What this page is
The Wowutils plan for Ula'tek: 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
Ula'tek runs one fixed clock of about ten minutes: Stage One, Stage Two with the raid split on two sides, an intermission of Spectral Coils, then Stage Three to the kill. Necrotic Vapors ticks everyone from pull to kill and is the biggest source of damage by far. The planned hits sit on top of that floor. The second Blight Vein train and the intermission Coils are the two biggest, and Stage Three tightens toward the kill: the second Circling Prey and the final stretch from the third Rage are where raids lose players.
- 1Eggs, Thrash, Coils: Two egg sets, each cleared at a Spectral Coil pair, and two Mephitic Thrashes. The first Rage of the Shackled follows at 2:26.
- 2Stage Two: the split: The raid crosses to two sides as the Vapors double. Snapping the fangs sets off Blight Vein at 3:26, then the sides carry their eggs, return to the centre and stack for the second Rage at 4:55.
- 3Intermission Coils: Four Coil pairs back to back from 5:37, the biggest healing window of the fight.
- 4Stage Three: Three Serpent's Bites with their purges, three Circling Preys breaking the platform, and Acidic Expulsion at 8:39. The third Rage at 9:44 lands in the kill window.
Necrotic Vapors ticks the whole raid every second and gains a second stack at about 2:50. Over the fight it does more damage than any single hit, so the raid is never topped off when a planned hit lands.
The second Blight Vein train takes the biggest stack of raid DR in the fight and the intermission Coils the biggest stack of healing cooldowns. Mephitic Thrash, the Stage One Coil pairs, Circling Prey and Acidic Expulsion are the next tier. The Rage windows run long but ride on throughput.
Raid movement cooldowns go on the run for the waves after each Mephitic Thrash, the crossing to the sides and the egg run after Blight Vein in Stage Two, and the moves before the first purge and the second Circling Prey in Stage Three.
Personal defensives
Ability timeline
Your Cooldown Plan
Stage Two, while the raid is split on two sides. Breaking a Grasping Fang puts Blight Vein on the whole raid, ticking every 2 seconds for 6 seconds. Raids break one fang first and the rest together a few seconds later, so the damage comes as two trains, and the second hits far harder.
The sides are too far apart for one cooldown to reach both, so every DR with a radius needs a partner on the other side.
Healing cooldowns go out as the fangs land, so the raid is high when the snapping starts.
Press the DR on the group break call rather than on a timer, since that break is what starts the heavy train. The first train is light enough to heal through.
Spectral Coils crash onto the platform and hit the whole raid, less the more players soak the impact, and anyone who just soaked cannot help with the next coil for a few seconds. A pair lands about 3 seconds apart twice in Stage One, then four pairs land back to back through the intermission. Soak groups are assigned.
One short DR covers both hits of a Stage One pair. The first pair also clears the first egg set, so the carriers are already low when it lands.
The intermission is about 20 seconds of impacts on the doubled Vapors. Open with the long healing cooldowns as the first pair lands, stagger DR so a fresh one is up for each pair, and keep one healing cooldown back for the last two pairs.
The raid is spread over the soak spots, so coverage with a small radius reaches only part of it.
Twice in Stage One. Ula'tek's tail sweeps the platform: a hard hit on the whole raid, then ticking damage every 2 seconds for 10 seconds.
Coverage that starts on the hit and keeps healing through the ticks fits best.
The raid runs for the waves a few seconds after each cast, so channelled or stand still cooldowns have to go out right on the hit.
The second is the bigger window: the second egg set is still being carried, and a three minute cooldown pressed there is back for the intermission.
Three times in Stage Three Ula'tek breaks off part of the platform: one hit on the whole raid, and players close to her are knocked back.
Each is a single hit, so short DR is enough, and one is plenty for the first.
The second lands right after the second Volatile Purge with a wave sweep on top, the hardest moment of Stage Three. The third lands at the tail of Acidic Expulsion.
Stage Three Shriekers expel venom around 8:39: two pools about 2 seconds apart that overlap and tick the whole raid for 35 seconds.
It ticks for its whole length on the doubled Vapors, so coverage that lasts gets full value.
The pools follow the Shriekers, not the clock, so press on the pools rather than on a timer.
The third Circling Prey lands at its tail and takes its own DR.
Ula'tek rages for 20 seconds while her Heart is exposed, pulsing the whole raid every 4 seconds as debris falls on random spots. Three times: at 2:26, 4:55 and 9:44.
The first two are heavy but steady rather than spiky, and they sit between planned windows: a long cooldown spent on the first is not back for Blight Vein, and one spent on the second is not back for the intermission. Short cooldowns and leftovers carry them.
The second runs on the doubled Vapors and is the heavier of the two.
The third lands in the final stretch with the last Volatile Purge and a wave sweep. Nothing should be held past it.
Other boss mechanics
The leechers' purge from Serpent's Bite, at 7:02, 8:07 and 9:50. It hits the few players next to each purge very hard and leaves a DoT. Spread from other purges, use a personal on your own, and externals go on the carriers.
see Assignments →Ticks the whole raid every second from the pull to the kill and gains a second stack at about 2:50, which it keeps. It is the biggest source of damage in the fight by far, so the raid is never topped for free and leftover cooldowns are never wasted.
Stage One's two egg sets. Carriers take steady Noxious Shell damage until their eggs are cleared at the next Coil soak, and the second set ticks far harder than the first. Carriers want a personal.
see Assignments →Three times in Stage Three Ula'tek bites three players with a venom that ticks hard and turns them to stone if it runs out. Players standing in the venom leech it off and purge it a few seconds later as Volatile Purge. Bitten players and leechers both want a personal.
see Assignments →The jobs we settle on for Ula'tek, and the reasoning behind each. Slot players on the planner; this page is the why.
Split the raid into four egg soak groups: melee at the boss, then a left, right and far group.
Each group has one person on the edge and one in the center. If only one egg spawns in the quadrant, the center person finds an egg somewhere else.
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.
