Healing Sindragosa

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Posted by Keeva | Druid healing, Raiding, Tips & guides | Wednesday 24 February 2010 10:18 PM



I’ll break this one into my druid tips, and some placement tips.

Normally I don’t post strats because various other sites do a great job of them; but I spent the time creating the placement diagrams for my guild and though I would share them. It’s not a full strat, just some ideas for placement that might help you. You’ll need to check out a full strat to understand all of Sindragosa’s abilities and phases entirely.

As usual, this is mostly aimed towards 25man raids, but some tips will carry through to 10man raids also.


Quick tips

Talents

Use a raid healing spec for this fight, and make sure you’re at the haste soft cap – because other than when you have the Unchained Magic debuff, you’ll be casting something pretty much every GCD.

I highly recommend Imp Barkskin if you have room for it; it has saved me a couple of times when hit by Blistering Cold. If you think you might not make it out in time, hit Barkskin to be safe. I lagged once and didn’t quite get far enough away from the boss. I got hit for 27,000 with a 2k overkill; if I had used my Barkskin, I would have lived. If you’re playing with moderately high latency, Barkskin is your friend.

Even if you can’t fit Imp Barkskin into your spec, Barkskin should still save you – it might just be closer. If you have high latency, face yourself with your back to the dragon, so that when you get pulled in, you don’t have to turn – you can just run straight ahead and save a second or two.


Glyphs

I go with Wild Growth, Swiftmend, and Rapid Rejuvenation. WG is a must, mostly because melee will continue to DoT themselves throughout the course of the fight, and hitting 6 of them at a time is very handy.

If you run with another druid, go RR; if not, you may prefer greater raid coverage. If you don’t take RR, perhaps take Nourish (for helping to top up the tank/s in P3) or regular Rejuv, for anyone who can’t control their debuffs very well. We found that tank deaths were a major cause of our wipes in P3, not raid damage (if people learn to control their debuffs), so I value RR here for its ability to tick faster on the tanks.

Rotation

Generally a standard 5×1 (five Rejuvs, Wild Growth, repeat) rotation. In P3 the tank damage can be heavy, so try to keep HoTs on the tanks, especially during a transition, or when you know the tank healers are moving and not able to heal.


Special note: Unchained Magic

Unchained Magic is a debuff that Sindragosa places on random people. While the debuff is on you, anytime you cast any spell, it will add one stack of another debuff, called Instability. After 8 seconds of not casting anything, Instability will expire and do 2000 damage per stack. So if you cast 5 spells and then stopped, after 8 seconds, you would be hit for 10,000 damage. If you cast something again before the 8 seconds is up, the stack will go up by one, and the timer will start over from 8 seconds.

So what I usually do when I get UM (in P1) is to refresh Rejuv on the tank (when it runs out), and toss a WG through melee, to help with their Chilled to the Bone DoT (you should be at 2 stacks now). Refresh WG on cooldown and RJ on the tank. I try not to go past 5 or 6 stacks (10-12k damage); if I get that high, I wait 8 seconds for the stack to reset, then I go back to RJ on the tank, WG on the melee, to maintain a little healing.

Also, if your stacks got a bit high, hit Barkskin and wait your 8 seconds. This is also why I like having Imp Barkskin, because it gives you more wiggle room with those Instability stacks. You can also make Lifebloom your last cast on yourself, since it will bloom conveniently right after the 8 second stack expires; but you need to weigh up whether it’s worth doing that, or whether adding another stack of the debuff (by casting Lifebloom) might endanger you.

IMPORTANT: In P3, Unchained Magic will do more damage according to the number of Mystic Buffet stacks you have; so don’t go racking up as many stacks of Instability in this phase. You might get away with it in P1, but in P3 it could kill you. Keep HoTs on the tank, but don’t kill yourself!


Setting up Power Auras for Unchained Magic and Instability

The problem with Unchained Magic is that you can easily miss it if you’re busy watching health bars.

I set up Power Auras to put a big, fat, DANGER sign right across my character – but also to play a really annoying siren noise. This immediately tells me that I have the Unchained Magic debuff, and to be careful with the spells I cast for the next 30 seconds.

Plus, I set up Power Auras to show me the number of stacks of Instability, and the seconds left until that stack expires:


If you’d like to copy this PA setup, here’s the import code. Note: you’ll need to set up one code for the Unchained Magic debuff, and a separate one for Instability:

Unchained Magic

Version:st3.0.0E; gcd:bofalse; b:nu0.16470588235294; anim1:nu1; g:nu0.027450980392157; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\Spell_Arcane_FocusedPower; size:nu0.75; torsion:nu1; r:nu1; y:nu-139; x:nu-8; customname:st; groupany:botrue; isAlive:botrue; timerduration:nu0; unitn:st; bufftype:nu2; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu43; alpha:nu0.75; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:bofalse; duration:nu0; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu1; buffname:stUnchained Magic; spec2:botrue; stacksOperator:st>=; realaura:nu1; InactiveDueToState:bofalse; threshold:nu50; exact:bofalse; textaura:bofalse; sound:nu0; wowtex:bofalse; groupOrSelf:bofalse; customsound:stburglar_alarm_going_off.wav; combat:nu0; id:nu16; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; inRaid:nu0; tooltipCheck:st; customtex:bofalse; stance:nu10; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:bofalse; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu1; inverse:bofalse; ismounted:bofalse; targetfriend:bofalse; randomcolor:bofalse; finish:nu0


Note: you’ll need to choose your own sound effect and change the file name. I recommend finding a really annoying danger/alarm/siren noise.

Honestly, I really can’t recommend more highly the use of hideously annoying siren noises for debuffs like this, because even if you are terrible for tunnel-visioning your raid frames, you can’t miss a debuff screaming “AWOOOOOGA AWOOOOOOGA DON’T CAST” at you.


Instability

Version:st3.0.0E; gcd:bofalse; b:nu0; anim1:nu1; g:nu0.34117647058824; optunitn:bofalse; ignoremaj:botrue; stacksLower:nu0; target:bofalse; icon:stInterface\Icons\Spell_Arcane_ArcaneTorrent; size:nu0.76999998092651; torsion:nu1; r:nu1; y:nu-139; x:nu-8; customname:st; groupany:botrue; isAlive:botrue; timerduration:nu0; unitn:st; bufftype:nu2; stacks:nu0; focus:bofalse; raid:bofalse; texture:nu43; alpha:nu0.75; aurastext:st; symetrie:nu0; owntex:bofalse; isResting:bofalse; duration:nu0; mine:bofalse; multiids:st; inVehicle:bofalse; speed:nu1; anim2:nu1; buffname:stInstability; spec2:botrue; stacksOperator:st>=; realaura:nu1; InactiveDueToState:bofalse; threshold:nu50; exact:bofalse; textaura:bofalse; sound:nu0; wowtex:bofalse; groupOrSelf:bofalse; customsound:st; combat:nu0; id:nu17; inParty:nu0; HideRequest:bofalse; Active:bofalse; aurastextfont:nu1; inRaid:nu0; tooltipCheck:st; customtex:bofalse; stance:nu10; isSecondary:bofalse; thresholdinvert:bofalse; spec1:botrue; Debug:bofalse; beginSpin:bofalse; Showing:bofalse; UseOldAnimations:bofalse; begin:nu0; off:bofalse; party:bofalse; texmode:nu1; inverse:bofalse; ismounted:bofalse; targetfriend:bofalse; randomcolor:bofalse; finish:nu0; timer.InvertAuraBelow:nu0; timer.dual:bofalse; timer.HideLeadingZeros:bofalse; timer.h:nu1.4500000476837; timer.ShowOnAuraHide:bofalse; timer.UpdatePing:bofalse; timer.Texture:stDefault; timer.enabled:botrue; timer.Showing:bofalse; timer.lastShownLarge:nu1; timer.HideRequest:botrue; timer.lastShownSmall:nu30; timer.y:nu-101; timer.x:nu-122; timer.CustomDuration:nu0; timer.Transparent:bofalse; timer.a:nu1; timer.DurationInfo:nu111933.698; timer.id:nu17; timer.cents:botrue; stacks.a:nu1; stacks.Showing:bofalse; stacks.HideLeadingZeros:bofalse; stacks.enabled:botrue; stacks.y:nu-103; stacks.h:nu2; stacks.id:nu17; stacks.Transparent:bofalse; stacks.UpdatePing:bofalse; stacks.lastShownValue:nu7; stacks.x:nu89; stacks.Texture:stDefault






Positioning tips

Here’s how we position Sindragosa. This isn’t a full strat – just some tips for how to position her and the raid. Click images to enlarge.

Phase 1 (ground phase)

We tank her on the floor, with her head facing the stairs. Other strats have her in the middle of the room, but by doing that you have to run further for the air phase.

Phase 2 (air phase)

Sindragosa will emote, “Your incursion ends HERE…” and then she will fly up into the air. When she does there, there won’t be any damage going out except for debuffs ticking (ie, no tank healing), so you can safely move to your next position as soon as she takes off.

Gather at the bottom of the stairs, wait for marks.


When marks go out, they assemble; everyone else runs to the top to avoid extra iceblocks.

Make sure you have the mark debuff (Frost Beacon) on your raid frames, so that you can Rejuv the people who get marked up so they are healed while they are inside (2 people in 10 man, 5 people in 25man – you have time to Rejuv them).

We have a set position for our marks:


DPS the back ones down fast.


Then we DPS the front blocks from right to left, so everyone knows which ones will die first.


Remember you have to LOS the bombs, but LOS doesn’t just mean standing directly behind them. You have to look at where the bomb is going to land (look for the white swirly) and put the ice block between you and the bomb spot.


Throw a regrowth & rejuv on the tank as she lands and runs back over to him, so he gets heals while everyone is getting into position.


Phase 3 (combo phase)

These ones basically speak for themselves – we tank her out have two designated ice block spots. Our second tank will run and put green flares down in these spots at the start of P3 (since he’s not doing much else at that point!) and it really helps people to get the positioning down.


The important thing is that as a healer, you should still have LOS on your tank, even when you’re standing behind the ice blocks to drop your debuffs.

The people marked for ice blocks alternate between the left and right positions, and the raid stands behind them each time to drop their stacks.


Your strat may vary – but hopefully these tips help a little. I definitely recommend Power Auras with an annoying siren for Unchained Magic – it could save you from killing yourself. Good luck!

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11 Comments »

  1. Comment by Infinitum — February 25, 2010 @ 12:00 AM

    Switching to bear form does not add another stack of Instability so its a nice alternative to barkskin that allows you to go to 11-12 stacks safely during phase 1.
    Yes it does make you lose a gcd but overall the more stacks you can survive, the more healing you can do.
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  2. Comment by Beruthiel — February 25, 2010 @ 2:05 AM

    Nice write up Keeva!

    I do have one comment/question re: RR for this fight.

    I’m not entirely certain that the fight mechanics favor a shorter rejuv if you are assigned to raid healing. Even though the RR will heal up the damage quickly, I think that the longer ticking rejuv should be more valuable given the unchained magic effect, as it would mean that you can keep more rejuvs ticking w/o having to stack up as much backlash on yourself. It also means that the rejuvs that you had going before you get unchained magic will last further into your unchained magic debuff, meaning that you will get more effective healing done while debuffed, no?

    I’m not against RR, just curious about its use here, as it seems counter-intuitive for me!

    How many healers did you use for the fight?
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  3. Comment by Draik — February 25, 2010 @ 4:46 AM

    Nice guide goin’ here. One question: How on earth are you getting hit by Blistering Cold? As in, ever? You certainly don’t need imp. barkskin for that when you’ve got that lovely little travel form that pretty much trivializes Blistering Cold if you’re paying any kind of attention. It is a much, much safer way of getting clear.

    Naturally this can help with the air phases too if you find yourself stranded away from the iceblocks – although clearly this is only gonna occur if you’re really not paying attention.

    Anyhoo, good stuff. :D

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  4. Comment by Keeva — February 25, 2010 @ 6:30 AM

    Infinitum: that’s a good tip, I forgot to include it. I suppose it depends how high you tend to take your stacks; I find that it’s easy enough to back off and not take them higher, but if I accidentally ended up with a high stack, it’s definitely a great option.

    Beru: I always raid with a second druid – he covers groups 5-3, I cover groups 1-3 (melee – since I have Revitalize). It works well. Plus with the tanks taking such huge damage, a faster ticking rejuv is very good. Not to mention the bigger damage in P3 – helps to heal people up faster. Perhaps if I was running solo I would swap RR out, but otherwise it works excellently.

    Again – backlash has never been a problem for me, I tend to be able to back off without too many problems, even in P3, so I don’t really worry about being able to do more while I have unchained magic.

    We generally take 7 healers, I think.

    Draik: playing with a constant 500ms makes Barkskin extremely useful :) Certainly you don’t need to spec Imp Barkskin if you don’t want to, but I find it very handy for a number of fights, so if I can fit it into my spec, I do.

    Plus, shifting to travel form = no heals while I run. If I Barkskin, I can forget about Blistering Cold (whether I get hit or not) and continue to heal people as I run away. I’d rather take the hit and continue to heal.. than go travel and not heal people on the way out.

    Personal preference I suppose – but I think that it’s more important to be able to hit Barkskin and keep healing, especially if someone else accidentally takes a hit, and I can Swiftmend them on the run.

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  5. Comment by Ian — February 25, 2010 @ 8:25 AM

    The problem with barkskin is it adds another stack of instability on you. It could be a problem depending on how many stacks you already have. DBM does a warning for it, I get a message when I hit 4 stacks.

    We tend to run with 6 healers for this fight. I have my raid frames set to show who has unchained magic so I know which healers are out of action. It usually seems to be half of them! A slight benefit from the debuff means mana isn’t an issue for the fight, you end up standing there regenerating so much of the time.

    I like the idea of using flares to mark spots. Though for some reason people are in the habit of following whoever gets marked!

    The server and several peoples connections were against us last night on her. One blistering cold and the server hiccuped and we found the entire raid halfway up the stairs, dead.

    Battle res can be fun, I cast it in an air phase, when I wasn’t standing behind the ice. The target accepted, and instantly died again as her attack hit the ground! It always cracks me up when I lose someone to a battle res related death. I think we managed 4 deaths of a single person one night in a single attempt on Putricide. :)

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  6. Pingback by The Frozen Gnome » Blog Archive » The Daily Quest: It’s all about the heals — February 26, 2010 @ 3:21 PM

    [...] Bark Jacket covers healing for Sindragosa — some of it’s druid-specfic, but some of it will be useful to anyone attempting [...]




  7. Pingback by The Daily Quest: It’s all about the heals « Sto « Best Mmorpgs Blog — February 26, 2010 @ 5:28 PM

    [...] Bark Jacket covers healing for Sindragosa — some of it’s druid-specfic, but some of it will be useful to anyone attempting [...]




  8. Pingback by The Daily Quest: It’s all about the heals - e-enjoy.eu – playgames — February 26, 2010 @ 5:47 PM

    [...] Bark Jacket covers healing for Sindragosa — some of it’s druid-specfic, but some of it will be useful to anyone attempting [...]




  9. Pingback by The Daily Quest: It’s all about the heals | Super WOW Guide — February 26, 2010 @ 10:01 PM

    [...] Bark Jacket covers healing for Sindragosa — some of it’s druid-specfic, but some of it will be useful to anyone attempting [...]




  10. Comment by Galillidon — February 27, 2010 @ 1:50 PM

    Hot tip
    while you have Unchained Magic cast rejuv right after your regrowth lands. You only get one stack – as off last week.
    Not sure if you mentioned this – didnt read the whole post
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  11. Comment by Keeva — February 27, 2010 @ 2:28 PM

    Occasionally you can cast two spells in quick succession and it counts it as one.

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