I was talkin with a friend and this is a strat he suggested.
Yami: See what i found that works well
Yami: Is having only half your dps on a tomb at a time
Yami: First tomb range breaks it
Yami: second tomb melee breaks it
Yami: Thereby dps is kept on the hboss at all times
Yami: Also
Yami: positioning of tombs
Yami: Have the first tomb placed by her head
Yami: And the second one by her hind leg
Yami: That way the tank can pull off if you swap and hide behind the tomb to drop his stacks
What do you think? Should we give it a shot? (i guess this is for phase 2)
Sindra Suggestion
Moderators: Texaporte, sphie, Pocky
Re: Sindra Suggestion
I think that we've beat Sindy on 10's with a strat that works fine.
We need more of our 25 team to figure how to stay alive. Changing strat counts for squat if people can't execute the plan.
We need more of our 25 team to figure how to stay alive. Changing strat counts for squat if people can't execute the plan.
Re: Sindra Suggestion
I can see a couple of places where we may struggle with this suggested strat, which I'll outline below. As Tony said, revising strategies on fights we are working on is a double-edged sword. Any benefit we'd gain has to be weighed against the complexity of changing our strat. I personally feel we should work towards the most streamlined/simple strategy & positioning.
Challenges with suggested strat:
- Half DPS on tombs: I fear we'll have tomb overlap (multiple tombs up at once) if we split DPS. While we currently down tombs quickly and can probably spare a few DPS staying on the dragon, remember that switching target also serves to reset your debuff counter, which is critical to survival.
-- Counter point: with increased DPS, we have to make sure not to kill the ice tomb TOO quickly. If melee/OT (or anyone that has to travel some distance to the tomb) doesn't get the chance to hide long enough reset their debuffs... bad things happen.
- Tomb positioning: I'm very interested in gaining efficiencies in the positioning. However, we have a poor track record with chaining tombs. I'm very leery of changing the designated tomb area, or of having 2 designated spots, especially in 25 man, where we have even more people to watch out for.
-- Counter point: having the tomb near her front legs (rather than the hind quarters where we have it now), would be helpful for the tanks. Right now, after a switch, the non-active tank needs to run to the tomb, hide and drop the debuff. Because of the distance (probably one of the longest in the raid group) sometimes the tomb goes down too fast. Having the tomb nearer her front would make tank rotation quicker, which would mean less debuff stacks on active tank, which would potentially allow tanks to shed some frost resist gear.
Thoughts?
Challenges with suggested strat:
- Half DPS on tombs: I fear we'll have tomb overlap (multiple tombs up at once) if we split DPS. While we currently down tombs quickly and can probably spare a few DPS staying on the dragon, remember that switching target also serves to reset your debuff counter, which is critical to survival.
-- Counter point: with increased DPS, we have to make sure not to kill the ice tomb TOO quickly. If melee/OT (or anyone that has to travel some distance to the tomb) doesn't get the chance to hide long enough reset their debuffs... bad things happen.
- Tomb positioning: I'm very interested in gaining efficiencies in the positioning. However, we have a poor track record with chaining tombs. I'm very leery of changing the designated tomb area, or of having 2 designated spots, especially in 25 man, where we have even more people to watch out for.
-- Counter point: having the tomb near her front legs (rather than the hind quarters where we have it now), would be helpful for the tanks. Right now, after a switch, the non-active tank needs to run to the tomb, hide and drop the debuff. Because of the distance (probably one of the longest in the raid group) sometimes the tomb goes down too fast. Having the tomb nearer her front would make tank rotation quicker, which would mean less debuff stacks on active tank, which would potentially allow tanks to shed some frost resist gear.
Thoughts?
Re: Sindra Suggestion
The two tombs absolutely should be dropped (with some considerable distance from Sindy) around the front legs and the back legs to keep them apart with consistent amount of distance. That's how we did it in 10, but not able to do it in 25, because of people just running out of position and what not.
Our dps strat has been - melee on tombs, range on boss, that's roughly splitting half the dps, right?
Our dps strat has been - melee on tombs, range on boss, that's roughly splitting half the dps, right?
Re: Sindra Suggestion
I'm the king of addons. I use well more than I probably should, but here's what I see when front tombs are about to be placed.

What you want to be looking at in the interface mess is the blue circles in the center. These are the 5 people are going to be frost blocked. Within their blue circles, you will see a darker blue line the radius of the circle. That is a timer. It rotates around the circle to show you how long until the block pops.
Now, what does this mean to you. These circles are meaningless your toons behind them. What they meaningful relative to are the are to the lot of little triangles, pluses and shields to the left of the circles(shield=tank, healer=plus, dps=triangle, colored by class).
This is good positioning. If one of those triangles, pluses, or shields had been in the the large blue circles, we'd have chained the ice blocks. This does say the people getting ice blocked are close to each other. This means they will chain some damage to each other. If any of them are low in health, it is possible for one to die. It's unlikely, but a possibility. As Dom said last night, close ice blocks means cleave like AoEs work though.
The addon is called HUDmap.
This addon does take a little getting used to. There is a lot little symbols running around your screen in a raid. You just need to get used to ignoring it when you need to ignore it and pay attention to it when you need to pay attention to it. It's nice for spacial awareness with your raid members when you need it. It's active for most other range based encounters in ICC.
The most interesting thing I found out when I started using this addon is that as a raid we do poorly on empowered shock vortexes... it isn't just me =]. At this point, ESV just dont' do much damage and we heal through it.

What you want to be looking at in the interface mess is the blue circles in the center. These are the 5 people are going to be frost blocked. Within their blue circles, you will see a darker blue line the radius of the circle. That is a timer. It rotates around the circle to show you how long until the block pops.
Now, what does this mean to you. These circles are meaningless your toons behind them. What they meaningful relative to are the are to the lot of little triangles, pluses and shields to the left of the circles(shield=tank, healer=plus, dps=triangle, colored by class).
This is good positioning. If one of those triangles, pluses, or shields had been in the the large blue circles, we'd have chained the ice blocks. This does say the people getting ice blocked are close to each other. This means they will chain some damage to each other. If any of them are low in health, it is possible for one to die. It's unlikely, but a possibility. As Dom said last night, close ice blocks means cleave like AoEs work though.
The addon is called HUDmap.
This addon does take a little getting used to. There is a lot little symbols running around your screen in a raid. You just need to get used to ignoring it when you need to ignore it and pay attention to it when you need to pay attention to it. It's nice for spacial awareness with your raid members when you need it. It's active for most other range based encounters in ICC.
The most interesting thing I found out when I started using this addon is that as a raid we do poorly on empowered shock vortexes... it isn't just me =]. At this point, ESV just dont' do much damage and we heal through it.
Re: Sindra Suggestion
Dear God you need to cleanup your UI. Start with Dominos to get your buttons consolidated and out of the way of your informative displays. Then make those informative displays not overlap. Blocking view of the game world can't be good.
As for helping people not chain iceblock: it's a good visual to show people outside of raid what's right/wrong, but if people aren't already able to distinguish if they're standing near someone else with a clear view, playing by radar overlay isn't gonna help.
As for helping people not chain iceblock: it's a good visual to show people outside of raid what's right/wrong, but if people aren't already able to distinguish if they're standing near someone else with a clear view, playing by radar overlay isn't gonna help.
Re: Sindra Suggestion
You are correct that my UI needs a bit of cleanup (not for this forum). I'll post something later.
After some thought, you're also correct that one shouldn't need something like this for the air phase. The in game graphics should be enough to not chain. This does provide the information in a different format.
For p3, I'm not sure how useful this will be. I've only seen p3 a few times.
There are some times I'll zone the game world out and play by HuD. It's not as pretty, but at times it can provide more relevant spacial data more quickly.
After some thought, you're also correct that one shouldn't need something like this for the air phase. The in game graphics should be enough to not chain. This does provide the information in a different format.
For p3, I'm not sure how useful this will be. I've only seen p3 a few times.
There are some times I'll zone the game world out and play by HuD. It's not as pretty, but at times it can provide more relevant spacial data more quickly.

