DREAMBREATH

The Coiled Altar

The Venomous Abyss. Where the damage lands and what these runs pressed against it, stage by stage.

How to heal it

Three named stages with an intermission wedged between the second and third, which makes it the most structured fight in the instance so far. The two outer stages are the long ones and the intermission is short, so cooldowns spent covering it come back late.

The first thing worth planning against lands 1m 54s in, inside Stage One: Serpent's Bargain. Empowers and Stasis both want lead time, so a ramp that starts when you see a health bar move is already late. Begin it around 1m 34s, roughly 20 seconds out, and let it land into the spike rather than after it. The heaviest window comes later, in Intermission: The Claimed Vessel, at 4m 53s. That is where a saved cooldown is worth the most.

Most of what reaches the group here comes from Venom Rupture, Coalesced Venom and Dreadful Presence, and those are totals for everybody who is not the tank, so they are what the raid took rather than a number you have to heal on your own.

All of this comes from 350 logged heroic runs, every one of them a kill, because the board these came from holds no wipes. Read the timings as the shape of the fight rather than as settled numbers: they will move as the raid goes on farm.

The stages that spike

Each stage of The Coiled Altar, how long it runs and where its heaviest five seconds fall.
StageRunsMedian lengthWorst momentTaken in those five seconds
Stage One: Serpent's Bargain3502m 20s1m 54s17,555,831
Stage Two: Usurper's Reprisal3492m 14s2m 26s16,298,826
Intermission: The Claimed Vessel34938s4m 53s22,482,830
Stage Three: Coiled Union3493m 4s7m 24s15,977,586
Log-verifiedn=350 runs
The Coiled Altar on heroic runs 4 stages, and the worst moment of each falls at 1m 54s, 2m 26s, 4m 53s, 7m 24s into the fight.
The worst moment is the middle of the heaviest five seconds of damage that did not land on a tank, measured from the pull.
First week of the season, so gear is low and every timing here moves as it rises.Every run is a kill. The leaderboard holds no wipes, so nothing here shows what going wrong looks like.

What the ramp looks like

Taken from what these runs cast in the thirty seconds before the heaviest damage of each stage. Procs are left out, because a proc is not a decision: Twin Flame fires when Essence Burst is consumed, and Merithra's Blessing is a passive that upgrades your next Reversion.

Stage One: Serpent's Bargain

Press Emerald Blossom about 5 times, Echo about 5 times, Temporal Anomaly about 2 times, Dream Breath about 2 times and Fire Breath about 2 times inside that window, across 350 runs.

No two runs cast the same full sequence, so there is no single opener to copy. What repeats is which cast follows which:

  • Emerald Blossom into Echo, in 87% (303 of 350) of the runs
  • Echo into Echo, in 83% (291 of 350) of the runs
  • Emerald Blossom into Emerald Blossom, in 78% (273 of 350) of the runs
  • Echo into Emerald Blossom, in 71% (249 of 350) of the runs
  • Temporal Anomaly into Emerald Blossom, in 62% (216 of 350) of the runs
  • Dream Breath into Temporal Anomaly, in 61% (215 of 350) of the runs

350 runs with ramp casts · a typical ramp is 6 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 124 of 350 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage One: Serpent's Bargain, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom100% (350 of 350)124 of 3502
Echo99% (347 of 350)92 of 3502
Temporal Anomaly100% (349 of 350)63 of 3503
Dream Breath95% (334 of 350)22 of 3504

Stage Two: Usurper's Reprisal

Press Emerald Blossom about 6 times, Echo about 5 times, Temporal Anomaly about 2 times, Dream Breath about 2 times and Fire Breath once inside that window, across 349 runs.

No two runs cast the same full sequence, so there is no single opener to copy. What repeats is which cast follows which:

  • Emerald Blossom into Echo, in 85% (295 of 349) of the runs
  • Echo into Echo, in 82% (285 of 349) of the runs
  • Emerald Blossom into Emerald Blossom, in 80% (279 of 349) of the runs
  • Echo into Emerald Blossom, in 72% (252 of 349) of the runs
  • Temporal Anomaly into Emerald Blossom, in 68% (237 of 349) of the runs
  • Dream Breath into Temporal Anomaly, in 63% (219 of 349) of the runs

349 runs with ramp casts · a typical ramp is 6 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 132 of 349 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage Two: Usurper's Reprisal, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom100% (348 of 349)132 of 3492
Temporal Anomaly99% (346 of 349)64 of 3493
Echo99% (345 of 349)67 of 3493
Dream Breath99% (345 of 349)20 of 3494

Intermission: The Claimed Vessel

Press Echo about 5 times, Emerald Blossom about 5 times, Temporal Anomaly about 2 times, Dream Breath about 2 times and Fire Breath about 2 times inside that window, across 348 runs.

No two runs cast the same full sequence, so there is no single opener to copy. What repeats is which cast follows which:

  • Echo into Echo, in 86% (301 of 348) of the runs
  • Emerald Blossom into Echo, in 82% (286 of 348) of the runs
  • Emerald Blossom into Emerald Blossom, in 79% (274 of 348) of the runs
  • Echo into Emerald Blossom, in 68% (237 of 348) of the runs
  • Temporal Anomaly into Echo, in 64% (221 of 348) of the runs
  • Dream Breath into Temporal Anomaly, in 64% (221 of 348) of the runs

348 runs with ramp casts · a typical ramp is 6 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 123 of 348 runs. Treat this as a set to get out, not an order.

Ramp abilities for Intermission: The Claimed Vessel, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom99% (346 of 348)123 of 3482
Echo99% (345 of 348)86 of 3482
Temporal Anomaly100% (347 of 348)61 of 3483
Dream Breath96% (334 of 348)27 of 3484

Stage Three: Coiled Union

Press Emerald Blossom about 5 times, Echo about 4 times, Temporal Anomaly about 2 times, Dream Breath about 2 times and Fire Breath about 2 times inside that window, across 348 runs.

No two runs cast the same full sequence, so there is no single opener to copy. What repeats is which cast follows which:

  • Emerald Blossom into Echo, in 82% (284 of 348) of the runs
  • Emerald Blossom into Emerald Blossom, in 81% (282 of 348) of the runs
  • Echo into Echo, in 73% (255 of 348) of the runs
  • Echo into Emerald Blossom, in 60% (210 of 348) of the runs

348 runs with ramp casts · a typical ramp is 6 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 130 of 348 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage Three: Coiled Union, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom100% (347 of 348)130 of 3482
Echo98% (341 of 348)67 of 3483
Temporal Anomaly99% (344 of 348)58 of 3484
Dream Breath96% (334 of 348)24 of 3484

Stasis

Held time is how long the charges sat banked before release. A long hold means Stasis was filled during downtime and spent later; a short one means it was filled and released inside the same window, which is a different tool.

Log-verifiedn=616 runs with Stasis recorded
Into Stage One: Serpent's Bargain, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 18s.
Log-verifiedn=339 runs with Stasis recorded
Into Stage Two: Usurper's Reprisal, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 16s.
Log-verifiedn=148 runs with Stasis recorded
Into Intermission: The Claimed Vessel, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 14s.
Log-verifiedn=599 runs with Stasis recorded
Into Stage Three: Coiled Union, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 13s.

What they were playing

The loadout most of these runs shared. A real build somebody imported rather than an average: a build assembled from per-talent take rates can overspend the point budget or take both halves of a choice node, which is not a build anybody can play. The full spread by key level lives on the talents page.

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Class

2/22/22/22/22/2

Preservation

2/22/22/22/22/24/4

Hero · Flameshaper

Flameshaper

What is doing the damage

Per stage, the abilities that hit somebody other than a tank hardest, totalled across the whole stage and averaged per run. These are stage totals, so they are much larger than the five second figure in the table above and the two do not compare.

A raid total is not a healing requirement and neither is this. It is what the group took, with most of a tank's share deliberately left out.

Stage One: Serpent's Bargain

  • Venom Rupture, 98,928,017
  • Coalesced Venom, 57,718,410
  • Fangs of the Coiled Altar, 17,620,665
  • Volatile Venom, 7,691,303

Stage Two: Usurper's Reprisal

  • Dreadful Presence, 139,443,472
  • Venom Rupture, 25,926,906
  • Retaliatory Malice, 7,116,319
  • Gravebound, 3,291,356

Intermission: The Claimed Vessel

  • Spirit Erasure, 72,828,699
  • Gravebound, 201,084
  • Soul Sever, 69,228
  • Retaliatory Malice, 66,713

Stage Three: Coiled Union

  • Coalesced Venom, 135,495,805
  • Venom Rupture, 68,756,269
  • Volatile Venom, 7,920,229
  • Gravebound, 4,193,448

Other bosses

How these numbers were measured

Runs come from Warcraft Logs. Preservation Evoker only, The Venomous Abyss only.

6242 logged runs across 9 bosses, cut into 22454 phase segments. Every one is a kill, because the ranking board these came from holds nothing else, so nothing here describes a fight going wrong.

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.

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.