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The Coiled Altar: who failed which mechanic

On The Coiled Altar, LogSnitch checks 22 mechanics on Mythic (19 on Normal): 8 can charge a player with a mistake, 1 judges the tanks, 2 are credit and 11 are shown as facts, since the log cannot say who failed them. Each is read pull by pull.

Which The Coiled Altar 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).

The Coiled Altar: mechanics that charge a player
MechanicPhaseJudged asWhat countsOn
AxegrinderPhase 1Avoidable damageEach hit, or each stay for a puddleAll
GuillotinePhase 1SoakBeing out of a soak short of 5All
Soul SeverPhase 2Avoidable damageEach hit, or each stay for a puddle, non-tanks onlyAll
Death's EmbracePhase 3Avoidable damageEach hit, or each stay for a puddleAll
Grim GuillotinePhase 3SoakBeing out of a short soakAll
Noxious Ground—Avoidable damageEach hit, or each stay for a puddleAll
Toxic Deluge—Avoidable damageEach hit, or each stay for a puddleAll
Widow's Kiss—Avoidable damageEach hit, or each stay for a puddleAll

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.

The Coiled Altar: tank mechanics
MechanicPhaseJudged asOn
Defilement of the CruciblePhase 3Tank mechanicAll

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.

The Coiled Altar: mechanics counted as credit
MechanicPhaseJudged asWhat countsOn
VenomfangPhase 1DispelEach dispel, and how fastAll
SpiritcacklePhase 2InterruptEach kick; a cast that got through is the raid'sHeroic, Mythic

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.

The Coiled Altar: mechanics shown as facts
MechanicPhaseJudged asOn
Coalesced VenomPhase 1PositioningAll
SeverPhase 1PositioningAll
Virulent MutationPhase 1PositioningMythic
DreadmarchPhase 2Raid jobAll
Eternal NightfallPhase 2Raid jobAll
GloombombPhase 2Shown as a factAll
Manifestation of DreadPhase 2PositioningAll
Spirit ShieldPhase 2Raid jobMythic
Blighted SeverPhase 3Shown as a factAll
Dread BoltPhase 3Shown as a factAll
Fragment of MalacrassIntermissionPositioningAll

What changes on Heroic and Mythic?

  • Virulent Mutation is checked on Mythic only: on an easier pull it never happens, so it is never judged there.
  • Spirit Shield is checked on Mythic only: on an easier pull it never happens, so it is never judged there.
  • Spiritcackle is checked on Heroic and Mythic only: on an easier pull it never happens, so it is never judged there.

How does LogSnitch read The Coiled Altar?

  • Guillotine needs at least 5 soakers, and Grim Guillotine (stage three) is a soak too: a short cast charges the players who should have been in it.
  • Widow's Kiss and Death's Embrace: the axe explodes after it lands, and everyone within 50 yards is hit. Nobody is excused when the whole raid stayed in range: then everyone made the mistake, so the raid-wide baseline is switched off here.
  • Soul Sever is a tank's cone: only non-tanks are charged, and it is measured on the cone itself, not the damage-over-time it leaves.
  • Many of this fight's mechanics are about placement, which the log cannot judge: they are shown as facts.

Which mechanics are left out?

  • Dreadful Presence: Unavoidable damage — there is nothing the player could have done.
  • Fangs of the Coiled Altar: Unavoidable damage — there is nothing the player could have done.
  • Soulbound: A fight-wide timer, not something one player can act on.

How do I check a pull of The Coiled Altar myself?

Check it on Warcraft Logs

  1. Open the report on warcraftlogs.com and pick the pull.
  2. For a mechanic to avoid, open Damage Taken, select the ability and read each player's hits (the ticks are the cost).
  3. For a debuff to carry, pair or dispel, open Debuffs and the ability; for kicks, Interrupts; for who died to what, Deaths.
  4. Compare with LogSnitch's card for the mechanic: the same pull, the same players, the same counts, and a note wherever it deliberately differs.