The Coiled Altar
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What this page is

The Wowutils plan for The Coiled Altar: 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 Coiled Altar runs four stages: Zul'jan, Hex Lord Malacrass, the Soul Bind intermission, then Coiled Union with both at once to the kill. Orbs pulse rot on the raid and burst into stacking ruptures whenever Sever pops them, Hex Lord's stage is a flat rot floor with no hits, and Soul Bind is one long heavy window. Raid DR stacks on the orb detonation that ends Zul'jan's stage and on the grouped stomps in Soul Bind. In Coiled Union the deaths come from soaks and bombs, so personals matter most there.

  1. 1Zul'jan (0:00): A Sever about every 20 seconds pops the orbs the carriers bring. Fangs opens the pull and returns about 1:25 in, and the axe comes twice. The stage ends with every leftover orb detonating at once.
  2. 2Hex Lord (~2:55): Hex Lord joins and his aura sets a flat rot floor until Soul Bind. No raid hits: the two Nightfall absorbs are the spots for this stage's healing cooldowns.
  3. 3Soul Bind (~6:20): A 35 second intermission of fragment soaks. Spirit Erasure is one long window, and it spikes wherever the stomps bunch up.
  4. 4Coiled Union (~7:00 to the kill): Both bosses at once: the orbs and Blighted Sever ruptures return alongside the Nightfall absorbs, Defilement, Grim Guillotine and the adds. The orbs pile up toward the kill.
SteadyRot, all fight

Orbs on the floor pulse damage through Zul'jan and Coiled Union, and Hex Lord's aura does the same through his whole stage. Together they do more damage than all the hits combined, so throughput matters between them.

Heavy HitsOrb ruptures

Every Sever pops the orbs near the tank into a stacking raidwide burst, and the second Fangs lands on top of one. These are the regular raid cooldown windows.

Stack the DRTwo moments

The orb detonation when Zul'jan's stage ends and the grouped fragment stomps in Soul Bind. Hold raid DR for both and stack it.

Personal defensives

Orb carriers take pulsing damage while they hold an orb, so plan personals and externals on them. Everyone uses a personal on the orb detonation at the end of Zul'jan's stage. Guillotine soakers and the axe target get their externals from the assignments. In Coiled Union the second and third Grim Guillotine are where soakers die, so repeat soakers bring an immunity or a big personal. Gloombomb targets and anyone left Gravebound want a personal too, most of all late in Coiled Union when the orbs pile up.

Ability timeline

Each row is one ability.icon = a cast, placed when it happensshade = how long the raid damage runstop 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

6 abilities to plan around
Fangs of the Coiled AltarFangs of the Coiled Altar

Raid Damage

Danger: High
Plan around this

Zul'jan channels, pulsing damage on the whole raid while the altar spews poison pools that swell and then shrink. Once on the pull and once about 1:25 in. A third cast means the stage ran long enough that it is basically a wipe.

The pull cast lands on a full raid with opening cooldowns, so it rarely needs more. The second starts while a rupture is still ticking, and its pools push the raid around, so a raid movement cooldown fits it. From there the stage stays heavy until after the second Guillotine, with the biggest regular rupture in the middle, so a cooldown spent on the channel alone leaves the bigger hits after it uncovered.
Venom RuptureVenom Rupture

Raid Damage

Danger: High
Plan around this

Every Sever destroys the orbs brought to the tank, and each one bursts into a 10 second damage over time on the whole raid. The stacks add up per orb, so the more orbs a Sever pops, the harder it hits. Blighted Sever does the same in Coiled Union.

  • A rupture lasts about 10 seconds, so a short cooldown covers a whole one. The heaviest regular one in Zul'jan's stage sits in the stretch after the second Fangs.
  • When Zul'jan's stage ends, every orb still on the floor detonates at once, a few seconds before Hex Lord joins. It is the biggest rupture of the fight: stack in a ground DR and use personals.
  • Coiled Union: the first Blighted Sever pops the most orbs of the stage and lands with the first Nightfall, so it takes a raid DR. The fourth lands with the second Nightfall and wants one too.
Suffocating DarknessSuffocating Darkness

Healing Absorb

Danger: High
Plan around this

While Hex Lord's Eternal Nightfall shield holds, every player gains stacking healing absorbs, with extra stacks near the impact points. Breaking the shield ends it. Twice in Hex Lord's stage and twice in Coiled Union.

Hex Lord's stage has no hits, so its two Nightfalls are where that stage's healing cooldowns go. In Coiled Union both land inside a Blighted Sever rupture that already takes a raid DR: add healing cooldowns on top for the absorbs. The faster the shield breaks, the fewer stacks there are to heal through.
Spirit ErasureSpirit Erasure

Raid Damage

Danger: High
Plan around this

During Soul Bind, fragments of Hex Lord burst out of Zul'jan and have to be stepped on before they reach him. Every fragment stepped on hits the whole raid. Mythic: each one also makes the raid take more damage from the next one for a moment, and it stacks, so fragments stepped close together compound.

The damage only lands when someone steps on a fragment, so your soakers decide when it hurts. Spaced stomps make it a steady grind that healing cooldowns cover in turn, start to finish. The group is a planned moment, not a reaction: call it so the DR is already down when they step in. Most raids take it in the middle of the window.
Dreadful PresenceDreadful Presence

Raid DOT

Danger: Medium
Plan around this

Hex Lord's aura pulses damage on the whole raid every couple of seconds for his entire stage. Together with the Soulcoilers' blasts it is all the damage his stage does: there are no raid hits in it.

The stage opens on the back of the orb detonation, so its first seconds are the hardest. After that the floor stays flat with nothing to time against, so any cooldown not saved for the Nightfall absorbs can go anywhere in it.
Defilement of the Coiled AltarDefilement of the Coiled Altar

Healing Absorb

Danger: Medium
Plan around this

Zul'jan channels for 8 seconds and puts a large healing absorb on every player, while the altar spews ground that absorbs more healing from anyone standing in it. Opens Coiled Union and repeats about every 1:40.

The first one lands right after Soul Bind, in the quietest stretch of Coiled Union, so normal healing clears it. The second starts a few seconds after a Blighted Sever, so its absorb lands on a raid already taking that rupture. The third only comes in a long kill.

Other boss mechanics

The orbs. Every orb left on the floor pulses damage on the whole raid, so the rot climbs with each one alive, and Toxic Deluge keeps dropping new ones. Carriers move them to the tank so Sever can pop them, trading rot for a rupture. Late in Coiled Union the orbs pile up and the rot keeps climbing to the kill, so leftover cooldowns are well spent there.

see Assignments →
GloombombGloombombSpread

Marks several players who explode after 5 seconds, hitting everyone near them. Spread for it, and raid movement cooldowns help the marked players get out. Anyone hit is left Gravebound and has to collect their soul fragments.

Grim GuillotineGrim GuillotineGroup Soak

Coiled Union's Guillotine: the same soak and move out, and the soakers also take a healing absorb. Mythic: three per stage, and the soak debuff from earlier soaks still counts.

see Assignments →
GuillotineGuillotineGroup Soak

Zul'jan throws his axe at a player and the damage is split among everyone near them, so the soak group stacks on the target, then moves out before the axe erupts. Raid movement cooldowns fit here, and the first one comes on the back of a rupture, so it is worth a raid DR. Mythic: the soak debuff never expires and stacks, so soak groups alternate.

see Assignments →

Each Spiteful Soulcoiler blasts random players for as long as it lives. Part of Hex Lord's steady damage rather than a spike, and it returns with the adds in Coiled Union.

02Assignments

The jobs we settle on for The Coiled Altar, 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
Orb Carriers
Timed callout
Always on

P1 orb carriers - Positions marked on raidplan. Reminder show for 5 seconds before and after the orbs spawn.

Calls out
{cross} purple orb“Grab {cross} purple orb”0:07 · 0:50 · 1:32 · 2:15 · 2:57 · 3:40
{square} purple orb“Grab {square} purple orb”0:07 · 0:50 · 1:32 · 2:15 · 2:57 · 3:40
{triangle} purple orb“Grab {triangle} purple orb”0:07 · 0:50 · 1:32 · 2:15 · 2:57 · 3:40
{diamond} purple orb“Grab {diamond} purple orb”0:07 · 0:50 · 1:32 · 2:15 · 2:57 · 3:40
{star} green orb“Grab {star} green orb”0:07 · 0:50 · 1:32 · 2:15 · 2:57 · 3:40
{skull} green orb“Grab {skull} green orb”0:07 · 0:50 · 1:32 · 2:15 · 2:57 · 3:40
side green orb“Grab side green orb”0:07 · 0:50 · 1:32 · 2:15 · 2:57 · 3:40
side green orb“Grab side green orb”0:07 · 0:50 · 1:32 · 2:15 · 2:57 · 3:40
Orb Helpers“Green orb backup”0:07 · 0:50 · 1:32 · 2:15 · 2:57 · 3:40
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.