Sindragosa is a mean old beastie, commanded by the Lich King himself in the Wrath of the Lich King opening cinematic. In the past, we've seen her killing a whole army of Horde or Alliance in the Pit of Saron. With the opening of the Frostwing Halls raid, she's finally ready to fight face to face. As you'd expect from a dragon, this is no easy fight. Players have ten minutes to bring down this flying menace for good.
=10 Man Normal=
Phase 1: On the Ground
The tank has a lot of responsibility in this fight.
Tanks have a lot to deal with in this fight, particularly in the first stage when Sindragosa is on the ground. For one thing, she has a constant aura
Tanks that are attacking to gain aggro need to be aware: the dragon has a debuff called Permeating Chill,
The majority of the raid party should be DPS. With a skilled healer, one or two tanks can maintain aggro on Sindragosa; the rest of the team needs to be focused on pumping as much damage into the dragon as possible, thanks to her high amount of HP and 10-minute Enrage limit.
Given that players causing physical damage have a chance to get bitten by Permeating Chill, focusing on attack magic seems like a good choice. It's not going to be simple, though; Sindragosa has an annoying ability called Unstable Magic,
Healers are going to have the hardest job against Sindragosa. The amount of damage she puts out over the entire party constantly is fairly overwhelming, even before she starts attacking proper. Healers need to keep the tank(s) topped up, since they'll be taking the brunt of the dragon's direct attacks as well as any tertiary damage.
Healers also need to be on the lookout for people hit with Unstable magic, because it, along with any other damage, runs a high risk of killing the player. These are top priority.
Icy Grip is a nasty ability that pulls the whole raid group towards Sindragosa, before she unleashes Blistering Cold,
Phase 2: In the Air
Positioning is of paramount importance in this fight, because Sindragosa takes flight every minute or so. Once in flight, she drops four Frost Bombs, which deal 24,000 damage to anyone in her line of sight. Just before this, five people will be frozen with Ice Tomb
Planning ahead will make Ice Tomb a boon rather than a problem.
Once the bombs have gone off, the frozen players need to be DPS'd until the tombs break. Staying frozen after the Frost Bombs will cause health to start draining. Break the tombs, free the players, and heal them up before getting back into the fight. After Sindragosa drops four bombs, she'll come back down onto the ground, starting the first phase of the fight again. This cycle will continue until she only has 30% HP left.
Phase Three: Grounded Again
Once she has been whittled down to 30% health, Sindragosa will stop flying and stay on the ground permanently. Her Permeating Chill from the first phase will still be in effect here. Ice Tomb will still be a problem, but she won't fly into the air and drop Frost Bombs anymore.
No, the problem now is Mystic Buffet.
This third phase will take the longest time; not because of any specifically devastating attacks the dragon has, but because of how many distractions she can throw at you. Healers and DPS players are the key to this fight, since the main difficulty is dealing enough damage to Sindragosa before ten minutes is up.