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.

[VIDEO] Healing Valithria Dreamwalker

My first foray into video editing! I managed to compile the footage and stitch together some audio as well. There are enough boss strategy videos out there that explain what the overall raid needs to be doing on different encounters. My focus here was to target the individual who was healing. I’m not the perfect, top-tier Priest so you’ll catch a glimpse of several misplays throughout the video that I’ve made. All the while, I’ll be narrating the things I’m doing and why I did them. Therefore, it is assumed that viewers know the mechanics of the encounter.

You can tell by listening to the first several seconds that I’m extremely nervous and it took a few retakes when I was recording before I managed to calm my nerves.

The narrations will sound different periodically because I was experimenting with different amplification levels and microphone distances. Initially, I started writing down what I wanted to say at different points and then just recording it into Adobe Audition before importing them back into Movie Maker. About halfway through, I just gave up and recorded the rest of it in one shot on the fly without any serious scripting at all. We used to play a game in drama class that involved doing a bit of improv so I figured I could wing the rest of it. It’s the same thing during any sort of in-class skits, right? Get the rough outline and improvise the rest of it on the fly.

The various voices you’ll hear throughout the video is chatter from vent. I decided to leave them in there largely because I haven’t figured out how to strip them. Also, it’s there as a glimpse into the way my raids operate.

Next video is on Sindragosa which I hope will be infinitely better.

Things I need to improve on

Problem: Expanding into high-def or widescreen at least
Solution: No idea yet

Problem: It’d nice if I could freeze frame for a few seconds
Solution: Software issue? I’m using Movie Maker, but I’m going to see if I can grab an educational copy of Vegas from school at some point

Problem: Zooming in and drawing football-style X’s and O’s
Solution: Ditto the above

Problem: Too tense and nervous
Solution: Two beers

Your thoughts? Again, this is my first video so be nice. Once I get better and more polished, I’ll put subsequent ones on the WoW dot Com Youtube channel. I didn’t feel that this one was particularly up to snuff yet. But, I wanted to at least get my feet wet.

Software: Adobe Audition, Movie Maker, Fraps.

14 Things that can go Wrong and will go Wrong on Sindragosa

sindy-hurts

She is the General Vezax to Yogg-Saron. Never has such an encounter led me to curl up in my chair and cry. The margin of error is so small and so minute (my-noot?). There are so many things that can cause failures. It contains of 6 minutes of sheer endurance before you get to the final phase. Anyone with a compromised computer or a laptop or a bad connection will not even do well. On other encounters, you can get away with a disconnect or a death. Here? Not so much. So here I’ve compiled the ultimate list of things that can go wrong when taking down Sindragosa.

  1. Guild leader’s WoW crashes during ground phase (True story, happened to me last night, and miraculously didn’t get pulled in)
  2. Raider inability to run out when Sindragosa chain pulls everyone (I specced into Body and Soul so I could hit the players who had the most difficulty)
  3. Raider inability to mouse turn when pulled into Sindragosa and go in the wrong direction.
  4. Raider runs out to the wrong side when pulled in and happens to be the target of a Frost Beacon in phase 3 thereby getting caught on the wrong side leading to insane stacks of Mystic Buffet resulting in a wipe.
  5. Inability to use own judgment to spread out on the bottom of the stairs when hit with frost beacons. We don’t need 4 guys on one side. It’s 2 left, 2 right, and 1 middle.
  6. People cheating too close to Frost Beacons before they hit resulting in more Frost Tombs.
  7. Melee building up too many debuffs and having to run out when pulled in and not getting a heal because the healers go one way and they go the other.
  8. Healers dying to Backlash because we’re too busy tunnel visioning the raid (I am guilty of this). Fixed it by setting Power Auras to show Instability in big flashing letters, 100% opacity, and 300% size. Manage to cut down the deaths some. It still happens.
  9. Mystic Buffet not clearing because we mis-time our ability to run behind a block and shake off the buff.
  10. Raiders cheating up the stairs instead of staying on the bottom as specifically instructed to before Frost Beacons are hit and then having to run back down and look for an open spot. God this pisses me off so much. I don’t know why people have to cheat up the stairs. I don’t know why waiting at the bottom of the stairs is so difficult to do.
  11. Thunderstorms knocking out internet connections.
  12. People who don’t have the Frost Beacon stand where people with Frost Beacons are supposed to run to resulting in a double tomb or a death on phase 3.
  13. People who are too slow and don’t get into position in time.
  14. Instability on half the healers leading to temporarily reduced healing on the raid, leading to more deaths due to insufficient heals. Like the Backlash problem I had earlier? It’s me getting people up to the survivability levels without realizing I have that stuff.

All I can say is, thank goodness we managed to take her down last week. It’s just unfortunate to have players who have computers or connections that just can’t seem to handle the stress of the encounter. The expansion is also winding down now even though we have Ruby Sanctum coming up and it’s getting a little harder to find raiders.

If we get her down again, I’m tempted to simply extend the lockout so we can focus exclusively on the Lich king.

Raid Leading 101: Placement and Direction

raid-directions

I’d like to share two stories today.

I remember years ago when my guild (at the time) set foot into Serpentshrine Cavern. We nuked the trash and faced Hydross for the first time. Our raid leader gave us directions on which elementals to DPS down first and which side of the room we had to drag her to. Since we had 4 tanks, each one was assigned a different elemental. One was assigned to the left, the other was on the right, and so forth. Things seemed to look good until the fateful question was asked:

“Wait, is that our left or is that Hydross’ left?”

And so the next fifteen minutes were spent debating which left was appropriate.

The next one is a little more recent and it comes at the heels of our Sindragosa attempts. We’ve sort of managed to stabilize our ground and air phase placements. Where we’ve struggled was during phase 3. Here’s a glimpse at our attempts:

Raid lead: “Okay guys, on phase 3, I want the frost beaconed player to stand on his tail.”

*Phase 3 hits, beaconed player runs very far toward the end of the tail, wipe ensues due to distance*

Raider: “You told us to stand on the tail.”

Raid lead: “Okay guys, well when I meant tail, I meant that you should stand where the tail and the butt meet, not the end length of the tail.”

*Phase 3 hits, beaconed player runs just below the butt, raid follows, gets Tail Smashed*

Raider: “I’m pretty sure that we stood in the right spot.”

Raid leader: “Well when I meant where her tail and butt meet, I didn’t mean directly behind it. You should stand just beside it so that the conical attack doesn’t hit you. Try a little to the left of it.

(At this point, he asks in officer chat if he wasn’t being precise or clear enough.

I looked skyward before burying my face in my hands.)

As you can see, good communication is a necessity. I’ve been in many pickup groups where raid leaders say one thing only to mean the other. They were not clear at all. In today’s post, I’d like to introduce a few terms and concepts that have allowed me to place players with pin point (almost smart bomb-like) accuracy.

Various terms

Set the orientation

The first thing I like to do is set the orientation of the encounter. In order to determine this, you need to figure out in your strat whether or not the boss is going to be mobile (constantly moving around like Professor Putricide) or static (like Festergut or Deathbringer Saurfang). Everyone needs to be on the same page and be reading from the same playbook.

Examples:

  • Using cardinal directions, you’ll be standing…
  • Facing this boss, I want you over to the…
  • Boss will always be moving, so you need to stay within melee range on…

For bosses where they are tanked all over the place, sometimes it’s best to rely on relative terms (left of, right of, behind, close to, etc). On bosses where they get tanked primarily in one location, compass directions can work well (North, south, east, west).

Identify landmarks

Look around the area and see if there is anything you can use. Perhaps there is a pattern on the floor that will make an excellent bullseye for players to stand on. Or maybe there is an object that can be used.

Examples:

  • The entrance
  • The orange wall (Professor Putricide)
  • Base of the stairs
  • Right pillar

Be as descriptive as necessary. Try to look for features that are unique. There is only one table in Professor Putricide’s room. One of the faucets are colored green (Exception: You may need to be more specific when working with colorblind raiders).

On the go

Most fights tend to involve a lot of movement. Players need to be instructed on the fly where to run to or where to run away from. Using land marks helps as well, but focus more on the words you’re using. Note the italics.

Examples:

  • Run along the orange wall
  • Run away from the boss
  • Move toward the yellow star’d player
  • Tank the boss as close to the edge as possible

Really obvious directions are being given to players. It’s easy enough to hear these instructions and catch on to what the raid leader wants you to do.

Dress rehearsals

At the very top chamber where Blood Queen Lana’thel is, you’ll notice that there is a grate. When you kill her, you can simply drop down to the floor below. Until then, it can serve as an excellent way to place raiders before actually engaging the boss. I put a star icon on my head, run to a specific spot on the circular pattern on the ground, whisper a player and tell them to run to me. This is where they stand on the fight using the circular pattern on the ground that’s directly in front of the Blood Queen.

putricide-placement

(Example instructions for avoiding oozes: Start at the orange wall when the green ooze comes out! Don’t stand in the middle pattern. When it’s dead, cut across and stand under the green faucet. Avoid standing in the middle pattern. When the orange ooze comes out, wait for it to cross the middle. Start going to the green wall, then head towards Putricide’s table at the back before running toward and along the orange wall.)

Simple communication cuts down on wasted time and attempts. Be as clear as possible. Try to think of ways where raiders might misunderstand what you’re saying and plan around that.

Be not afraid, as the forest nymphs will guide you on how to please your raiders.