Sindragosa will alternate ground and flying phase. She hits really hard on tanks so we have to focus a lot on them. She also does aoe damages. The real deal of this boss starts at 35%.
This boss could be very frustrating as you will probably see the raid health drop without being able to do anything.
In phase 1, keep all hots on tank and heal the raid. You must monitor if you get the Unchained Magic debuff. Basically there are 2 waves of debuff during the ground phase.
If you get the debuff before the Grip, you can cast 3-4 spells only one time then you will have to wait for the Grip. If you have stacks of Instability when you get gripped, you can refresh the stacks by casting a spell to avoid exploding in the raid while moving out from both the boss and the raid.
If you get the debuff after the Grip, you can cast 3-4 spells in a row, wait for the explosion and cast again, always out from the raid.
Almost all the time when you cast a spell and throw an instant in a row, you will only stack 1 Instability. Tranquility stacks Instability so be careful. Tranquility is a very good spell to top up an entire group in 2 seconds during this fight.
When she flies away, monitor the players targeted by the Ice blocs and throw a Rejuvenation on all of them. Don't do it if you are still afflicted by the Unchained Magic debuff.
Avoid explosion in flying phase. Before ground phase restarts, pre-hot the tank and start healing the raid.
Healers communication is important on this fight and even more in last phase. Your paladins and disc priest must be backed up when they are Unchained Magic. So in addition to your 3 hots you must cast Nourish and Swiftmend at a regular rate if tank healers are unable to heal. Keep Wild Growth on cooldown, do less Rejuvenation and more Nourish.
You must alternate raid healing and tank healing while moving behind Ice blocs to remove debuffs. Pay attention to your Unchained Magic debuff and cast nothing if you get it. If you did not reset your debuffs, remember to use Barkskin.
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