Raid Rx: Healing Sindragosa

Sindragosa is easily the most agonizing boss in the entire instance. I personally thought Professor Putricide was bad but once I got to her chamber and started several attempts, my faith in myself was shattered. One of the big frustrations is that a player who is lagging or disconnecting can easily be the cause of a wipe. Sindragosa is not forgiving at all. You'll find her after you clear out the Nerubian trash room that's protecting her.
Why she needs a bunch of undead spiders to act as her guardians, I will never know. Don't forget to activate the teleporter when you run into the area (It's on the left side when you enter). Once you've cleared out the whelps and the two mini-dragons in front, Sindragosa will come charging in. However, you can immediately run back through to the Nerubian trash room to get properly set up since she'll despawn. She'll reset allowing everyone to drink up and rebuff if necessary.
Check out the Sindragosa section on our Icecrown Raid Information page. It'll give you an overview and help familiarize you with the various abilities and attacks she has. Again, this article is aimed directly for healers who might be suffering from various parts of the encounter or are just looking for tips to get by. Start off with six healers and plead with your tanks to pick up some frost resistance gear. It helps a ton against her Frost Breath.
Phase 1
As most dragon encounters go in the game, this happens to be her ground phase. There are a few things to be careful of.
Unchained Magic: It's an extremely annoying debuff. When you cast spells, you gain an Instability debuff. The more stacks of Instability you have, the more damage you take when the stacks wear off (caused by Backlash). I personally like to go up to about 5-6 before letting it wear off. However, when you're in the early phases, it's good to stretch yourself and see how far you are willing to push that limit in case you need to unload some major healing. Try to time a big heal (such as Prayer of Healing or Holy Light) to land just as Instability wears off.
Blistering Cold: Heh, I think ability alone will be a big reason why most raid groups will wipe. She'll pull everyone directly on top of her with an Icy Grip before she unleashes an AoE nuke that will kill almost anyone standing within the blast radius (except a tank). When she pulls you in, stop what you're doing and just run away. Ideally, you'll want to practice running toward the stairs but when starting out, simply focus on getting away from her. I picked up Body and Soul just to run away quicker or to cast it on someone who I'm not sure will make it. It seems possible to resist the Icy Grip, but my results haven't been consistent. Sometimes I don't get pulled in but in other cases I do.
Frost Aura: Uh, just keep healing. Everyone in the raid will be taking damage.
Phase 2
This is the air phase. She flies away and becomes out of reach for the raid. She'll start tossing out Frost Bombs. Players can typically survive one Frost Bomb blast but it's highly recommended that they use the Ice Tombs to to shield themselves. I like to have my entire raid gather up at the base of the stairs that lead to the main platform. Once the Frost Beacons have hit, the players that have not been marked generally run up the stairs and get far away. When the beaconed players become Ice Tombed, any players that happen to be around them will get hit as well. Run up to and hug the Ice Tombed players. Make sure the blocks are between you and the location of the Frost Bomb that Sindragosa throws out. As healers, if you can chip in DPS on the blocks, I strongly suggest doing so to help accelerate the process in 25 (it might not be necessary in 10s). But make sure players that have been hit by bombs are topped off first.

It's really easy to see where the next Frost Bombs will hit. Look for the swirling thing on the floor. You have several seconds to hide behind a block before it lands.
Get some heals ready for the players that are emerging from the broken out blocks. I suggest using instant cast spells if they're in danger of dying. Sindragosa will land after she fires off her 4th bomb. She'll continue to repeat phase 1 and 2 until she reaches 35%.
Phase 3
And here is the fun phase. Sindragosa doesn't take off in the air anymore. But she'll start casting Mystic Buffet on the entire raid. It stacks and steadily increases the amount of magic damage taken by the raid. Don't worry about unloading massive DPS on the boss. This phase is about your ability to survive and not panic.
We use two specific areas for players that get targeted with a Frost Tomb. Players get away from that player that's about to get tombed so that the ability isn't chained. Only one player will be under Frost Tomb. I would assign a raid healer specifically to heal up the player that gets marked. A discipline priest works perfectly. Hit them with a Power Word: Shield and Penance. You want to ensure that the entombed player survives getting hit. Once that player is tombed, run toward it and position it so that the block is between you and Sindragosa. Mystic Buffet will only be applied if you are in line of sight of the boss.
For healing the tank, I have 4 tank healers. 2 of them are on the tank at any given time. The team that heals the tank is the pairing that isn't hiding behind a Frost Tomb since they'll have line of sight with the tanks. The ones that are ducking behind tombs switch to maintaining the raid until the Frost Tomb they're hiding behind gets broken.
Have some tanking and defensive cooldowns ready. Hand of Sacrifice, Pain Suppression, Guardian Spirit and whatever cooldowns the tanks have available should be used before she unleashes a Frost Breath. You might want to consider setting up a pre-determined save order in advance.
Anyway, good luck! Phase 3 is a tough phase for sure and it will take many attempts and frustrations before Sindragosa goes down for good.
Want some more advice for working with the healers in your guild? Raid Rx has you covered with all there is to know! Need raid or guild healing advice? E-mail me at matticus@wow.com and you could see a future post addressing your question. Looking for less healer-centric raiding advice? Take a look at our raiding column Ready Check.
Filed under: Druid, Paladin, Priest, Shaman, Raiding, Raid Rx (Raid Healing)






Reader Comments (Page 1 of 1)
Uila Mar 18th 2010 7:01PM
Not sure how well this works in 25, but in 10 I found it helpful to put hots up on the ice tomb targets in phase 2 before they got entombed. That way once the ice was broken the entombed targets came out with full health and I could focus on other things when making the transition back to phase 1.
Vendric Mar 19th 2010 12:02AM
It works well and is highly recommended. Especially if someone happened to wander too close to the ice blocked targets and you find yourself with a 6th block >.>
The topped off blocks can wait the few moments more needed to help Mr 6th get out first.
hehealme Mar 18th 2010 6:57PM
Blistering Cold needs to DIAF.
C whut I did thur?
But seriously, if you're a healer with even a semi bad connection this is a #1 killer. What seems to help is actually standing closer to boss right before she pulls you in. The distance you get pulled is less so you can start running out a little sooner than people getting pulled further away.
Hope that helps, and GL!
L Mar 19th 2010 1:42AM
If you are a tree you can travel form out!
Seeks Mar 18th 2010 7:15PM
While this may sound like i'm not in my right mind: you can two heal this on 10 man. The dmg up to P3 non-existant. The boss doesn't hit hard and the raid takes minimal dmg. Additionally if you run two healers it frees up more DPS on boss to roll P3.
I always found the biggest problem with this fight is not watching the frozen breathe timer in P3. This boss swings very very slowly. It is possible to be LOS of tank for a considerable amount of time before going back in to start healing them. If you're watching the breathe counter you should start preloading hots, heals and everything you have prior to it going off. Once she's done take care of raid and yourself. Really the tank gib was my guild's biggest killer. The DPS were not to difficult to heal up. I would warn you're melee dps to watch their trinket procs stacking debuffs. If you can manage the ice blocks and run out of aoe explosion you're guild is 85% of the way through this fight. It comes down to intelligent healing at that point.
If you have a holy pally keep in mind judgements do not cause stacks so judge light and profit.
Pain Maker Mar 18th 2010 7:29PM
I hate this fight like none other!
Freedom Mar 18th 2010 7:54PM
On 25 man, does anyone recommend frost resist gear. Maybe one piece for dps, like a ring.
Aggy Mar 18th 2010 8:24PM
We two heal it on 10s as well.
What helps a lot is LOSing Sindy with the ice block then stepping back till you get LOS on your tank again. This might require them to twist a little depending on where you have been positioning him. Stack falls off, tank gets heals, everyone is happy. The only problem you might face is tank gibs on frost breath but this can be mitigated with tank cooldowns or FR gear (which you didn't DE after hodir, right?)
Terry Mar 18th 2010 9:00PM
2 Healing in 10s is extremely risky. If one healer gets ice tombed and another gets unchained magic, it would be quite difficult to keep everyone up. You are exposing yourself to some RNG deaths.
makebooms Mar 19th 2010 11:50AM
Do not attempt to 2 heal this your first time through, I don't care what the other people on this board say. The biggest cause of wipes in phase three is due to DPS not avoiding damage. Because of this, two-healing just can't keep up.
If you have a well-disciplined goup with experience on this fight, you can then move to two-healing with the understanding that in phase three, the most important thing isn't to DPS the boss, but to avoid taking damage.
Darren Mar 18th 2010 10:36PM
As soon as we get pulled in, we have a hunter use Aspect of the Pack as we run out. As a result, we no longer have anyone getting hit by Blistering Cold.
hegar Mar 19th 2010 2:06AM
Admittedly we're only up to sindy in 10mans, but we've never had a problem with Blistering Cold.
Our hunter pops AotP to help us all out, and we have a lock with good spacial sense who always puts his demonic circle down a few safe yards over the AoE distance.
Even though everyone should be able to tell when they are a safe distance away, we find this visual que of where to run to just makes it easier, safer, and more instinctive.
The extra dps from melee not over shooting the mark, and having less of a distance to close again is minimal, sure, but every little bit helps.
hegar Mar 19th 2010 2:13AM
Also, healers definitely do not need to help out with DPS on the blocks in 10man. As I'm sure anyone who has done it in 10man will attest the risk of over-zealous DPS breaking the blocks earlier in p2 is infinitely more likely than the blocks not being DPSd down fast enough (that's unpossible!).
And obviously in p3 healers are more than likely gonna have better things to worry about than a weak Moonfire/Lightning Bolt/Smite/etc on the blocks.
jlpknights82 Mar 19th 2010 3:04AM
Healing this in 25 man was a huge issue for my guild until the healers finally figured out how best to deal with it.
Essentially what we ended up with was out two main tank healers (our two holy paladins, including myself) alternating which iceblock we hid behind. I would take the one set on the right and he'd take each left one, for example.
The other heals would HoT and heal the tank(s) as needed while maintaining the raid.
If one of us got Unchained, the other would stay out for the next cycle (as long as they didn't have Unchained as well, which rarely happened), and we'd switch what sides we ducked behind from then on out to maintain the cycle.
It's also worth noting that you only have to duck behind the tomb for a quick moment when the buffet debuff is about 2/3 of the way through its timer in order for it to line of sight the reset and fall off of you. Then you can pop back out and heal heal heal!
This fight is won or lost by healer communication.
Cyrannos Mar 19th 2010 6:49AM
Most retarded and easiest fight there is.
Oh durp i have to move?
herrsatan Mar 19th 2010 9:30AM
If you stand inside her hitbox you actually won't get pulled by Icy Grip at all! Because I had some lag issues, I healed this fight inside her hitbox facing away from her and towards the stairs to maximize running time before Blistering Cold.
Descender|LE Mar 19th 2010 12:26PM
Question that I've always had, and figure these intelligent priests would be the right place to ask:
Mystical Buffet. Wing Buffet. Is that Buffet as in "Buff-it" or Buffet as in "Buff-ay"? I've NEVER been able to figure that out!
midgebot Mar 19th 2010 1:00PM
For this context, it is pronounced like "buff-it."
Bellaskye Mar 19th 2010 2:39PM
I find that letting the stacks fall off on p3 takes soo long, that we are all just standing around waiting to get ice blocked:( Our 10 man has only had one night of practice on her, and we got to p3 consistently but always got downed after the third person got iceblocked. :( Oh well.. we will persevere :D
Darwizzle Mar 24th 2010 4:56AM
I tend to spam Renew all throughout the early phase then switch to PoH spamming when I gain Unchained Magic Debuff. If you could chain CoH right after a PoH cast, it's only counted as one Instability stack (I usually only get my debuff up to 7 or sometimes, I'll just keep on going and just cast GS on myself at the end of 30+ stacks).
When P2 kicks in, I actually switch to permanently spamming PoH because of the insane constant raid damage. PoH is also a great spell for the last phase as it ignores LoS.