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Galadruin the Dwarf
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re: Sindragosa Hard Mode

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Please note these tactics and specifics may be different due to Patch 4.0, specifically the tips in healer and melee due to class changes.

The fight is mostly the same as Normal, however there are a couple of changes that are critical to remember.

Frost Tombs: There are 6 instead of 5

Air Phase Bombs: they hit hard, much harder so people need ensure placement behind the tombs is perfect else you are dead (200K hit).

Unchained Magic debuff: This is now an Aoe effect of 20 yeards, so when you get it you need to move away from the raid.

Finally it is important to note that when she pulls all raid members into her, she begins casting Blistering Cold as soon as the pull begins, not when you land at the foot of the boss. For this reason, the closer you are to the boss, the more time you will have to turn around in mid air and get out of range before the AoE takes effect. This is VERY important in heroic mode, as any damage taken from Blistering Cold is essentially un-survivable.

Specifics:
In air phase it's better to have 3 pairs of 2 for the frost tombs. It may be we need frost resist gear/pots, a suck it and see really.

Range/Healer Specific TipsIf you get the Unstable Magic debuff during phase 1 / ground phase, it can help the raid if you move to the left or right of the ranged group on your own so that when you let your few stacks of unstable Magic explode, you are the only one who takes the damage. Keep in mind that during phase 3, most raids simply ask their casters with the Unstable Magic debuff to avoid casting entirely. If you are having lag problems getting out of the Blistering Cold, some ranged players find it advantageous to move closer to the boss when it is almost time for her to cast Icy Grip, since some players experience flying lag relative to how far away from the boss they were standing.

If you have a warlock in the raid, they can cast Curse of Tongues on Sindragosa to make her Blistering Cold cast time go from 5 seconds to 6.5 seconds. If your raid is having trouble running out or just wants some extra time for healers this might be a useful ability to use.

Shadowpriests are able to continue DPSing regardless of having the Unstable Magic debuff as long as they stay far away from the raid and time their Dispersion correctly ( Dispersion should be active when their stacks of Unstable Magic explode).

Melee Specific Tips
As melee, you will have to keep an eye out for Tail Smash. Tail Smash is avoidable damage; it will only hit players within close melee range to Sindragosa, is on a timer, and has a cast bar. You can avoid this extra damage and knockdown effect by either standing at max melee range during phases 1 and 3, or by simply watching boss mod timers and making sure you move to max melee range when Sindragosa casts her Tail Smash.

Blistering Cold can be safely avoided by multiple melee DPS classes so that they can continue to DPS the boss while she is casting Blistering Cold. For example, Death Knights can use Anti-Magic Shell to absorb the damage and rogues can vanish once Sindragosa has started casting Blistering Cold to no longer be a target for the damage. Feral druids also have a talent called Predatory Instincts that decreases the AoE damage they take by 30%; combining this effect with a cooldown can generally safely keep a feral druid alive during the Blistering Cold. One note to remember is that it is not always advantageous for melee to stay in and DPS; they might need to stop attacking and clear their stacks of Chilled to the Bone when Blistering Cold is cast anyway.

Full article here: http://www.poptartica.net/?p=595


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Bennied
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re: Sindragosa Hard Mode

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Thanks gala.. good review. So same tactics, but any mistakes will mean you die! Sounds easy huh.

Additional information:
The unchained magic debuff its AOE-effect has a direct relation to the stack you have on you. The higher the stack, the more dmg the effect has. 1 stack will not kill raid, but since u cant attack further, you will have nothing else to do but walk away anyway. You can ofcourse do direct spells while walking away.

Anyway a guildy can make the potions? Just tell me what you need and i can help out.
Ouwetank
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This guy again. Hehe. Benefit of this video is that they have the same positions we used.

Allthough i think i prefer our W-positioning of the ice blocks better. They are closer together and will provide greater hiding-coverage. Ranged dont have to walk to lower ice blocks since they can attack them from the upper blocks.

After Sindra does blistering cold and draws you in, in hc the timer starts running while u fly in the air. So might be wise to start walking to sindragosa just before timer runs out in order to be closer to her and have more time to run away (since your flying time is shorter, the closer you are to her).
Ouwetank
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Bennied wrote:
Allthough i think i prefer our W-positioning of the ice blocks better. They are closer together and will provide greater hiding-coverage. Ranged dont have to walk to lower ice blocks since they can attack them from the upper blocks.


How do u make an ''W" with six iceblocks?


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Lol yeah it becomes more like 2,5 V's. wink
Everlightly

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If everyone can have a read up on this for me today or tomrrow, after saurfang going straight for frost wing and sindy HM to spend the rest of the night testing it out.
Cassor
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Think about this! Let's go get Jim his Shadowmourne tomorrow night!
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i agree, get baltaer his shadowmourne, he's been waiting long enough! Sooner we get it, the longer he can actually use the damned thing.


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Galadruin the Dwarf
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He needs 1 shard I thought, which we should pick up in the first 4 bosses, but ofcourse we should do the bosses we can until he gets it.


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