Entombed Sentinels
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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 play a short opener, then repeat one cycle to the kill: about 90 seconds with the raid split between two golems, then both collapse together for the Vitriolic Stasis puzzle. Nothing lands as one big raid hit. Main cooldowns go into the two Contaminate add windows each cycle, and the rot climbing late in each cycle is the throughput check behind everything.

  1. 1Opener (short cycle): The golems start half charged, so the pull is a short cycle: one add, one soak, one Miasma and one Protovenom, then the first Stasis at 0:46.
  2. 2Golems apart (~90s): The raid fights split on two sides. Each cycle opens with the first add, a soak and a Miasma, and later in the fight the old rot is still ticking on top. The middle is quieter apart from one soak. The end climbs again with the second add, the last soak and the rot at its peak.
  3. 3Vitriolic Stasis (the puzzle window): Both golems collapse together for about 10 seconds while the raid solves the pairing puzzle, with the rot still ticking. Afterwards each half of the raid fights the other golem.
  4. 4Repeat to the kill repeats: Each Stasis starts a full cycle. Plan for the opener plus four full cycles; a fast kill ends partway through the third.
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 two Contaminate add windows each cycle 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 cooldowns can take the same window every cycle and 3 minute cooldowns every other 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. The big soaks are the first and the last of each cycle, both with an add up. Most deaths here come right after a soak or the add pulses, usually the rot finishing the job. Shifting Protovenom is a good spot for a personal while you carry it.

Ability timeline

Each row is one ability.icon = a cast, placed when it happensshade = how long the raid damage runsgradient = rot that ramps uptop lanes = where raids commonly use each kind of cooldown, brighter = more raids stack them there. Hover one to see what it covers.

Your Cooldown Plan

3 abilities to plan around
ContaminateContaminate

团队伤害

Danger: High
Plan around this

Each Venom Coagulation add pulses damage on the whole raid while it is alive, usually 15 to 20 seconds. Two adds a cycle, one early and one late.

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

The first window is the sharpest spike of the cycle: the first soak lands as it opens and the first Miasma inside it. Time the DR so it still covers the Miasma.

The second add appears just before the second Miasma, so any DR for it goes in with the Miasma. Its pulses then run into the last soak and the second Protovenom with the rot at its peak, and the raid stays high until the Stasis. On the first full cycle this stretch takes the biggest stack of healing cooldowns in the fight. Later in the fight this add often lives into the Stasis, so the window runs straight into the puzzle.

The raid stands on two sides, so a cooldown with a small radius covers only one of them.

The opener's single window is the lightest. Shorter cooldowns spent there are back for the first full cycle.

Toxic DropletsToxic Droplets

团队分担

Danger: Medium
Plan around this

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

The first and last soaks land with an add up, so the cooldown for that window already covers them. The middle soak is the one spike in the quiet stretch. Shorter cooldowns fit there, nothing dedicated.

It hits one side of the raid, so coverage that reaches your own side is enough.

Unstable MiasmaUnstable Miasma

团队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. Twice a cycle, each time with an add up.

The raid cooldown for the add window already helps here. Shorter cooldowns that cover one side fit well on top.

The soak group moves to its drop spot for each one, so this is where a raid movement cooldown fits if you use one.

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 stacks climb toward each cycle end, and when each half picks up the other golem at the Stasis the old stacks keep ticking into the next cycle. It is the throughput check behind the whole fight; cooldowns are aimed at the add windows, not at the rot itself.

Shifting ProtovenomShifting Protovenom减益效果, 移动

Twice a cycle a few players on each side get a Protovenom DOT. Spread before it lands. 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 while you carry it, most of all on the second set at the cycle end.

The intermission puzzle. Everyone gets Helical Toxins: pair up so your stacks reach exactly 4, which removes the venom harmlessly. A wrong pair hits both players with a big burst and a long heavy DOT the healers have to carry them through. Solving faster means less damage taken, so movement cooldowns are worth considering here to reach your pairs quicker. Mythic: a few seconds in, the room goes dark and hides other players' orbs, so pairs found right away are the safe ones.

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.

Middle is for people allowed to stand in the middle to hit both bosses.

You want around 8 people on the soak, so 4 players can sit in the middle. If you have more, they have to jump into the soak.

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

Calls out
Blood“Blood side”0:10
Breath“Breath side”0:10
Middle“Middle”0:10
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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.