Totem Talk: Restoration in The Frostwing Halls Page 2
Sindragosa

Sindragosa, formerly the prime-consort of Malygos, was raised by the Lich King himself at Sindragosa's Fall in Icecrown. She is the very same dragon that greets you at the game's log-in screen and is the same dragon you see in the opening cinematic to Wrath of the Lich King.
The Queen of the Frostbrood waits for you on her terrace overlooking Icecrown. She has with her two of her brood that you must face before her. Spinestalker and Rimefang must be defeated before the queen will attempt to deal with you herself. Sindragosa is a three-phase fight. The first two phases alternate periodically, until phase three begins at 35% health.
Positioning and abilities
Phase 1
Sindragosa's phase 1 is pretty straightforward. She has everything you would expect of a dragon at this point: a cleave, a tail smash and a breath attack. The front and the back of the dragon are not very good gathering locations for those players looking to damage the boss or heal the raid. Similar to Sapphiron, Sindragosa also generates a Frost Aura that cannot be avoided but can be partially mitigated by your Frost Resistance Totem.
On top of this, Sindragosa uses two debuffs which must be managed on an individual player basis, Chilled to the Bone and Unchained Magic. Chilled to the Bone has a 20% chance to be applied by physical attacks against the dragon, deals 1,000 frost damage every two seconds, lasts eight seconds and can stack with itself. Players who receive this will have to throttle their attacks. As a healer, you will need to stay on your toes and watch for this, as those physical DPS may need a fast top-off, and a hastened Chain Heal will be your best bet.
Unchained Magic stacks a debuff called Instability. Every time you cast a spell, this will add a stack of this debuff. When I say every spell, I literally mean every spell. Any totem drops, Nature's Swiftness and if you are Alliance, even Gift of the Naaru will apply a stack of Instability. Eight seconds after the last spell is finished, the Instability will deal 2,000 damage per spellcast. If you get the debuff, be very mindful of this as you heal and place totems. Chain Heal is your best bet when you have the debuff, if for no other reason than that you can heal up to four targets with one spellcast when glyphed. How many stacks you can take is largely dependent on your health pool, but some strategies will call for you to stop around seven to eight stacks, while others will call for you to stop as early as two to three. Find a total that works well for your group, but above all else, make sure to be mindful of the stack. Frost Aura will still be pulsing, so you will still be taking damage. As a shaman through using Chain Heal, I've personally found four to five stacks is a good spot to stop.
In phase 1, Sindragosa will also cast Icy Grip. This will summon the raid to her, like a giant Death Grip. She will then begin a five-second cast of Blistering Cold, which will deal heavy damage to all players within 25 yards. For the most part, anyone caught inside of this will not be able to be saved. Just make sure you run directly away from her after you land from the grip. While running, if you have Nature's Swiftness off cooldown, a fast chain heal can help top some people off as other healers are moving.
Make sure to stand with the ranged group at one of her sides, behind the melee. This should give you best positioning for healing not only the raid, but should let you keep the tanks in range as well.
Phase 2
In 25-man, five players will be marked with Frost Beacon to be imprisoned in Ice Tombs. In 10-man, this will only be two players. They have roughly seven seconds to find a position clear of the raid and each other. If they are too close to any non-marked raid member, then the non-marked player will be frozen as well. If they are too close to each other, then splash damage from being frozen can kill the ice tombed players. Positioning for this will vary based on raid preference and by strategy. My guild has found that having the first three people targeted line up on the bottom of the stairs away from each other, followed by the next two halfway up the stairs with the raid behind them, works really well.
After all the tomb victims are picked, Sindragosa will cast four Frost Bombs. The ground where the bomb is targeted will glow swirling white. Be sure to put an Ice Tomb between you and the target location to block the damage from the bombs. If you don't, you will take a sizable amount of damage. Have Chain Heal ready for anyone who is unfortunate enough to take some damage while moving between tombs, since it will chain to other people who might have taken damage. Have Riptide and Healing Wave ready to top people off as they are broken out of the tombs. After all four bombs are down and the tombs broken, phase 1 resumes.
Phase 3
This begins when the dragon hits 35% health. In phase 3, Sindragosa will no longer take to the air. All of her abilities from phase 1 repeat here with a new addition. Mystic Buffet joins the the fight and is cast every six seconds. This debuff increases magic damage taken by 10%, lasts eight seconds and stacks just like Unchained Magic. It will affect everyone within line of sight of Sindragosa.
She will also summon an Ice Tomb on a single player about every 15 seconds. This tomb can be used as a line-of-sight block for you to let the stacks of Mystic Buffet stacks drop. Anyone caught within roughly 10 yards of the marked person will also be tombed. Popular strategies will call for the tomb to have two placements, one right position and one left position. Have a big heal ready for them when they get broken out of the tomb. I cannot stress how important it is here to watch not only your stacks of Mystic Buffet, but as a healer, Instability as well. The debuff will increase the amount of damage you take from Instability, just like all magic damage, so you will take more with less. Chain Heal, Riptide and Tidal Force should be your mainstays here unless you are on the tanks, where Healing Wave should be put to work.
When to Bloodlust/Heroism
As always, refer to your raid leader here. The general consensus is to use it between 35% and 30%, as well as any cooldowns you may have. Since the last phase is an endurance phase, it will give you the most bang for your buck.
The fight is not a hard fight; in fact, you should be used to much of it from Sapphiron. Keep Earth Shield up on the tanks, and just make sure to move appropriately and watch your debuff stacks. Be mindful of those taking the most damage and place your heals intelligently. The fight is all about players mitigating their own damage, but that doesn't mean you shouldn't stay focused. Take your time, pay attention and you will be healing through the Lich King in no time flat.






Reader Comments (Page 1 of 2)
jrizutko May 4th 2010 4:18PM
No mention of timing your casts so they will land right after instability falls off? No mention of position to be able to heal tanks while clearing mystical buffet stacks? No mention of timing heals for other raid members with Instability?
This advice reads like someone who hasn't really seen much of the Sindragosa encounter.
Spoonshark May 4th 2010 6:15PM
"This advice reads like someone who hasn't really seen much of the Sindragosa encounter."
According to his wowarmory, he's downed her 4 times in 25 man and never in 10 man on his Resto Shaman. He has 8 rescues of Dreamwalker (again on 25 and none on 10). So he's at least seen the fight a bit. I mean how long do you want him to wait to write the article? It isn't like he's in a cutting edge guild.
BTW, Lodur, good luck on LK, it's a very fun fight. When you do Frostwing Halls on heroic you'll see a much less forgiving Sindragosa.
jrizutko May 4th 2010 6:42PM
That makes it all the weirder that he failed to mention central dynamics to effective healing on the fight.
Alexa May 4th 2010 4:24PM
"Sindragosa also generates a Frost Aura that cannot be avoided but can be partially mitigated by your Fire Resistance Totem."
You mean Frost Resistance Totem, yes?
(It is from the fire totem selection and does frost resist; the frost totem, does fire resist.)
Alexa May 4th 2010 4:30PM
I meant to say, the "fire" totem can provide a Frost Resistance Totem and the "water" totem can provide Fire Resistance Totem. (there is no frost totem)
Joe Perez May 4th 2010 4:56PM
yeah that was my fault for fat fingering it. Simple mistake that I overlooked. Meant the frost resist totem. Thanks for catching it and the page has been updated accordingly.
Yojîmbo May 4th 2010 4:35PM
I love Joe's posts, mostly because the snarky comments which indicate he has a minimal idea of what he is actually talking about. It's gotten to the point where I'm waiting for the other shoe to drop, and to hear wow.com is looking for a new resto columnist. Keep writing Joe, and community keep being snarky!
Anyone else want popcorn?
Ashleigh May 4th 2010 5:12PM
I don't even play a shaman, and I look forward to reading his posts, and seeing him get told how he's wrong every week.
Hollow Leviathan May 4th 2010 10:09PM
I'm here for the people snarking on the snarky detractors. I'm meta like that.
Adam Holisky May 5th 2010 10:42AM
If you continue to post comments like this, you'll be banned. Consider this your only warning.
Kalanii May 7th 2010 12:56PM
Something get deleted? Hopefully so, since I've seen (and posted) some far meaner comments on these resto shaman 'advice' blogs lately and not gotten any warnings.
As far as your advice - well.. I'm trying to turn over a new leaf and not be as mean. Here's some stuff I think you missed. I see you mention multiple stategies often, which I guess is fine when they are equal ... but when one way is obviously the better way, why mention the inferior strat? The point is to educate people and give them better ways to do things, not confuse them by mixing a bunch of bad strategies in with the good ones.
For dreamwalker it's definitely FAR better for dragon healers to take every portal and build up stacks. We used to alternate and it is definitely inferior to having your healers build those stacks up. I'm not sure why you would even mention alternating, as having any of your dragon healer's stacks drop automatically extends the fight by quite a bit.
We usually pop hero after the 3rd or 4th portal (yes, I know you mentioned this part), when all the dragon healers all have 10-20+ stacks and just bomb huge heals on her. We'll heal her from 75-80% to full before heroism runs out.
There are a few good rotations to use and I wish you had mentioned them. It doesn't matter if a person is haste capped or not (and most shamans raiding this deep into ICC should be close anyways). I've used riptide-2xHW-2xLHW rotation, riptide-4xHW rotation, and riptide-2xHW-CH-2xHW rotation all with success. I prefer the last two, they have both worked well for me and kept me at or near the top of healing done on her against some amazing paladins. Haste only affects (effects?) how many casts you can get off before you can riptide again. If you're using the riptide-2xHW-CH-2xHW rotation, haste doesn't matter one bit. The point of a rotation is to maximize your use of tidal waves and other buffs in order to get the most healing you possibly can on the boss. Zero mention of the good and popular rotations bugs me.
This is one fight where glyphs really matter, especially when you get to hard mode. Healing wave glyph is beyond OP this fight, even on normal mode (since you will be lightning the load on raid healers, especially when blazing skeleton ticks go off). You're also often not in range of the raid healer since you will occasionally pop out in back or her or be forced to go back there to take portals.
For Sindragosa -
If the ranged are standing pretty far back, I like to position myself between ranged and melee so that CH can jump between the groups. A good tip is to have everyone standing closer to the boss because if you are further, it takes longer for her to pull you in during blistering cold and gives you less time to get out. If you stand closer, she'll pull you instantly and you can run out faster and start healing again faster.
The frost beacon placement you describe probably works ok, but having them on the stairs seems risky because of the height difference. We line them up at the bottom of the stairs and it's near foolproof. We have had issues in the past with blocks partially on the stairs and people having a hard time getting LOS behind them due to the height. If your strat works for you guys, so be it. I think you will have issues when you get to hard modes where people get 1-shot if they are not out of LOS.
For p3, I'm usually assigned to raid healing and I've found that the best way for me to do it is to always be behind a block and spam chain heal. I've also tank healed, and there is no mention in your post and managing this. Mystic buffet reset has a very visible animation (kinda looks like she's doing an arcane explosion, a huge blue circle spreads out on the floor beneath her). You only need to be LOS when this happens. If you practice you can time it so that when that is about to happen, you take one step behind the block, then step right back out after so you can continue healing the tank with only a 1-2 second delay. You don't need to wait until your stack falls off to leave the block, if you're behind it when she pulses, it will fall off before she pulses again.
I definitely would NOT recommend getting higher than 1-2 stacks of instability during p3. Instability stacks + mystic buffet will kill you extremely fast. Getting 8+ stacks during p1 is also risky, but probably doable if you're careful. From your logs I see this has been a problem with you, I noticed you died several times to the instability explosion. I generally went to 5-6 and stopped when we did normal mode.
We don't bloodlust at 30% because there is a lot less uptime on the boss at that point. DPS are constantly resetting stacks and not dpsing the boss. We use it at the start for this fight to push her in less air phases, giving us longer on the enrage.
Xaklo May 10th 2010 5:40AM
@ Kalanii, regarding frost beacons.
I know you're probably a horde shaman (as am I), but I was just wondering if you (or anyone else for that matter), might know if the height of the iceblocks vary with character height? If so, does that put most Alliance players at a disadvantage, assuming LoS will be more difficult, on average, due to the possibility of dwarves or gnomes getting frozen?
Achtungg May 4th 2010 4:43PM
Totally off topic but something grabbed my attention with this article immediately.
The screenshot. You see I used to be in a Horde guild with a fellow named Chaltier. This was quite awhile ago on the Zul'jin server in the guild of InReverie.
I do a quick armory search and low and behold there is a Chaltier, who is a warrior, on Zul'jin...but he's human.
So to sate my curiousity...is that ye olde Chaltier of Horde old of Zul'jin?
Mozzz May 4th 2010 4:43PM
Way to miss the boat, Joe! Shaman are arguably the best portal healer for the Dreamwalker encounter. You'd think this would be emphasized, rather than more column space spent on add abilities of only marginal interest to healers.
What this fight requires is liberal abuse of the Tidal Waves buff, specifically for its haste to Healing Wave. To get the most out of the buff, think of it as a DPS rotation.
Riptide
Healing Wave
Healing Wave
Chain Heal
Healing Wave
Healing Wave
(repeat)
There's a lot going on in this rotation, and these spells all work together to beat Holy Paladins at their own game. This only works, of course, because the portals give you infinite mana.
Riptide is the anchor of your rotation, and you should already be used to using this on cooldown. Each cast instantly splashes the dragon with a heal, leaves a HoT, and most important of all gives you 30% lower casting time on your next two Healing Wave casts. With the first half of your T10 bonus, the first Healing Wave is hasted an additional 20%. The big picture is, with ICC haste levels, both of these Healing Wave nukes will be in the neighborhood of one second in casting time.
Many shaman seem content to just keep casting Healing Wave until Riptide comes off cooldown, but this really leaves a lot of healing synergy on the table. What do I mean? With straight RT-HW spam, you're casting at least one, and more likely two un-hasted Healing Waves before Riptide is again available. If you do cast Riptide as soon as it's available, you'll override the last few ticks of the HoT, putting 20% of the Riptide's potential heal to waste.
This is where the Chain Heal works its magic. It may bounce to another raid member, but you don't care. This Chain Heal will consume the Riptide HoT, so none of it goes to waste. In addition, the Chain Heal hits the dragon 25% harder, again thanks to Riptide. But most importantly, Chain Heal triggers Tidal Waves, which gives you two more nearly-one second Healing Wave nukes. All this from one cast of Chain Heal, which isn't much longer than the un-hasted Healing Wave you would've had to cast anyways.
By abusing Tidal Waves in this manner, you should have no problem keeping up with those pesky Paladins, likely surpassing them unless they're at the absolute top of their game. Paladins may have their Bacon, but we have plenty of automated healing of our own. Eathliving is going to tack on an occasional HoT, as will Chain Heal crits if you have a full T10 set. Ancestral Awakening is going to be huge, accounting for upwards of 20% of your total healing on the dragon. I believe this is due to the dragon not being in your raid / party, meaning that the dragon will always get the AA heal even if people in your raid have a lower percentage of health.
As for portals, my only advice is to practice. Different camera angles will work for different people, so find what suits you best. Don't be afraid to bend the rotation as the situation demands -- if the raid healers are in a jam, a supercharged Chain Heal on the raid instead of the dragon will be a big help, and will still refresh your Tidal Waves buff. If you're about to hop in to a portal and Riptide is off cooldown, hit the dragon again even if it clips. Regen trinkets (Solace, Purified Lunar Dust, etc) aren't useful beyond their Spell Power, so don't be afraid to swap these for throughput trinkets instead. Above all, use common sense.
Ginny May 4th 2010 5:24PM
But... he did say that. o_O
Spoonshark May 4th 2010 5:18PM
CH is never worth casting on Dreamwalker. Even an unhastened HW is still more throughput. Holy Paladins are still superior to Resto Shamans on throughput for this fight if done right thanks to their mechanics. Here's how:
1. Put a hunter tenacity pet with 2/2 blood of the rhino (+40% healing received) under Dreamwalker.
2. Put beacon on Dreamwalker.
3. Spam Holy Light with Glyph of Holy Light on the hunter pet (so the 10% splash from the glyph hits Dreamwalker).
Thanks to the screwy way that the stacking healing buff works, Glyph of Holy Light gets to double dip on the buff. It heals for 10% of what the holy light heals for (which is first amped by 40%, and then amped by 10% * the number of stacks), which after a certain number of stacks ends up being more than a holy light would normally hit for, which is then mulitplied again by 10% * the number of stacks.
This same trick works for a resto shaman with AA, but AA isn't guaranteed to land on Dreamwalker (since it lands on the friendly target with the least health percentage wise, which may not always be Dreamwalker), and only triggers on crits. If it were guaranteed to land on Dreamwalker, then Resto Shaman would be very competitive, since it takes far less stacks of the buff before AA procs out heal the base HW.
Spoonshark May 4th 2010 5:20PM
Btw, the bit about the hunter pet is just gravy. A holy paladin just spamming glyphed HL on Dreamwalker is still getting the double dipping, but without the 40% initial boost.
Joe Perez May 4th 2010 5:29PM
"What this fight requires is liberal abuse of the Tidal Waves buff, specifically for its haste to Healing Wave. To get the most out of the buff, think of it as a DPS rotation.
Riptide
Healing Wave
Healing Wave
Chain Heal
Healing Wave
Healing Wave
(repeat)"
Mozz I'm looking over my post and I did indeed mention these spells, in the very first paragraph where I talk about healing her. As well as talking bout the virtues of using chain heal on her. While I didn't go into a specific rotation, the spells are there.
The rotation you mentioned is most effective when a player is haste capped, or nearing it. If a player is just starting out or not nearly haste capped the time between casting riptide, and casting two healing waves will almost see riptide off of cooldown to be used again. I cannot assume that all players are haste capped.
Miir May 4th 2010 6:01PM
@Spoonshark your beacon trick won't work, beacon doesn't heal for the same amount that the spell you healed your target with did, beacon casts the same spell with the modifiers you have on yourself on your beaconed target.
EX you cast a 10k holy light on a tenacity pet with heart of the rhino, you have wings up as well, Your holy light on the rhino will hit for 16800, but it will only hit your beacon for 12000. As for Glyph of Holy Light, yes it does work like that, but you almost never have anyone sitting near the boss with the exception of maybe beaconing the boss and blasting heals on yourself.
For heroic mode on this fight as a shaman, the self healing aspect can be made trivial by glyph of healing wave.
Spoonshark May 4th 2010 6:02PM
It doesn't even matter Joe. The more haste you have, the better HW gets. At a certain point you wouldn't even waste time casting riptide. Chain heal would only be worth casting over healing wave if you were wanting it to jump off of Dreamwalker to help with the raid. It will not increase healing on Dreamwalker.