Sindragosa ( tactics ) Sindragosa is the second boss of the Frostwing Halls wing of the Icecrown Citadel raid . The encounter with the undead frost wyrm queen is similar to Sapphiron . She spawns after the defeat of the frost wyrms Rimefang ( who escaped the Pit of Saron after Tyrannus ' death ) and Spinestalker . It is a battle for survival , where players have to manage various debuff stacks . This boss is available since February 2 , 2010 on US servers and February 3 on EU servers . Abilites . Sindragosa has a 10 - minute enrage timer . 10 player mode . Phase Two ( Air Phase ) . Although Sindragosa takes to the air on a recurrent timer , her abilities are distinctively different from phase 1 and therefore is considered its own phase . Phase Three . All Phase One abilities , plus : 25 player mode . Phase Two ( Air Phase ) . Although Sindragosa takes to the air on a recurrent timer , her abilities are distinctively different from phase 1 and therefore is considered its own phase . Phase Three . All Phase One abilities , plus : Preparation . Sindragosa immediately aggros when both Rimefang and Spinestalker are dead . While learning the encounter , it ' s a good idea to initially reset her , this is accomplished by running back to the teleporter pad or the last room right after the second frost wyrm dies . Sindragosa lands and creates an ice wall in front of where the raid should be . She despawns when she makes it up to that ice wall . This encounter requires one tank , a second one is a good idea ( for Phase 3 ) . Tanks should have a decent amount of frost resistance , the paladin aura or shaman totem should also be used . Low stamina raid members can also consider wearing a few pieces of FR gear . Like most dragons Sindragosa deals a rear tail swipe and a frontal cleave , thus only the tank stands in front of her . The raid should stand at her side , between tail swipe and cleave . Melee should set up at the outer edge of her ( rather large ) hitbox , ranged a little further out , but not at maximum range . Players who stand too close may miss an Icy Grip ( because they don ' t fly through the air ) , those too far out loose too much time airborne and thus may not be fast enough in running away . In preparation of Phase 3 , it ' s a good idea if the raid generally keeps close together , either near her front or hind legs . Phase One . During the whole fight she deals stacking debuffs to the whole raid . When melee attacks her , there ' s a 20 % chance per hit on the boss to gain the Permeating Chill stacking debuff which inflicts 1 , 000 Frost damage every 2 seconds for 8 seconds , per stack . For casters , she periodically debuffs mana users with Unchained Magic , which for 15 seconds causes its victims to gain a stack of Instability every time they cast a spell ( including things like Healthstones or Trinkets ) . Instability expires after 5 sec ( unless refreshed by casting another spell ) . Expiration is unavoidable after Unchained Magic fades . Upon expiration , Instability deals 2k damage per stack . During Phase 1 these debuff stacks don ' t hurt a lot ( it ' s safe to take up to 8 stacks ) , but in Phase 2 they become dangerous ( players should try to stay below 4 stacks ) . For this reason it ' s a good idea to practise keeping them low even in Phase 1 . Managing these debuffs ( and the additional one in Phase 2 ) is the heart of the fight . Players may get used to stopping their attacks / casts when their stacks get high . In regular intervals , she pulls the whole raid on top of herself ( Icy Grip ) and then starts a 5 sec cast of Blistering Cold , which deals 35k Frost damage to everyone within 25 yards of her ( with enough HP or resistance this is survivable ) . This means that the raid has 5 seconds to get 25 yards away from her . Players should mouse - turn while flying through the air and immediately run away on touchdown . Hunters can use Aspect of the Pack , the frost aura does not cause the daze effect . After everyone is out of range , it must be switched off immediately . It is possible to slow her cast time with ( Curse of Tongues or maybe Mind Numbing Poison ) , but this may decrease Melee ' s DPS output because they have to wait longer before running back . The Raider ' s boot enchant , Tuskkar ' s Vitality , is valuable for the run out , and the other movement aspects of this fight . Phase Two ( Air Phase ) . At 85 % and every 1 : 50 minutes thereafter , Sindragosa takes off , freezes 2 / 5 ( 10 / 25 player ) raid members with Ice Tomb and drops four Frost Bombs ( one after the other , on random spots ) . Players who are in line of sight of one of the bomb explosions take ~ 24k damage , therefore the raid should hide behind the Ice Tombs . After the fourth Bomb she lands and continues with another Phase 1 . Sindragosa puts a Frost Beacon on the Ice Tomb targets about 5 seconds before they get entombed . Since Ice Tombs not only damage their targets , but also everyone else in a 10 yard radius , it ' s important for the ice tomb targets to move away from all non - targets and from each other . After 20 seconds , she ' s dropped all her bombs , lands and resumes Phase 1 . At this point , the entombed players start to take damage from asphyxiation . Players are freed from the Ice Tombs by destroying them ( ~ 450k HP ) . They should be damaged to about 10 % while she drops the bombs , and quickly destroyed after the fourth bomb has exploded . 10 player . In 10 player , the raid can stay on the stairs at all times , tanking her right in front of the stairs . The raid initially groups on her hind legs . The players with Frost Beacon run to where her front legs were ( one higher up the other lower down the stairs ) . When she Frost Beacons the next set of players , they again run to the other side ( where her hind legs were ) , after the Tombs have materialized the raid follows . This movement pattern closely resembles the one used in Phase 3 . 25 player . The 10 player technique cannot be used with 25 , because it requires very high precision in positioning with 5 frost tombs ( 6 on heroic ) plus the raid on the stairs . It ' s simpler to tank her some distance ( about 20 " ) away from the stairs . All players should be prepared for Frost Beacons , and run up to the top of the stairs . As players get beaconed , they can then step down towards the bottom of the steps , in two rows ( three in the front , on the main floor , and two behind , up three or four steps ) , with the untargeted players running to the beaconed players as soon as they are tombed . By first walking to the top of the stairs then walking down toward the tombs , all players should be able to easily see the location of the first Frost Bomb and position themselves to block line of sight . In 25 player , the rear tombs ( furthest up the stairs ) can be destroyed even before she lands ( but be careful not to destroy a tomb just before a bomb lands ) . On 25 - player heroic , avoid destroying any tombs until after the fourth Frost Bomb , so that those who are freed ( and may be disoriented ) are not instantly killed by a Frost Bomb . DPS should avoid DoTs , and use direct damage so as to leave the tombs with enough health to keep everyone alive , but low enough that they can be quickly destroyed after the fourth Frost Bomb . Phase Three . Phase 3 starts when Sindragosa is at 35 % health . She becomes permanently grounded , and continues all of her abilities from phase 1 . Although she stops casting Frost Bombs , Sindragosa continues to cast Frost Beacons and Ice Tombs , which players must use to control her new ability , Mystic Buffet . One stack of this debuff is gained by all players in her line of sight every 4 seconds . Each stack increases magical damage taken by 10 % / 15 % ( 10 / 25 player ) . Her time between Ice Tomb casts in phase 3 seems to be 20 seconds . Phase 3 is not a DPS race , but focuses on the players ' ability to manage Mystic Buffet and the other debuffs . Mystic Buffet expires after 8 seconds , she refreshes it after 6 ( that is with 4 seconds left on the debuff ) . In effect it ' s enough to hide behind the Ice Block for just the crucial few seconds when she refreshes it . The 10 player Ice Block routine can be used for both raid sizes in this phase - Frost Beaconed players run to the other side , raid follows , hides and destroys the Ice Blocks after they have materialized . With two tanks , it ' s a good idea to switch tanks at this moment too . Heroic Difficulty . The most important change is that Instability ( Unchained Magic ' s backlash ) not only hits the affected player , but also everyone else within 20 yards . Phase 2 ( air phase ) Frost Bomb damage is increased to 200 , 000 and is no longer survivable , and in 25m ( 10m stays at 2 players ) six players are Frost Beaconed instead of five . Known Bugs . It has been reported ( and subsequently confirmed multiple times ) on the World of Warcraft US and EU forums that many raids are experiencing unusual behaviour when a Death Knight applies Mark of Blood to Sindragosa . The reports suggest that when Sindragosa has the Mark of Blood debuff , she will randomly turn away from the tank that is keeping aggro on her and face the rest of the raid for between 0 . 5 to 1 seconds . While not significantly detrimental in itself , some of the reports suggest that these turns coincided with casts of Frost Breath , subsequently wiping the raid . It is currently not known whether Blizzard have begun work to correct this .