How to ramp
A ramp is healing you cast before anyone is hurt. Every dangerous pull in Mythic+ has one moment that does most of its damage, and you want your heals already landing when it arrives, so the party bars dip instead of dropping. If you cast your first heal when you see a health bar move, you are already too late.
One thing to know before you read the numbers
We only recorded the last 30 seconds before each spike. So everything below tells you what gets pressed inside that window, and none of it tells you when a ramp really starts. Yours may well start earlier. Do not read these as start times.
Cast data exists for 0 of the 325 logged runs, and holds 0 casts.
A quarter of your cast log is not a decision
PTR data, so tuning may have moved · leaderboard sourced, so this is the top of the spec and not the middle
Against the 0 casts you actually chose, ramp abilities are NaN%.
The set of abilities is consistent. The order is not.
No competing guide prints this, because you can only see it by comparing runs against each other. Take Animated Guardian in Kings' Rest, below. The abilities repeat. The opener does not.
PTR data, so tuning may have moved · leaderboard sourced, so this is the top of the spec and not the middle
So memorise which abilities go into a pull. Do not memorise an order.
What goes into almost every ramp
Across the 0 Kings' Rest pulls with a usable ramp table, 0 abilities turn up on most of them. The middle column is the strict one: it counts the pulls where the ability was in every single recorded run, not most of them.
Out of 0 pulls. An ability is only listed on a pull if it appeared in at least 60 percent of that pull's runs, so an ability can be missing from a pull here and still have been cast on it.
| Ability | Pulls it appears on | Pulls where every run used it | Pulls it ever opened | Typical position |
|---|
A typical ramp runs from to distinct abilities depending on the pull, and it is on most of them.
Keep dealing damage while you ramp
Damage is NaN% of the casts you actually press, and NaN% of everything recorded. What gets pressed is .
No damage ability appears in the ramp tables above, and that is a fact about the query rather than a finding: those tables only consider abilities filed as ramp, Stasis or hold-for-it casts. Press damage in whatever moment is free. Do not slot it as a fixed step.
Know when the hit lands
The pull timings are the part of this data you can put a stopwatch on. Every figure here is a median across the runs containing that pull, measured from the moment the pull starts.
Spike time is measured from the beginning of the pull, not the beginning of the run. Leading cause is the largest single non-melee source inside that window. Learn the number for the pulls you keep dying on: it tells you when you need to be finished.
| Pull | Runs | Spike lands | Leading cause |
|---|
The full sheet for every pull, including the ones without a ramp table, is on the Kings' Rest page.
When the pull comes early
You cannot shorten a sequence you do not have, so cut by importance instead. Keep the abilities that appeared in every run of the pull, which is the middle column of the table above. Drop the ones that only turn up on some pulls, because these players were already dropping them.
Then change how you release Dream Breath. Its total healing is the same at every empower rank, but the lowest rank spreads it over a long window while the highest front-loads it. If you are short on time, release early at a higher rank. The lead time is what a low rank wants.
The logs do not record mistimed pulls, so the cutting order here is reasoning from the appearance counts rather than a measurement.
When the pull comes late
Do not start over. Fill the extra time with damage, then re-press whatever came off cooldown while you waited.
How these numbers were measured
Runs come from Warcraft Logs. Preservation Evoker only, Mythic+ only.
Only one report counts per key. Two players in the same group each upload the same run, so the raw data holds that key twice. 27 of 352 logged rows are a second copy of this kind, and only one of each pair is counted. That is where 325 comes from.
Runs whose event stream was cut short are excluded, because their totals would be low by an amount nobody can measure. None have hit that yet.
A pull is listed only if it appears in at least 60 percent of that dungeon's runs. What you see is the dungeon's spine, not one group's exact route. If your group skips a pack listed here, or takes one that is not, nothing is wrong.
An ability is called part of the ramp only if it appears in at least 60 percent of the runs with ramp casts for that pull. One player's habit on one key does not reach the page.
Casts are only collected from the 30 seconds before a damage spike. That is a setting, not a finding, so nothing here can tell you whether a ramp starts earlier than that. Where you see a window, it is the window we looked in.
Ramps are worked out one run at a time and then compared, rather than by taking each ability's average timing separately. Doing it the second way produced ramps of six casts inside four seconds, which is faster than the game allows anyone to press buttons.
Damage figures are the whole party added together. Nothing here records who took the damage, and most autoattack damage lands on the tank. Use these numbers to compare one pull against another. They are not an amount you have to heal.