also be icetombed. Stop what you’re doing and move away. If you’ve time, yell a warning that they’re standing close to raid members.

Class specific tips:

  • Paladins, you can make this phase easier for your whole healing team. Beacon of Light isn’t affected by line of sight. (Paladins, this is not applicable. Thanks for the correction here folks!)
  • Shaman – this may seem counter-intuitive when the healing’s heavy but if the fight’s got messy and Sindy’s on low health, remember to drop Flame Elemental totem. It’ll help on DPS and you can focus on healing. Likewise, Bloodlust/Heroism should always be in phase 2. The later the better: find the fine line between the fight not being chaotic enough and half the raid being dead.
  • Druids – keep HoTs up on the tanks. Also, practice getting precise on range to icetombs. Ideally be no more than 10 yards away from people about to be entombed, to reduce running time
  • Priests – bubble as many people as you can. Priesties of the holy variety – throw guardian spirit up on the tank. If things are really going down the drain then you might buy some extra time by dying, healing for free and without ouchies as Spirit of Redemption, then popping back up with a soulstone or combat res. Discies – consider throwing Pain Suppression up on the tank if there are no threat issues.

 

That’s it, doc. This is one of those odd fights in which there seems little to do, then suddenly a flurry of mad button pressing. I hope some of these tips have given you a heads up or helped you go the extra seven leagues. I don’t play all of the healing classes inside ICC so feel free to share your expertise in the comments; let’s make these two guides all that dragon slayers could ever need inside Ieccrown Citadel!

What do you think? Have you any tips to add? Do you enjoy healing this fight or do you find it boring? Do you think it’s highly luck based or only skill and awareness based? Do you get annoyed if your teammates turn themselves into red goo and you know you stood no chance of healing it?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twtitter feed here.

Dragon Slaying 101: How To Sindragosa 10

Sindragosa. Even the bravest amongst us shiver or spit when they say her name. There’s a lot of hatred for her but not much in the way of a definitive How You Deal With Sindy. So today I’m doing just that for raiders needing advice on Sindragosa 10. I’ll follow up in a few days with tips specific to healing here.

Though the encounter can seem easier than others in ICC Sindy will turn you and yours into foiled adventurer sandwiches. I believe some encounters can be harder on 10 man than 25: this is one of them.

You’ve just redecorated Sindy’s ledge with the trash and your group is pausing to do crucial things like buff up and get coffee. Then a giant ribcage full of blue gas lands on your tank and you’re all in combat. What to do?

Sindragosa: quick facts

– Don’t Panic! Tactically If you know any combination of Garfrost, Sapphiron and Any Other Dragon at all, you already have a good idea of the tactics for Sindragosa. The encounter’s also nicely paced – it starts off gently.
She’s a dragon. That means standing behind her will get you tail swept and standing in front of her will get you cleaved. This particular dragon also has a Frost Breath which hits anything in front of her.
– Sindy uses a lot of auras and debuffs. Most of them affect every member of the raid. Here’s what you need to know:

  • PERMEATING CHILL will stack on all meleers as they attack. They should stop attacking Sindy when it gets to 5-6 stacks, until it falls off.
  • INSTABILITY will stack on any caster who Sindy casts UNCHAINED MAGIC on. To prevent stacks of Instability simply stop casting until UNCHAINED MAGIC falls off. Really, stop casting, it’s possible to kill yourself with these stacks.
  • MYSTIC BUFFET will stack on everyone in phase 2. It increases magical damage taken per stack. More on that later.
  • FROST AURA will deal 4.5k damage to everyone every 3 seconds any time Sindy is grounded  That means healers need to be constantly healing.

In phase 1 Sindragosa has ground and air phases. The first air phase occurs at 85% health, and then every 90 seconds thereafter until 35%.

Ground phase critical info: Positioning

Threat: Sindy tests your DPSers’ ability to watch their aggro. As usual the tank will have to position an unwieldy dragon – oggle over my arty  diagram for positioning. More importantly though, the tank will also get PERMEATING CHILL and will sometimes have to stop hitting for a few seconds to let the stacks drop.
Frostie: You might want to consider some or all of your raid wearing one piece of frost resist kit to mitigate some of the frost damage which is going to get worse as the fight progresses. At the very least I’d recommend your main tank picks up a piece of frost resistance.
Hokie-kokie: Sindy will pull the group in to her. Then she casts a 25-yard AoE called BLISTERING COLD. It has a 5 second cast time. Run away in a straight line as soon as she grips you in. Anyone caught in the AoE will either be dead on the floor or near-dead on their feet.
– Your tank should be aware that Sindy seems to move forward onto the tank after Blistering Cold, whether or not the tank moved.
Tip: DBM counts the BLISTERING COLD ability cooldown. Be ready to run as it ticks down. I also find it useful to turn on the spot to face the direction I want to run as the cooldown ticks. I also remind anyone with high debuff stacks to let them drop, in case they get caught in the AoE and their debuff might finish them off. Death Knights can use Anti-Magic Shell to null the effects of Blistering Cold.

Air phase how to:

The air phase is the first that requires co-ordination. It’s like Sapphiron’s air phase: you hide behind icetombs to line of sight (that is, put something between you and it so you can’t see it) an AoE.

Unlike Sapphiron, the AoE doesn’t come from Sindy herself but ice swirls she places on the ground. Those swirls are what you need to line of sight. air phase2

1. Two raid members will get target marks. They should run to pre-arranged ‘ice tomb positions as in the picture. These positions should be the same for every air phase. Everyone else should stay away from those two people until they’re entombed in ice. 
2. As soon as they’re tombed up everyone else should gather round the tombs. You have a few seconds from the ice swirl appearing to the AoE occuring. Look for the ice swirls and line of sight them. There will be four swirls in total and they could be anywhere on the platform – including behind you.
3. As you avoid the AoE you also need to break the ice blocks to let your comrades out. Do this by slowly DPSing the iceblocks so they break just after the fourth swirl/AoE: try to avoid letting icetombs break. I’d recommend not getting below 25% health before the fourth blast.
Tip: remember I said this was a forgiving fight? We found it’s possible to live through breaking one or both icetombs early on air phases, but I recommend breaking them slowly for safety. If necessary assign your top two DPS a block each to solo and have everyone else focus on avoiding the AoE. DoTs such as DK diseases should not be used on the icetombs as they break too easily.

Phase 2 critical info:

Sindy is permanently grounded. She will still use Ice Grip and Blistering Cold and casts Ice Tomb on one player at a time. Meanwhile, MYSTIC BUFFET is a killer. It’s important not to let Buffet stack too high: hide behind an ice tomb until it drops off. Some thoughts on dealing with buffet:
– Sindy casts icetomb frequently in this phase and you really don’t want multiple tombs up at once. When someone is marked to be tombed they should run to a pre-defined space. Next to Sindy’s head is a central spot for this as everyone – including tanks – can get to it quickly.
Have a second tank. Even if it’s a kitty druid. They just need to tank for a few seconds when your tank’s stacks reach 4-5 and need to be dropped
Healers should remove stacks on a rotation basis so that at least one is not behind the ice block, so they can heal the tank. My healers and I set up some simple macros to tell each other what was going on – e.g. /p staying out – Pitil next
DPS should be split into two groups. On the first iceblock group A removes their stacks, group B nukes Sindy. Visa versa on the second iceblock.
Tip: You do need to break the icetombs. You could have all DPS do this, although it causes chaos and the potential for multiple tombs is high. I’d recommend assigning one, or even two, high DPSer to do nothing else but nuke icetombs for this phase.

That lot should be all the info you need to get through the fight – hopefully some of these tips will help it go smoothly for you. Remember she does have an enrage timer so unload the DPS as quickly as possible in phase 1. Skimp on healers or off tank if you want but be certain you can deal with phase 2 if you do. When you do take her down break out the screenshot buttons: you’ve just downed the Queen of the Frostbrood.

 

Now it’s your turn. What do you think? Have you got any tips to add here to All That Sindykillers Could Ever Need? Have any of these tips clinched the kill for you?  How hard do you think this fight is – or looks if you’re not there yet – and most importantly, how fun? I’d like to hear if you think this is a hard or even an easy fight – but remember everyone is of a different skill level, so please no suggesting that a team of grannies could do this over afternoon tea!

Does Communication Make Us Better Risk Takers?

My raid on Sunday night gave me pause for thought.

A couple of weeks ago I talked about a few aspects to help healing and raid leading at once. Last night I realised that, of those, communication is vital. Why? Because I think healers are fragile. Even that they can be a danger to themselves. And because last night my raid wouldn’t have worked so well without good communication. Let me put you in the picture.

You’re a healer raid leader about to lead a progresion 10 man. Your group’s bouncing with energy as the run starts. You’ve all got a burning desire to see Putricide go down as you’ve been carrying a grudge against him for a while. He’s public enemy #1 for your group tonight, followed by a vote on Princes or Sindragosa. Holy smokes, things are gonna go well.

Then half the group is hit by disconnection issues as the EU login servers go down.

Two hours later your group is back online, now a bit bedraggled and a whole lot more tired. It’s midnight already for some. You hit Putricide and he goes down in a few attempts. So far so good. It’s late now but the group wants to go to Princes. This is what crosses your mind:

  1. We’ve downed Princes before. It was messy but we can do it again, and the practice won’t kill us. That often. I hope.
  2. We have someone different on kinetic bomb bouncing this time. He’s going to need time to learn it.
  3. It’s midnight, for cripes sake. The elements alone know what time it is for our Herd members in Finland. We don’t have many tries in us.

You’re now in my shoes as of about midnight on Sunday. The outcome was cheery; we got the Princes down in four attempts. But it was messy from 50ish-0%. The successful attempt saw half the raid dead by the end – both myself and the other shaman healer died twice. Our discy priest heroically kept the rest up for 5%. Both shamans had been helping with kinetic bomb bouncing.

From my leader viewpoint communication was crucial. For one thing, there’s a lot going on in that fight and I admit I fail at watching everything.

It’s important to know which Prince is empowered at any time because the entire raid’s tactics change depending which it is, as does the healing output. But watching the empowerment changes is something I just can’t do yet. So I simply have one person dedicated to calling which Prince is empowered when it changes.

It’s also essential to have information in order to make good decisions, right? Right, but it’s more important for healer raid leaders. Each role is inclined towards taking risks, perhaps several times during each fight. Double the risk-inclination means double the chance we’ll make the wrong call; things go wrong or we overburden ourselves, probably wiping the raid.

So I’m realistic – i can’t do everything. Keeping track of boss health is another task I ‘outsource’ to others. As a healer I don’t have time to watch health meters other than those on Grid, but as a raid leader I need to know boss health. For example, the fight was a mess by the time Princes hit 23% health. But I knew we were close, and that was the deciding factor in the split second decision to urge the group to hang in there and pop cooldowns rather than to call a wipe.

Both of the above examples – knowing when we’re at health-wise in a fight and which tactical stage we’re at also means I have valuable information allowing me to make cooldown judgements. Not my cooldowns – I’m talking about calling Divine Guardian from our paladin tank or cycling the raid’s mana regen abilities when and for whom they’re needed.

The most dangerous risk of all on Sunday, though, was one a healer-raid leader was in the best position to make. On later attempts I had myself and another healer helping our warlock on bouncing kinetic bombs: I knew we could both multitask. Controversial decision? Yes. Bad practice? No.

It wasn’t because I thought our warlock couldn’t learn it by himself – far from it. It was because we had a lack of time, the group was tired and wanted victory in the face of server instability. Not only that, I knew the healers involved could do it without healing suffering too much. It benefited us too: we got a perspective on another aspect of the fight and it probably improved our spacial awareness as were constantly looking round. I admit, it was also really fun in an already adrenaline-fuelled fight.

Later on when it got hectic and our DK died? Not a problem. Rather than completely loose a resource and have a player feel useless, I asked him to watch out for falling bombs and tell me where they were.

So there we go, folks. I say that healers are fragile and inclined to risk: there is a lot resting on us in a raid. Add leading on top of that and it can be a recipe for disaster. But I say organising information ‘feeds’ to and from your team will put you in control of the situation and your raid one step closer to settling scores in Icecrown.

What do you think? Do you agree with my analysis of healers’ potential towards fragility and danger or do you prefer safe-rather-than-sorry? Would you have made any of those decisions differently to me? Do you know which types of information you need more of, or are you still working it out?

This is a post by Mimetir, a druid of a raidleader on The Venture Co. (EU). You can find my twitter feed here.