Nek'zali the Soulcoiler: who failed which mechanic
On Nek'zali the Soulcoiler, LogSnitch checks 11 mechanics on Mythic (8 on Normal): 5 can charge a player with a mistake, 1 judges the tanks, 1 is credit and 4 are shown as facts, since the log cannot say who failed them. Each is read pull by pull.
Which Nek'zali the Soulcoiler mechanics count as mistakes?
Each of these charges the player who made the mistake, pull by pull. Counts follow Warcraft Logs': direct hits, not ticks (hits vs ticks).
| Mechanic | Phase | Judged as | What counts | On |
|---|---|---|---|---|
| Anguished Echoes | — | Avoidable damage | Each hit, or each stay for a puddle | All |
| Cremation | Intermission | Spread | A hit from someone else's mark | Heroic, Mythic |
| Hungering Pyre | Intermission | Soak | Being out of a short soak | All |
| Latent Cultist | — | Avoidable damage | Each stay in it | All |
| Soul Transfer | Intermission | Avoidable damage | Each hit, or each stay for a puddle | All |
What are the tanks judged on?
A tank buster is judged on whether a defensive or an external was up on each hit, counting only defensives that tank is seen pressing in the report. Stacks are judged only where the guide states a limit; otherwise how long each tank held them is shown.
| Mechanic | Phase | Judged as | On |
|---|---|---|---|
| Hollowing Strikes | Phase 1 | Tank mechanic | All |
Which mechanics are credit?
Here taking it, killing it or kicking it is the job, so each is credit to the player who did it, never a mark against anyone.
| Mechanic | Phase | Judged as | What counts | On |
|---|---|---|---|---|
| Essence Rend | Phase 1 | Dispel | Each dispel, and how fast | All |
What does the log leave unjudged?
The log records the damage of these, not who was at fault: a raid-wide job, a placement or a puzzle it cannot see, or a guide that never says what failing looks like. They are shown as facts and nobody is charged.
| Mechanic | Phase | Judged as | On |
|---|---|---|---|
| Grasping Depths | Phase 1 | Raid job | Mythic |
| Possession Barrage | Phase 1 | Raid job | All |
| Soulcoil Well | Phase 1 | Raid job | All |
| Vessel of Awakening | Phase 1 | Raid job | Heroic, Mythic |
What changes on Heroic and Mythic?
- Grasping Depths is checked on Mythic only: on an easier pull it never happens, so it is never judged there.
- Vessel of Awakening is checked on Heroic and Mythic only: on an easier pull it never happens, so it is never judged there.
- Cremation is checked on Heroic and Mythic only: on an easier pull it never happens, so it is never judged there.
How does LogSnitch read Nek'zali the Soulcoiler?
- Cremation is read as a spread. Each Slithering Flame explodes as it ends; the player carrying it, and the Hungering Pyre soakers, are meant to take it. Only a hit on someone else, at the instant another player's flame ran out, is counted as standing too close. Because the soakers are left out, LogSnitch finds fewer Cremation mistakes than a tool that counts every hit.
- Essence Rend is a dispel. It opens with a 5-second pull-in that nobody can dispel, and that stage is not counted as an application; the dispellable debuff then runs 15 seconds. The map shows where each holder stood when theirs came off.
- Latent Cultist, the puddle an Essence Rend leaves where it ends, is counted in stays: time spent standing in it, not ticks.
- Possession Barrage hurts less the farther you stand, but everyone in range takes some: shown as damage, never as a mistake.
Which mechanics are left out?
- Corpse Blight: Unavoidable damage — there is nothing the player could have done.
- Echo of Jawae: Describes how the fight behaves, not a player action.
- Invoke: Invoke deals no damage of its own; the puddles it moves are Latent Cultist, watched on their own.
- Soulcoil Ignition: Unavoidable damage — there is nothing the player could have done.
- Uncoiled Rage: A fight-wide timer, not something one player can act on.
How do I check a pull of Nek'zali the Soulcoiler myself?
Check it on Warcraft Logs
- Open the report on warcraftlogs.com and pick the pull.
- For a mechanic to avoid, open Damage Taken, select the ability and read each player's hits (the ticks are the cost).
- For a debuff to carry, pair or dispel, open Debuffs and the ability; for kicks, Interrupts; for who died to what, Deaths.
- Compare with LogSnitch's card for the mechanic: the same pull, the same players, the same counts, and a note wherever it deliberately differs.