Entombed Sentinels

Entombed Sentinels

Mythic
Plan & Assignments

What this page is

The Wowutils plan for Entombed Sentinels: Guide for how to approach Cooldown Planning, and the jobs covered in the assignment planner. It is assumed that you already know the basics of the fight. For full boss guides, see the links in Full mechanics.

It covers

  • CD Planning and Personal Defensives
  • The Wowutils Assignments
  • Raid-night quick reference

It skips

  • Basic boss strategy
  • Tank/Dps stuff
  • The stuff other guides already cover
01Cooldown plan

The Sentinels repeat one cycle to the kill: about 90 seconds of split raid damage that climbs toward the cycle end, then both bosses collapse together for the Vitriolic Stasis puzzle. Nothing lands as one big raid hit. Main cooldowns go into the Contaminate add windows, and the rot climb late in each cycle is the throughput check behind everything.

  1. 1Golems apart (~90s): The raid fights split on two sides. Rot climbs through the whole cycle, an add pulses raid damage twice, the green side soaks droplets while the red side handles Miasma.
  2. 2Vitriolic Stasis (the puzzle window): The bosses collapse together and everyone gets Helical Toxins. Pair up so your stacks reach exactly 4, which removes the venom harmlessly. The faster the raid solves it, the less damage everyone takes.
  3. 3Repeat to the kill repeats: A full cycle runs about 1:41 to 1:50 depending on how fast the puzzle is solved. Expect five cycles.
SteadyRot, climbing

Each golem stacks its mark on the players on its side through the whole cycle, so raid damage ramps toward every cycle end, right before the bosses collapse together. This is most of the fight's damage.

Heavy HitsNone

Nothing on this fight is one big hard raid hit, and planned damage should never be deadly on its own. The main cooldowns go into the Contaminate add windows instead, with the rest on Toxic Droplets and Unstable Miasma.

Cycle1:41 to 1:50

Cycle length depends on how fast the intermission puzzle is solved. 90 second and 3 minute cooldowns can map to the same spot each cycle. 2 minute cooldowns do not, they land somewhere different every cycle.

Personal defensives

Nothing planned should be deadly on its own, so do not preplan personals. Use one when you get a debuff, ahead of a big soak, or when you are not healthy going into damage. Shifting Protovenom is a good spot for a personal defensive while you carry it.

Ability timeline

0:301:302:303:304:305:306:307:301:002:003:004:005:006:007:000:301:302:303:304:305:306:307:301:002:003:004:005:006:007:00
Each row is one ability.icon = a cast, placed when it happensshade = how long the raid damage runsgradient = rot that ramps up

Your Cooldown Plan

3 abilities to plan around
ContaminateContaminate

Raid AOE

Danger: High
Plan around this

One add from each Venom Coagulation pulses damage to the whole raid while it is alive, typically 15 to 20 seconds of pulsing, twice per cycle.

Coverage that lasts the whole window earns its full value, and killing the add faster shortens what you have to heal.

Cycle length stretches with the intermission puzzle: 90 second and 3 minute cooldowns can hit the same window each cycle, 2 minute cooldowns land somewhere different every cycle.

Toxic DropletsToxic Droplets

Raid Soak

Danger: Medium
Plan around this

The Breath sprays droplets across the green side, about one soak per player. Droplets nobody soaks erupt into raid damage.

Shorter cooldowns fit, nothing dedicated. It hits one side of the raid, so coverage that reaches your own side is enough.
Unstable MiasmaUnstable Miasma

Raid AOE

Danger: Medium
Plan around this

A marked player on the red side erupts after a few seconds, splitting the hit among the players stacked with them and spreading a short stacking DOT to everyone struck. Lands around the same time the green side soaks droplets.

The other leftover home. Shorter cooldowns that cover one side fit well.

Other boss mechanics

Mark of AcidMark of AcidRamping Rot

Each golem stacks its mark on the players on its side, Mark of Acid on green and Mark of Blood on red. The stacking DOTs are most of the fight's damage and climb toward each cycle end. It is the throughput check behind the whole cycle; cooldowns are aimed at the Contaminate add windows, not at the rot itself.

Shifting ProtovenomShifting ProtovenomDebuffs, Movement

Random players get a Protovenom DOT. Touch another carrier to neutralize both harmlessly; touching a clean player sets off a damaging burst and knockback instead. A good spot for a personal defensive while you carry it.

Vitriolic StasisVitriolic StasisIntermission

The intermission puzzle. The bosses collapse together and everyone gets Helical Toxins. Pair up so your stacks reach exactly 4, which removes the venom harmlessly. Solving faster means less damage taken, so movement cooldowns are worth considering here to reach your pairs quicker.

see Assignments →
02Assignments

The jobs we settle on for Entombed Sentinels, and the reasoning behind each. Slot players on the planner; this page is the why.

The jobsWhat each assignment does and why. Slot players on the planner.
Open in planner
Always on
Blood/Breath Split
Timed callout
Always on

Split the raid evenly between the two Sentinels, up to 12 players per side.

Blood side plays on Blood of Ula'tek, Breath side plays on Breath of Ula'tek.

Everyone gets an on-screen reminder of their side 10 seconds into the pull.

Calls out
BloodBlood side0:10
BreathBreath side0:10
Sponsored
03Full mechanics

We deliberately don't re-teach the pull here. For first-timers, exact add pathing, and the complete ability list, these cover it better than we would.

A mechanics video for this boss is coming soon.

Hand-picked sources for this boss are coming soon.