Valithria Dreamwalker is the first boss in the Frostwing Halls of Icecrown Citadel.

She is a green dragon captured by the Scourge, likely used in experiments to reproduce the Emerald Nightmare effect.

Overview

Valithria is, in some ways, a very unique encounter. Unlike other bosses, Valithria needs to be healed from her starting 50% health to full, while continuous waves of adds assault her and the raid. Taking extra healers might seem like a lucrative option here, but considering how many adds will come, you are better off playing it safe and not sacrificing your DPS.

Two tanks are enough for this fight – one to the left, one to the right. There are five types of adds that will need to be taken care of – Risen Archmages, Blazing Skeletons, Suppressors, Blistering Zombies, and Gluttonous Abominations. In short, the Archmages will slow your melee with Frostbolt Volley, and annoy your healers with Mana Voids that burn mana and thus need to be avoided. The Blazing Skeletons can activate Lay Waste fire aura and use Fireball – they are high on the to-kill priority list, as Lay Waste will passively damage Valithria. The packs of Suppressors that come need to be AoE’d quickly too – they will channel Suppression, which reduces the healing taken by their target (Valithria) by 10% per application. Blistering Zombies are, unfortunately, another type of mobs you should kill quickly – both Corrosion and Acid Burst can do quite a bit of damage, some of which AoE. The Gluttonous Abominations and their Gut Spray are not too dangerous, and can usually be left out for a little while as long as they have a tank on them. They spawn Rot Worms upon death, which should also be tanked and quickly AoE’d.

Valithria will be able to help you a little during the fight. Every so often she will open 2(?) (6 on 25-player) portals to the Emerald Dream. Players who enter them will find Nightmare Clouds surrounding them. Killing a Nightmare Cloud grants Emerald Vigor to players nearby, which increases their damage, healing, and mana regeneration. It also phases them back to the room with Valithria. Both DPS and Healers will need to take those, lest your raid gets overwhelmed by adds, or stuck with the healing.

Valithria Dreamwalker Abilities

  • Summon Nightmare Portal – Summons a number of (NPC #38429). Players that take the portals will be phased out of the room, and enter the Emerald Dream.
  • Nightmare Clouds – Killing a Dream Cloud inside the Emerald Dream grants Emerald Vigor to nearby players and phases them out of the Dream.
  • Emerald Vigor – Regenerates 200 mana per 3 seconds, and increases damage and healing by 10%. Lasts 35 seconds.
  • Dreamwalker’s Rage – Inflicts 10,000,000 damage to all enemies. Used by Valithria when she is fully healed, and marks the encounter as over.

Sindragosa is the second boss in the Frostwing Halls of Icecrown Citadel.

Sindragosa was Malygos’ last consort from the time before his madness and the devastation of the Blue Dragonflight. When Neltharion betrayed the other Dragonflights and decimated the Blues, Sindragosa was separated from Malygos, and sent far into the frozen north, where her last thoughts were ones of anger, hatred, and revenge. When she was recently raised by the Lich King, she became one of his most fearsome servants.

Overview

The main tank begins the fight by positioning Sindragosa so she faces the south end of her platform. Any direction would serve, but south makes it easy for the raid to keep their sense of orientation. Everybody other than the tank should be on one side – either east or west. Stacking is not necessary, but people will need to watch out for the obligatory Tail Swipes and Cleaves.

Sindragosa will spend most of the fight in Phase 1, during which she will remain on the ground. Her Frost Aura will damage the entire raid, and her Frost Breath will hit the tank hard, reducing his or her attack speed by 50%, and movement speed by 15% – stacking. Casters will need to beware of Unchained Magic – a debuff that causes them to take damage over time for every spell they cast while the debuff is up. Melee and hunters have another thing to watch out for – Permeating Chill. Every successful physical attack they land on Sindragosa will have 20% chance to DoT them for 1,000 Frost damage every 2 seconds for 8 seconds (stacking). Tanks will probably want to stop attacking for a few seconds if the debuff starts stacking too high.

The raid-wipe mechanic in this phase is Blistering Cold. Occasionally while she is on land, Sindragosa will pull the entire raid next to her and start the 5-second cast of Blistering Cold. The spell does very high amount of Frost damage, so everybody should run out of its 25-yards range. The tank can either stay and eat it, or run away and charge back in after the cast is over.

First cast will be at 85%, and every 1:50 minutes after that, Sindragosa will lift off in the air and enter Phase 2. During this phase she will target 2 (25-player: 5) players and imprison them and anyone nearby in frost tombs. It is recommended to have the marked players run in the middle of the platform until they get hit, while everybody else goes to the outskirts, stacking. Sindragosa will fire 4 Frost Bombs in this phase, each one doing a lot of Frost damage. A mark on the ground will indicate where the Bomb is going to fall. Players not frozen should run to the middle and use the tombs to break line of sight with the bomb location, while breaking the tombs through damage. It is important not to break all the tombs before the 4th bomb, as the raid will take a lot of damage.

As soon as the 4th bomb drops, Sindragosa will land and re-enter Phase 1. At 30%, Sindragosa will start casting Mystic Buffet, a raid-wide debuff that stacks and increases magic damage taken – this stack works as a soft enrage mechanic as if it is allowed to stack too high the damage will be too difficult to heal through. She will also being to imprison random people in ice tombs – have those people run somewhere close enough, where they won’t chain anyone else with the Ice Tomb. Players can use the ice tombs to break line of sight with the boss and let the debuff drop (much like Forgemaster Garfrost), but the fight is a dangerous DPS race from this point on. Defensive and healing cooldowns should be used in this phase, specifically before a Frost Breath when the tank has accumulated several stacks of the Buffet. If you have a second tank and DPS seems low, you can let the fresh, stackless tank pick up the boss, while the new one runs behind an Ice Tomb. Sindragosa will not fly off after her health has reached 30%.

Phase 1: Land

  • Frost Aura – Inflicts 3,000 Frost damage to the entire raid every 3 seconds.
  • Cleave – Inflicts normal damage +50 to up to 10 enemies in front of Sindragosa.
  • Tail Smash – Inflicts 11,250 to 18,750 damage on enemies within 16 yards of the tail’s impact point, knocking them back. Tail Smash only hits players behind Sindragosa.
  • Frost Breath – Inflicts 27,750 to 32,250 Frost damage to enemies in a 60 yard cone in front of Sindragosa. Also reduces movement speed by 15% and attack speed by 50%, stacking. Lasts 4 seconds.
  • Permeating Chill – Physical attacks against Sindragosa have 20% chance to debuff the attacker with Chilled to the Bone, inflicting 1,000 Frost damage every 2 seconds for 8 seconds, per application.
  • Unchained Magic – Causes every spell cast to backlash with Instability after 8 seconds, inflicting 2,000 Arcane damage. Multiple spells cast while the debuff is up will cause multiple backlashes.
  • Icy Grip – Pulls all players in melee range. Cast immediately before Blistering Cold.
  • Blistering Cold – Inflicts 30,000 Frost damage to all enemies within 25 yards. The 5-seconds cast starts immediately after an Icy Grip.

Phase 2: Air

  • Frost Beacon – Marks 2 players for imprisonment by Ice Tomb after 7 seconds.
  • Ice Tomb – Inflicts 15,600 to 16,400 Frost damage to the target and imprisons all players within 10 yards in an Ice Tomb. While imprisoned, players take 8% of their maximum health as damage through Asphyxiation.
  • Frost Bomb – Inflicts 23,563 to 26,437 Frost damage to all players within line of sight. 4 Frost Bombs will be cast before the phase ends.

Phase 3: Land (Soft Enrage)

  • Frost Aura – Inflicts 3,000 Frost damage to the entire raid every 3 seconds.
  • Cleave – Inflicts normal damage +50 to up to 10 enemies in front of Sindragosa.
  • Tail Smash – Inflicts 11,250 to 18,750 damage on enemies within 16 yards of the tail’s impact point, knocking them back. Tail Smash only hits players behind Sindragosa.
  • Frost Breath – Inflicts 27,750 to 32,250 Frost damage to enemies in a 60 yard cone in front of Sindragosa. Also reduces movement speed by 15% and attack speed by 50%, stacking. Lasts 4 seconds.
  • Permeating Chill – Physical attacks against Sindragosa have 20% chance to debuff the attacker with Chilled to the Bone, inflicting 1,000 Frost damage every 2 seconds for 8 seconds, per application.
  • Unchained Magic – Causes every spell cast to backlash with Instability after 8 seconds, inflicting 2,000 Arcane damage. Multiple spells cast while the debuff is up will cause multiple backlashes.
  • Icy Grip – Pulls all players in melee range. Cast immediately before Blistering Cold.
  • Blistering Cold – Inflicts 30,000 Frost damage to all enemies within 25 yards. The 5-seconds cast starts immediately after an Icy Grip.
  • Mystic Buffet – Increases magic damage taken by 15% per application. Applied to all players within line of sight every 5 seconds.


GameStop, Inc.

VN:F [1.9.3_1094]
Rating: 0.0/5 (0 votes cast)

Leave a Reply

Direct2Drive
Do Not Click These Ads
Forum Flames
Please Don’t Click this AD
Vote for us here
Direct2Drive
J!nx Clothing
World of Warcraft Guild Icon T-Shirts
Apple iTunes

worldofweirdcraft.net is using WP-Gravatar

Powered by Yahoo! Answers