Spiritual Guidance: Flaying Sindragosa (and friends)

I could have sworn there was some kind of dragon encased in ice around here. Really.
What's that? They chiseled it out of ice and moved it to Icecrown Citadel? The hell? When did that happen? December, you say?
Those shambling horrors must shamble fast when I'm not looking. Or maybe I was just too drunk over the holidays to notice. Anyway. This bone dragon thing, it's not evil, is it?
Oh. It is. Damn. Okay, I guess we'll go kill it. But first, we'll make this stop off and heal some generic green dragon we've never even heard of before, just to keep it from turning into some boss we'll have to fight later.
Shadow priests, gather round as we storm the Frostwing Halls! We'll collect some fine loot! We'll also answer -- or at least ponder -- some existential questions. "Why can you Mind Flay a block of ice when it doesn't have a mind to flay? Why can you disease it?" All this after the break.

Valithria Dreamwalker
Let me start by saying that Valithria Dreamwalker is a creative "fight." The goal is not to take a boss down to 0% health, but to heal one from 50% to 100%. It's a great chance for healers to shine and prove their worth much the same way DPS battle it out on the meters.
For DPS though, let's be honest -- this one is kinda forgettably boring. Which is fitting, since Valithria is a forgettable, boring character. For DPS, there's only one phase, and all we're really doing is attacking the adds that spawn at the left and right sides of the room. The most work that's required is remembering your list of priorities -- that is, what adds to down first.
Positioning
The center of the room works best, close to Valithria. This way, you can easily switch between the sides when there's something to be attacked with minimal walking time.
The Adds
Listed by priority, from most to least important:
- Blazing Skeletons: These adds will hurt everyone in the raid including Valithria, so we need to take them out pretty quick. Their main attack, Lay Waste, is unavoidable -- it's all about killing them before they can cast it (or at least, before they can cast it a number of times).
- Suppressors: Once in place next to Valithria, these ugly little geists channel Suppression, which reduces the healing she takes by a stacking 10 percent. They need to go down quickly, or your healers' efforts will be significantly hamstrung. Several get called out at a time (especially in 25-man), so if there are four or more on your side, Mind Sear may be your best bet. If there's only one, spamming Mind Flay to keep the Suppressor from getting into place will buy your teammates enough time to kill it before it even gets in place to start Suppression.
- Risen Archmages: These guys have a trio of ugly attacks. First, they hit with Frostbolt Volley -- there's not much you personally can do to avoid these if they're coming your way. Second, they have an AoE attack that drains your mana, Mana Void -- as a caster, you'd do well to get the heck out of these ASAP. Finally, they'll target a player with Column of Frost, which is avoidable provided you have the sense to move out of the way and avoid it.
- Blistering Zombies: These are relatively low priority adds. They won't attack you personally, but when they die, they explode in a hail of acid. Easily avoidable by keeping yourself far away from these guys at all times, especially when you're attacking them.
- Gluttonous Abominations: The lowest priority add. Shortly after these die, a mess of Rot Worms will spawn from the corpse. When they spawn, give the tank a few ticks of the clock to pick them up, and then Mind Sear them down.
The Loot
There are a handful of noteworthy drops in 25-man Dreamwalker. She drops the Frostbinder's Shredded Cape, which is your best-in-slot back item (excluding hard modes). You could also pick up the Nightmare Ender, your second-best wand (with great Disc off-spec use). The Robe of the Waking Nightmare has a lot of hit on it if you need it, but you'll probably be better suited passing for something better.
For ten-man loot, Valithria Dreamwalker has a bunch of stuff with hit on it. She drops the Lich Wrappings cape, with 41 points of hit and Sister Svalna's Aether Staff, but it carries with it an insane 136 points of hit -- useful only if you spriest as an off-spec. If you do, you must have a serious crush on me to be reading the DPS guide to Dreamwalker, and I love you for that. If you're looking for a piece for that Disc off-set, the Leggings of the Refracted Mind may be for you.
SindragosaBack when I was authoring Shadow 101, the wow.com guide to newbie shadow priests, I had initially written off the Glyph of Dispersion, which slashes the cooldown on Dispersion to 1 minute, 15 seconds. There were better glyphs out there in terms of DPS maximization, I argued.
Over the long haul, I stand by that assertion -- Dispersion is a great tool for maximizing survivability, but it provides incredibly limited benefit in terms of DPS. Except in Sindragosa. In this fight, Dispersion is just plain bitchin'. You'll see why in a moment.
Oh, and turn off the game sound for this fight. Trust me.
Positioning
Sindragosa is a dragon, so traditional positioning rules apply. Standing in front of her is a no. Standing behind her is a no. Stand to her side (wing) at max range. For many raids, casters are positioned on the stairs.
Phase 1
- This is another one of the many ICC fights with a constant damage aura, at least when Sindragosa is on the ground. Thanks to Vampiric Embrace, it shouldn't pose any problem to you personally.
- The first of her two phase 1 abilities a ranged DPS needs to be on the look out is Icy Grip. This (resistable) attack will draw ranged players in, practically on top of Sindragosa.
- Five seconds after an Icy Grip pull, Sindragosa will slam anyone within 25 yards with Blistering Cold. Once pulled in, immediately start to run back to your original position, popping Power Word: Shield on yourself. Blistering Cold normally hits for 30k, but if you somehow get caught in the blast, the combination of PW:S, Shadowform, and a paladin's Frost Resistance Aura, you'll survive.
- Casters in the raid also will randomly be targeted with a 30 second debuff called Unchained Magic. When under it's effect, each spell you cast will put a stack of Instability on you, which will eventually hit you for 2000 damage per stack. If this is your first instance of Unchained Magic, cast continuously through the 30 seconds if you can. With your final cast, use Power Word: Shield, and then a tick later hit Dispersion. The massive stack of damage waiting to hit you will be cut by 90% and almost entirely absorbed by your shield. If Dispersion is on cooldown, try not to build more than 8 or 9 stacks of Instability, cast Power Word: Shield*, and pause your casting until the damage hits you. Once it hits for low five-digit damage, you can resume casting -- Vampiric Embrace will heal you back up as you do.
*NOTE (on edit): Commenter Brazzen suggested below that your final cast should be Mind Flay to reduce the amount of DPS downtime while waiting for Instability to drop off. I wholeheartedly endorse this idea so long as you still cast PW:S somewhere in your "rotation" to eat up a chunk of the damage. - After Sindragosa gets burned down to 85%, she'll fly away and enter Phase 2.
- When Sindragosa enters her air phase, two (10-man) or five (25-man) people will be targeted with Frost Beacon. Five seconds after they're beaconed, they'll be entombed in ice, along with anyone else within ten yards. The raid leader will usually choose two/five preset locations for targeted players to move to. If you're the only priest in the raid, it's good practice to hit the targets with Power Word: Shield -- and to stay ten yards from them so you don't get ice blocked too, of course.
- If you don't get targeted with Frost Beacon, it'll be up to you to break players free. The catch is that Sindragosa will be dropping four Frost Bombs one after the other -- you need to use the ice blocked players as human shields to protect yourself from the massive damage they cause (line of sight!). You can tell where the bombs will drop by watching the floor. Your raid should burn down the ice blocks close to 0%, waiting until after the fourth Frost Bomb hits to free the players to avoid players getting surprised by bomb blasts they thought they were shielded from.
- If you're in a block of ice, relax. You won't be doing anything until your fellow raiders break you out. Twenty seconds after you get thrown in the ice, you'll start to suffocate and take damage. In an emergency (that is, if you start asphyxiating and your ice block isn't close to being destroyed), you can Disperse to ward off death. But only in an emergency -- Dispersion is better used to escape damage from Instability.
- After the fourth blast, Sindragosa will return and you'll switch back into Phase 1. She'll cycle between Phase 1 and 2 about every 2 minutes until you drop her to 35%. At that point, Phase 3 begins.
- Phase 3 is an ugly mix between the previous two phases. Sindragosa will pick people out, now just one at a time, and encase them in an Ice Tomb. In general, DPS needs to focus attacks on the tombs to break people out, but you will likely serve the raid better by using one or two global cool downs to keep DoTs up on the boss in between attacks on the tombs. The reason, of course: It's hard to ramp up DPS to strong levels on an ice tomb with a limited health pool.
- If you get locked in an Ice Tomb, the action is frantic enough that you may begin to Asphyxiate. If you start to take damage from lack of air, Dispersion will buy your teammates the six extra seconds of time to free you.
- You will keep getting stacks of a new debuff, Mystic Buffet, as the fight progresses. It increases the damage taken from magic, and will need to be cleared. You can do this by line of sighting Sindragosa behind a entombed player. A good rule of thumb is to clear your stack every other frost tomb.
- The enrage timer in Phase 3 is generous so long as Sindragosa only goes through two air phases. Focus on survivability -- both yours and your ice blocked raid members -- and you'll do well.
You weren't just blasting away at Sindragosa out of the kindness of your heart, were you? Hell no -- it's all for the loot, and she drops some amazing stuff on 25-man mode. Of course, she's going to drop your Conqueror's Mark of Sanctification -- hopefully you won't have to compete against six paladins in your raid like I do (QQ!). That sucker is nice, but the real prize is the best-in-slot trinket, the Phylactery of the Nameless Lich. As consolation prizes, you may want to consider the spirit-loaded off-hand Sundial of Eternal Dusk or Memory of Malygos ring if either are upgrades.
There's not a whole lot to get excited about, comparatively, on the 10-man side, even for strict 10-man raiders -- there are only two drops we can even equip. The Robes of Azure Downfall are perfectly itemized for shadow priests, but ten-man raiders are likely to prefer their tier chest piece. And the Bleak Coldarra Carver is an okay weapon if you need more hit, but if you're anything like most raiding shadow priests out there, you don't need the hit.
So, good work, junior detectives! We've just met some green dragon we'll probably never hear from again (you're welcome, by the way) and nuked a pile of bones that we've been seeing on our log-in screens for the past year. And your reward, hopefully, was some incredible gear and a snazzy little achievement.
All that's left between us and the Lich King is... well, nothing. He's all that's left. Unless you count those patrolling val'kyr who probably respawned, that is. We'll meet back here soon and take him on together, but until then, don't do anything I wouldn't do.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 1)
Rakah Mar 24th 2010 8:29PM
i spot grammar nazis up on the hill :(
Fox Van Allen Mar 24th 2010 8:33PM
AT ARMS, MEN
we make our stand here!
ToyChristopher Mar 24th 2010 8:42PM
Suffer, posters, as your pathetic grammar betrays you!
Ignola Mar 24th 2010 9:20PM
I don't seem to understand... are you implying that Sindragosa was moved from her grave to Icecrown Citadel in patch 3.3? Sindragosa was raised as a frost wyrm in the Wrath cinematic... which would be patch 3.0. We even watched Arthas raise her in one of the Matthias Lehner quests, which were there in 3.0.
That hole in the ground where she was before she was raised has been there the entire expansion.
Fox Van Allen Mar 24th 2010 10:20PM
I suffer! Pathetic facts betraaaaaaay me. :|
gamerunknown Mar 24th 2010 10:03PM
Just out of interest, would inner focus trigger an unchained magic stack? I was thinking if dispersion was on cooldown and you were nearing the limit of what you could survive, you could perhaps get off a free bit of dps (inner focus VT?) or healing (inner focus divine hymn/greater heal) in between stacks resetting.
Brazzen Mar 24th 2010 10:59PM
Unchained magic is a pain but the joy of being shadow is you have both channeled and cast time spells.
Although the tool tip says "Using magic while afflicted with Unchained Magic will build up unstable energy, dealing 1999 to 2000 Arcane damage to the caster per spell cast, 5 sec after spellcasting ends" in actual fact, this will stack upon the first tick of mind flay and start decaying while you are still channeling MF.
After using your dispersion to absorb the really high stack you managed, you should try the following.
You should try your best to work your last cast as mind flay. This way the debuff will be 1-3s expired out of its 5sec duration depending on your haste and tier bonuses. You can then start casting either mind blast or vampiric touch when there is still 1s remaining, stopping your casting time for only 1 or 2 seconds. If you time it right, your spell cast for VT or MB will end just after the Instability expires and deals you damage, and start its stack again.
Working your mind flay around a 4-5 stack of instability will mean you only take around 8k damage (gotta love shadow form).
I don't mean to step on your toes Fox, but if you last cast is PW:Shield, you stand around twiddling your thumbs for 5 seconds when you could be doing damage.
hdtv2000 Mar 25th 2010 2:15AM
Under phase 1 of the Sindragosa section your link, "constant damage aura," links to Vampiric Embrace. I'm assuming you meant to to link to frost aura.
vickylynliu Mar 25th 2010 3:10AM
yeah
Jawn Mar 25th 2010 3:45AM
You know what's going to happen to you, come Cataclysm, hm? A bunch of angry Gnome priests will tie you up, and mind sear, mind flay, SW:P and Devouring Plague you, while others heal you up, just to make it last longer.
And then they will haunt your dreams forever. Do you ~really~ want that?
Mac Mar 26th 2010 12:03AM
Interestingly enough, the hyperlink for the Lay Waste ability links directly to a google search for "gnome griefing".
Dreamstorm Mar 25th 2010 6:57AM
The constant damage aura is linked wrong. It links to Vampiric Embrace.
deathpool1984 Mar 25th 2010 9:55AM
For Sindragosa Ice Blocks @ the start of P2, We position the blocked individuals JUST outside the 10 yard range...perfect for Mind Searing. We have two rows of blocks, three in the front (closest to Sindragosa) and two behind in the gaps. I just dot the center front block and Mind Sear until my wicked black heart is content.
Naphomci Mar 25th 2010 11:56AM
Only thing I'd add is that very precise timing of the unchained magic debuff means a shadow priest can *always* have dispersion up (assuming they have the glyph). Generally, Sindragosa will recast unchained magic about 3 seconds after the first set fall off, so if you make sure to add to your stack at the last possible moment, and are ready to either dispersion or add a another stack, you can flow through 2 unchained magics and never have to worry about the debuff. My record is something like a 36 stack =D
Dreadful Apr 26th 2010 9:53AM
So... Are we also getting some spiritual guidance on the Blood Princes and their Queen? Would be much appreciated! :D