World of Raids Forums: Patch 3.3 PTR - Sindragosa Testing - World of Raids Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Patch 3.3 PTR - Sindragosa Testing

#1 User is offline   WoRBot Icon

  • The Newsbringer
  • Icon
  • Group: Moderators
  • Posts: 0
  • Joined: 23-April 08

Posted 14 November 2009 - 03:15 PM

Update: Testing is now over. Sindragosa seems to be functioning properly now.

It's been a while since we saw Sindragosa tested. Hopefully the bugs are fixed and we can see some loot from her!

Join us on IRC if you want to discuss the encounter, or have any information you'd like to share.

Encounter Details


Sindragosa
Posted Image
 Health: 34.9m (25) / 9.76m (10)  Enrage: 10 minutes
"Phase 1" - Ground
Posted Image
Blistering Cold
Deals 35000 Frost damage to enemies within 25 yards. This is used after she casts Icy Grip.
Posted Image
Cleave
Inflicts normal damage plus 50 to an enemy and its nearest allies, affecting up to 10 targets.
Posted Image
Frost Aura
Deals 4500 Frost damage to all nearby enemies every 3 sec.
Posted Image
Frost Breath
Inflicts 37000 to 43000 Frost damage to enemies in a 60 yard cone in front of the caster. In addition, the targets' attack speed is decreased by 50% and movement decreased by 15% for 1.25 min.
Posted Image
Icy Grip
Extend tendrils of frigid wind to pull all nearby enemies to the caster. After she uses this, she will follow it up with a Blistering Cold.
Posted Image
Instability
Using magic while afflicted with Unchained Magic will build up unstable energy, dealing 2000 Arcane damage to the caster per spell cast, 8 sec after spellcasting ends. Stacks 99 times.
Posted Image
Permeating Chill
20% chance on physical attacks to be chilled to the bone, dealing 1000 Frost damage per 2 sec. for each application over 8 seconds. Stacks 99 times.
Posted Image
Tail Smash
Inflicts 11250 to 18750 damage on enemies within 16 yards of the tail's impact point, knocking them back.
Posted Image
Unchained Magic
Inflicts an arcane malediction on the target, causing any spells cast to result in a backlash of Arcane power after 8 sec.  Multiple spellcasts by the afflicted target will intensify the backlash.
"Phase 2" - Air
Every so often Sindragosa will take off into the air. This is considered phase 2 for the encounter. She will target 5 players with Frost Beacon, and those players will then be placed into an Ice Tomb shortly after. From there she will drop 4 Frost Bombs at random locations in the room.
 
The goal here is to hide out of Line of Sight of the Frost Bombs -- similar to Sapphiron -- while damaging the Ice Tombs to break frozen players out. Don't kill the tombs too early, though, or you may take damage from a Frost Bomb!
Frost Beacon
Marks a target for imprisonment in an Ice Tomb.
Frost Bomb
Deals 23563 to 26437 Frost damage to all nearby targets. You need to hide behind Ice Tombs to avoid this damage. Sindragosa will target locations in the room while flying and cast it there. After she uses this 4 times she lands.
Ice Tomb
Entombs the targeted foe and all enemies within 10 yards in ice, dealing 15600 to 16400 Frost damage. She targets 5 random players after taking off and casts this on them. They are then trapped in a tomb with 454k HP which must be killed. These tombs also block Line of Sight on Frost Bomb, but anyone inside the tomb has Asphyxiation placed on them.
"Phase 3" - 30% Health
At 30% health Sindragosa enters what could be considered a "soft enrage," causing the fight to become a bit more hectic. She no longer takes off into the air, but instead begins casting Ice Tomb on random targets.
 
In addition, she casts a new ability called Mystic Buffet which increases magic damage taken with each application. This can be very deadly for the tank if the fight lasts too long.
 
Make sure to hide behind Ice Tombs to reset the stack of Mystic Buffet, as it can be blocked by Line of Sight similar to Frost Bomb in phase 2.
Blistering Cold
Deals 35000 Frost damage to enemies within 25 yards. This is used after she casts Icy Grip.
Cleave
Inflicts normal damage plus 50 to an enemy and its nearest allies, affecting up to 10 targets.
Frost Aura
Deals 4500 Frost damage to all nearby enemies every 3 sec.
Frost Beacon
Marks a target for imprisonment in an Ice Tomb.
Frost Breath
Inflicts 37000 to 43000 Frost damage to enemies in a 60 yard cone in front of the caster. In addition, the targets' attack speed is decreased by 50% and movement decreased by 15% for 1.25 min.
Ice Tomb
Entombs the targeted foe and all enemies within 10 yards in ice, dealing 15600 to 16400 Frost damage. During this phase she will target a random player and cast this on them. They are then trapped in a tomb with 454k HP which must be killed. These tombs also block Line of Sight on Mystic Buffet, but anyone inside the tomb has Asphyxiation placed on them.
Icy Grip
Extend tendrils of frigid wind to pull all nearby enemies to the caster. After she uses this, she will follow it up with a Blistering Cold.
Instability
Using magic while afflicted with Unchained Magic will build up unstable energy, dealing 2000 Arcane damage to the caster per spell cast, 8 sec after spellcasting ends. Stacks 99 times.
Mystic Buffet
Buffets all nearby foes within 200 yards with Arcane energy every 7 sec., increasing all magic damage taken by 15% for 8 seconds. Stacks 99 times.
Permeating Chill
20% chance on physical attacks to be chilled to the bone, dealing 1000 Frost damage per 2 sec. for each application over 8 seconds. Stacks 99 times.
Tail Smash
Inflicts 11250 to 18750 damage on enemies within 16 yards of the tail's impact point, knocking them back.
Unchained Magic
Inflicts an arcane malediction on the target, causing any spells cast to result in a backlash of Arcane power after 8 sec.  Multiple spellcasts by the afflicted target will intensify the backlash.

0

#2 User is offline   Kody Icon

  • That cache wasn't very rare...
  • Icon
  • View gallery
  • Group: Administrators
  • Posts: 2140
  • Joined: 15-January 07

Posted 14 November 2009 - 04:35 PM

The encounter details have been updated for this week's testing. Looks like a working fight now. :)
Kody
Site Manager
World of Raids
Follow us on Twitter and Facebook!
0

#3 User is offline   Zuelu Icon

  • HE's your baby's daddy?!
  • Icon
  • View gallery
  • Group: Content Team
  • Posts: 242
  • Joined: 04-February 10
  • LocationMassachussetts USA

Posted 14 November 2009 - 10:08 PM

Sapphiron 2.0 IMO
Zuelu
Content Writer
World of Raids
If you understand what you see, you understand nothing at all.
0

#4 User is offline   Eulo Icon

  • Community Manager
  • Icon
  • Group: Moderators
  • Posts: 663
  • Joined: 31-July 08
  • LocationGrand Forks, ND, US

Posted 14 November 2009 - 11:08 PM

A lot of people are making that comparison but it struck me as fairly different. If anything, the third phase below 35% is enough to make the encounter quite a bit different from sapphiron. The aura and the use of the blocks to LoS an AoE are the only two similarities (not counting the staple dragon mechanics, of course).

Chilled to the bone and instability add a huge amount of depth to the encounter not only for individual players but for healers in coordination. Air phase was pretty uninteresting when the beaconed targets could stack on top of one another so the raid could AoE the blocks, but now there's another level of coordination required for setting up and dpsing the blocks. Icy grip + Blistering Cold adds some additional flavor as well, though I do feel it seems a little out of place.

Then there's phase three, which presents several options for how a raid can handle it. Sapphiron sort of had a "grounded" phase 3 as well, but that dates back to the pre-2.0 version when it was necessary to prevent Sapph from being killed in the air and it really didn't add anything to the encounter in terms of strategy. The design of Sindragosa is obviously a nod to Sapphiron at its core, but I feel it goes so far beyond it in complexity that it's not a very fair comparison.
Eulo
Community Manager

World of Raids
"I don't believe in the sun."
0

#5 User is offline   Xentropy Icon

  • Emperor Thaurissan
  • Group: Members
  • Posts: 376
  • Joined: 26-May 08

Posted 15 November 2009 - 02:06 AM

I completely agree with Eulo. People are just looking for reasons to complain at this point. A fight that borrows one mechanic from a previous fight and adds half a dozen others is being derided as derivative and an example of how WoW is going downhill. I really don't see it. Even the big "Sapphiron 2.0" mechanic works differently in this fight from the previous one--the people in the iceblocks need to be healed through suffocation and broken out of the blocks manually, plus the direction one must be from a block to be "behind" it varies here instead of always being in one direction. If it's Sapphiron 2.0 at all, it's Sapphiron made interesting instead of boring, and that makes it completely new to me.
0

#6 User is offline   Zuelu Icon

  • HE's your baby's daddy?!
  • Icon
  • View gallery
  • Group: Content Team
  • Posts: 242
  • Joined: 04-February 10
  • LocationMassachussetts USA

Posted 15 November 2009 - 07:38 AM

I didn't mean Sapphiron 2.0 derogatorily. More in the sense that Blizz took the basics of the Sapphiron encounter and made it a lot harder (which frankly makes sense, lorewise Sapphiron would be outright crushed by Sindragosa. Also given their Tiers.) I have a feeling this will probably be in my top 4 fav encounters of ICC.
Zuelu
Content Writer
World of Raids
If you understand what you see, you understand nothing at all.
0

#7 User is offline   Eclipze Icon

  • Is Jed Runewatcher up this time?
  • Group: Members
  • Posts: 435
  • Joined: 08-November 06
  • LocationPA

Posted 15 November 2009 - 11:35 AM

Can Permeating Chill be dispelled?
0

#8 User is offline   Eulo Icon

  • Community Manager
  • Icon
  • Group: Moderators
  • Posts: 663
  • Joined: 31-July 08
  • LocationGrand Forks, ND, US

Posted 15 November 2009 - 12:02 PM

Eclipze said:

Can Permeating Chill be dispelled?


Nope, none of the effects can be dispelled.

Edit: And yep, sorry Zuelu I wasn't try to make you look like you were complaining. I know you're not the type but some people are using the comparison to that effect.

This post has been edited by Eulo: 15 November 2009 - 12:07 PM

Eulo
Community Manager

World of Raids
"I don't believe in the sun."
0

#9 User is offline   Zuelu Icon

  • HE's your baby's daddy?!
  • Icon
  • View gallery
  • Group: Content Team
  • Posts: 242
  • Joined: 04-February 10
  • LocationMassachussetts USA

Posted 15 November 2009 - 12:49 PM

On permeating Chill the only way to get rid of it is stop attacking.

Edit: Thanks Eulo. Just trying to defend myself in case someone did take it that way.
Zuelu
Content Writer
World of Raids
If you understand what you see, you understand nothing at all.
0

#10 User is offline   Xentropy Icon

  • Emperor Thaurissan
  • Group: Members
  • Posts: 376
  • Joined: 26-May 08

Posted 15 November 2009 - 09:15 PM

Zuelu said:

On permeating Chill the only way to get rid of it is stop attacking.

Edit: Thanks Eulo. Just trying to defend myself in case someone did take it that way.


Yeah, sorry to react that way, but given how many people out there DO mean it that way, I generally see "X 2.0" as a derogatory statement every time now. Guess it shows how sad the community has been lately.

So for Unchained Magic, I imagine ice block will remove the effect, and since it refreshes for 8 seconds each cast it'll be a fun game for mages to see just how high they can stack them before being "forced" to iceblock to avoid death. The hardest thing would be continuing to cast during an air phase and still avoid all the avoidable damage. Do other classes just have to stop casting for 8 seconds? That sounds annoying.
0
Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users