sindragosa

Sindragosa is the deadly Queen of the Frost Wyrms (see Lore) and the most powerful of her lineage. This is the last meeting of the Frostwing Halls, on the third floor of the Frostwing Halls.

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  • Level:??
  • Race: Frost Wyrm
  • "Salud": 13,945,000 [10] / 34,800,000 [25]
  • Time to rage: 10 minutes

Sindragosa, once consort of the now insane Malygos, is Arthas's most precious creature, the Lich King who raised her from the place where she died in Icecrown.

Skills

Phase 1

Crack: Deals normal damage plus 50. to an enemy and his close allies. Affects up to 10 targets.

Tail crush: Deal between 11,250 and 18,750 points of damage to enemies in a cone behind Sindragosa, knocking them backwards.

Frost Aura: Deals 3,000 points of frost damage to all nearby enemies every 3 seconds. (Deals 4,500 points of damage in 25 player mode)

Piercing chill: Causes those who attack Sindragosa with bone-chilling physical attacks, dealing 1,000 points of frost damage every 2 seconds, per application for 8 seconds.

Breath of Frost: Inflicts between 27,750 and 32,2550 points of frost damage to enemies in a 60 meter cone in front of Sindragosa. Additionally, attack speed is reduced by 50% and movement speed by 15% for 6 seconds. (Inflicts between 37,000 and 43,000 points in 25-player mode)

Icy grip: Spreads arms of frigid air to draw all nearby enemies towards Sindragosa. Right after you will use:

  • Virulent cold: Deal 30,000 points of damage to enemies within 25 meters. (Inflicts 35,000 points in 25 player mode)

Magic unleashed: Inflicts an arcane curse on the target causing any spell cast to result in a Counter Strike of arcane power after 8 seconds. Multiple spell casts by the affected target will intensify the counterattack.

  • Instability: Using magic while affected by Unchained Magic will create unstable energy, dealing 2,000 points of arcane damage to the caster per spell cast, 8 seconds after the spell cast ends.

Phase 2

Frost Signal: Mark a target to trap it in an Icy Tomb.

Frost Bomb: Launches a projectile towards a random target. When it lands, it deals 5,655 to 6,345 points of Shadow damage to all enemies within 10 meters of the impact site.

Ice tomb: Bury the marked target and players within 10 meters in an ice grave.

Phase 3

Has all the abilities of the other phases plus:

Mystical shake: Shakes all members of the raid with arcane energy every 5 seconds increasing magic damage taken by 10% per dose.

Strategy

The fight against Sindragosa has 3 phases: the floor of the terrace where it is, when it takes flight and a combination of both once it reaches 35% of its health. The first and second phases (ground and air respectively) alternate until the party reduces Sindragosa's health to 35%. The first phase change happens at 85% of Sindragosa's health and then they will alternate. The ground phase lasts 60 seconds and the air phase 50 seconds.

Es highly recommended the use of Frost Resistance Totem or Frost Aura.

The fight against the Frost Wyrm is a great successor to Sapphiron in Naxxramas, as you will see most of the skills have to do with ice and frost.

Band composition

  • Tanks: 2 [10] - 2-3 [25]
  • healers: 3 [10] - 6-7 [25]
  • DPS: A mixed group of both

It's a single tank combat with no additional monsters but having a second to reset Draft to the Bone can help.

SEO

Sindragosa is still a dragon so all normal dragon attacks are applied. This means that nobody that you are not going to tank it, it will be placed in front of you and of course, no one stands on your tail if you do not want to receive a Tail crush.

The fight

Sindragosa will begin combat on the ground after landing upon seeing the group.

Phase 1: Soil

While on the ground, Sindragosa will often use her Breath of Frost, which leaves a negative magical effect (which only should affect the tank), reducing its dodge chance by 50%. If we add to this the global effect of Chill of the Throne, we have a tank that will barely dodge anything. To prevent the tank from dying, it is recommended to use trinkets and defensive skills.

During this entire phase, the entire raid will be taking damage from the Frost Aura And, as if that weren't enough, Sindragosa will prevent DPS from doing their job.

Melee DPS
DPS that attack melee have a 20% chance of receiving a stacking effect called Ice cream to the bones due to the cumulative effect of Piercing chill slowing his movement speed and dealing frost damage with each application. The effect lasts 8 seconds so, after 2 accumulated effects, they will have to stop attacking. When you have two, in those 8 seconds you will receive a total of 14,000 points of damage (1,750 per second) and it must be taken into account that the Healers must be healing the rest of the band.

Ranged DPS and Healers
Every few seconds, Sindragosa will launch Magic unleashed random band members with a duration of 30 seconds. Each spell that is cast while the effect of Magic unleashed is, an effect called Instability. This 8-second effect (which is refreshed if a new spell is cast) when finished, explodes, dealing damage related to the number of doses of Instability. The way to manage these 30 seconds is quite complicated but as with melee DPS, the best thing is to cast at most 2 spells, wait 8 seconds for it to explode and re-cast another 2 until the spell disappears. Unchained Magic.

Near the end of the phase, Sindragosa will launch Icy grip drawing all players to the center of the Dragon not including the Tank. Automatically afterwards, it will launch Virulent cold a spell that will take 5 seconds to cast and that will do between 30,000 and 35,000 points of frost damage to any player within 25 meters of Sindragosa. The tank could take this hit but a DPS or Healer would die quickly so everyone must run far to avoid being hit by the nova.

sindragosa_guia_soil

Shortly after launching the Icy grip, Sindragosa will fly away.

Phase 2: Air

guide_sindragosa_tumba_ice

Each phase of Air lasts 50 seconds. Right after taking flight, Sindragosa will mark 2 random gang members (4 in 25-player mode) with Frost Signal. After 7 seconds, the poor marked and the nearby players will be buried by a Ice Tomb. The grave prevents you from moving and using any skills but… it also kills. These tombs have a certain amount of life (to be determined, it has changed at least a couple of times during testing) and you have to kill them to prevent the player from dying inside. It is very important that the players move more than 10 meters away from the band members marked with the Beacon, to minimize the impact on the players.

After casting the Tombs, Sindragosa will cast 4 Frost Bombs to the area. They will come one at a time and with a difference of 6 seconds between each bomb. It will not kill a player in one hit but they cannot hold more than 2 bombs. To avoid the damage of the bombs you have to hide behind the ice of the Tombs (as in Sapphiron). Taking into account that everyone will want to survive the 4 Bombs, it is best to do damage to the Tombs to free people before the end of the Air phase but not all at the same time so that there is some place so that there is a place where take refuge in the final Bomb. Players in the Tombs will not start taking damage until Sindragosa hits the ground in the next phase.

It is best if the gang members stand aside in a corner of the room while those affected form a "wall" around the players in a way that covers the entire gang.

Phase 3: Less than 35%

Once Sindragosa reaches 35% of her health, she will stop taking flight and stay on the ground. Every 5 seconds, he will place a dose of Mystical shake, increasing magic damage taken by members by 15% per dose. This means that the combat turns into a DPS race to finish it off before the constant damage becomes too much for your Healers. It's time to use Heroism / Bloodlust and whatever special abilities you save for the occasion.

Also, every 15 seconds, he will mark a player (turning him into a grave) and throw a Frost Bombs. You will have 7 seconds to move away and not chain the damage. This part is undoubtedly the most complicated part of the fight since Sindragosa will continue to use Unchained Magic, Icy grip y Virulent cold during this phase and you will have to balance between destroying the Tombs and taking down Sindragosa before the 10 minute rage time elapses or the entire raid dies from the unbearable damage.

It is essential to have designated places so that when Sindragosa places the Frost Signal, the affected person is placed in a place (more than 10 meters from the band) and then the rest move there to avoid the damage.

Quick, role-specific tips

Everyone has a negative effect that you have to watch out for. Make sure you can see it clearly and that you know what you need to do.

Tanks

Make sure Sindragosa is perpendicular to the band. Save special abilities for him Virulent cold and especially for phase 3. Normally the tank has time to wear off the effect of Draft to the bone when Sindragosa flies off but in Phase 3 it is not viable. If the phase gets too long, a Tank rotation will be required for the effect to wear off.

Melee DPS

Check the doses of Draft to the Bones and run during the Virulent cold. During Phase 3, a good time to get rid of Draft to the Bone's effect is when you stop hitting Sindragosa to take down the Ice Tombs.

Ranged DPS

Attention to Unchained Magic so as not to kill you with a big blow. During Phase 3, take special care to move away from the player with the Frost Signal to avoid being buried.

healers

Like the ranged DPS, you have to be careful with it and inform the rest of the Healers to increase the heals since you will not be able to heal continuously. Try to save the mana for Phase 3 because that's when the damage really becomes unbearable. If no one is hit by the Frost Bombs during the Air Phase, you can use the entire 45 seconds to regain mana.

Videos of the meeting

Audio in Spanish of this video and here the transcript.

 

 

Audio in Spanish of this video and here the transcript.

 


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