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Sindy's Suck & How To Avoid It
Posted: Thu Jul 22, 2010 11:34 am
by Thunderfly
On Tuesday night we were consistently getting Sindragosa to the third phase, but then losing out. It seemed to me that her AoE hits kind of hard (particularly for clothies perhaps?), and I for one died twice in her AoE while trying to get back to the steps, despite popping a potion and my healthstone during the run out.
So what can we do to get out of her suction and AoE and back to the steps to keep the dps up?
Hunters can disengage mid-air. This started working well for me after I'd figured out the timing. If I got it right, I'd drop to ground just a couple of yards from the bottom step, leaving a very short turn and run before opening fire again.
Warlocks can drop a demonic circle and teleport.
Mages can blink.
Aside from the 'get away from the delicious looking ice beacon' issue, what else can we do individually to minimize time away from DPSing during the third phase?
Re: Sindy's Suck & How To Avoid It
Posted: Thu Jul 22, 2010 12:05 pm
by Texaporte
Other actions that work:
Stay slightly closer to Sindragosa so you have less "flight time" and more "run time"
Druids (esp. DPS druids) can cat-dash or travel form. Trees tend to be busy hotting people up.
Rogues can sprint or CoS.
Paladins can bubble (save this for real emergencies though).
Tanks can survive just standing there (not that that's much of a DPS change).
Warriors can Intervene people ahead of them (does this require a stance dance?) - Cyriz never bothered, but just straight-up ran out and took minimal BC damage.
DKs can AMS, though this isn't fully recommended - note how much damage Shoulan took from Blistering Cold, even though AMs ate half of the damage.
Engineers can rocket boot.
In phase 3, you can hide behind the frost block and not get sucked in if your timing's just right.
Next time we do Sindragosa, we're going to 6 healers - seven healers was good just to cover up people's mistakes in running, but one dead DPS and we fell behind the enrage.
Re: Sindy's Suck & How To Avoid It
Posted: Thu Jul 22, 2010 12:36 pm
by Tsquared!
One thing to take into consideration for druids....as a precaution, I hit barkskin during the run phase on the off chance that I get hit. I don't know if other classes have similar defensive spells they can hit at that time (i would assume divine protection, etc). That may be the difference of life or death depending on your range from her...
Re: Sindy's Suck & How To Avoid It
Posted: Thu Jul 22, 2010 1:22 pm
by Norfolk
I don't know how many of our palys have divine sacrifice &/or divine guardian but we could pop that while running out of the AoE to help (depending on who's there of course)
Re: Sindy's Suck & How To Avoid It
Posted: Thu Jul 22, 2010 1:32 pm
by Camyu
Texaporte wrote:Next time we do Sindragosa, we're going to 6 healers - seven healers was good just to cover up people's mistakes in running, but one dead DPS and we fell behind the enrage.
Six healers sound good. But assuming the same line up, who realistically can be dropped from healing and do good dps? I would be more than willing to swap back in to rogue-dps, whether or not we'll have Andy tree-heal. Although, not sure if there is gonna be a big difference in terms of making the enrage, since Andy and I would be swapping melee dps for heals, and range dps is what's gonna get Sindy down in phase 3.
In terms of running out of the suck AoE, I know first hand that any hesitation while running will cost you lots of HP or even death. I personally died twice because once time Smokey was messing with me, and the 2nd time for whatever reason I paused for a brief half-a-second to try to cast something, and that was costly. I also found that running in any direction that is not 90 degrees to the body of Sindy would cost you some HP as well. Some people in the guild are very good at running away from the suck. If you look at the log for the Blistering Cold spell, you'll notice that some people's names aren't even on there, because they always escape from the suck and so not take any damage from it. Most of the names that are on there are range people. And so Dom is right, if we move closer to Sindy as a whole, there'll be less flight time and more time to run away.
Re: Sindy's Suck & How To Avoid It
Posted: Thu Jul 22, 2010 11:51 pm
by Akane
As one of the people dying a lot to "the Suck"....I was frustrated when I KNEW I was far enough away, but still SOMEHOW died. I can only blame possible lag spike or, as Wynne said, "not 90 degrees to the body".
Another tip an old guildie of mine gave me is that if you have instability, perhaps that could contribute to the damage from "the Suck" that could basically kill you or ALMOST kill you. But, basically watching that when "the Suck" happens and not be over 3 casts/attacks. As ranged, I will make a point on being closer to Sindragosa's hind quarters next time because the whole "suck airtime" DOES factor into the "time she is casting that suck/aoe blast" and me running.
Good points though.
Re: Sindy's Suck & How To Avoid It
Posted: Mon Jul 26, 2010 12:52 pm
by Pocky
[quote="Texaporte"]Other actions that work:
Warriors can Intervene people ahead of them (does this require a stance dance?) - Cyriz never bothered, but just straight-up ran out and took minimal BC damage.
This does indeed require switching to Defensive Stance. But the loss of rage isn't enough to prevent the warrior from using Intervene, as it only uses 10 rage.