Another smooth run sees Dreamwalker 'up' for a second comfortable time (thanks Kron for the correction on 'up' and 'down'!). Just a quick 'heads up' about our next fight, Sindragosa.
Tactics from wowwiki.com:
Phase 1
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 (a tank can survive this). In effect, the raid has 5 seconds to get 25 yards away from the boss. It's possible to turn while getting pulled through the air, so players can easily run back to their places. Ranged classes should not stand too far away from her (there's also no need to do so), else they may spend too much time airborne and be unable to get away from her fast enough.
The other special ability during Phase 1 is the Unchained Magic debuff, which she randomly deals to a mana user. While a player is affected by this debuff, every spell cast stacks another debuff (Instability). 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.
Casters affected by Unchained Magic should be careful not to gain a too high stack of Instability - about 5 stacks is safe, more need special care from healers. Usage of immunity abilities may allow survival of a high stack.
Phase 2
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 Tomb not only affects its target, but also everyone else in a 10 yard radius, it's important for the targets to move away from all non-targets. 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% during she drops the bombs, and quickly destroyed after the fourth bomb has exploded.
One tactic for this phase is to initially group up the raid on her hind legs. The players with Frost Beacon run to where her front legs were. After they are entombed, the rest of the raid hides behind the Ice Tombs, and starts to damage them. 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.
Phase 3
At 35% health, Phase 3 starts. Phases 1 and 2 don't take place anymore. She retains all her Phase 1 abilities, and also continues to cast Frost Beacons and Ice Tombs, but no Frost Bombs. Instead the Ice Tombs must be used to control her new ability, Mystic Buffet. One stack of this debuff is gained by all players in her line of sight every 6 seconds. Each stack increases magical damage taken by 10%/15% (10/25 player).
Control of Mystic buffet is crucial, Phase 3 is not a DPS race. Mystic Buffet expires after 8 seconds, she refeshes it after 6 (that is with 2 seconds left on the debuff). In effect it's enough to hide behind the Ice Block for just the crucial few seconds when she refeshes the debuff.
The above Ice Block routine (from Phase 2) can contine 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.
Vir.