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 32s 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 12s, 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 3m 32s. That is where a saved cooldown is worth the most.

Most of what reaches the group here comes from Coalesced Venom, Dreadful Presence and Spirit Erasure, 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 128 logged normal 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 Bargain1281m 38s1m 32s9,321,409
Stage Two: Usurper's Reprisal1281m 37s2m 33s6,972,548
Intermission: The Claimed Vessel12838s3m 32s10,614,810
Stage Three: Coiled Union1282m 11s5m 42s6,793,220
Log-verifiedn=128 runs
The Coiled Altar on normal runs 4 stages, and the worst moment of each falls at 1m 32s, 2m 33s, 3m 32s, 5m 42s 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 Echo about 5 times, Emerald Blossom about 4 times, Temporal Anomaly about 2 times, Dream Breath about 2 times and Fire Breath about 2 times inside that window, across 128 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 80% (102 of 128) of the runs
  • Echo into Echo, in 73% (94 of 128) of the runs
  • Temporal Anomaly into Echo, in 64% (82 of 128) of the runs
  • Echo into Emerald Blossom, in 61% (78 of 128) of the runs

128 runs with ramp casts · a typical ramp is 5 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 46 of 128 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 Blossom99% (127 of 128)46 of 1282
Echo97% (124 of 128)32 of 1282
Temporal Anomaly99% (127 of 128)22 of 1283
Dream Breath95% (121 of 128)19 of 1284

Stage Two: Usurper's Reprisal

Press Echo about 4 times, Emerald Blossom about 4 times, Temporal Anomaly about 2 times, Dream Breath about 2 times and Fire Breath once inside that window, across 128 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 73% (93 of 128) of the runs
  • Emerald Blossom into Echo, in 73% (93 of 128) of the runs
  • Emerald Blossom into Emerald Blossom, in 64% (82 of 128) of the runs
  • Temporal Anomaly into Echo, in 63% (81 of 128) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 38 of 128 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 Blossom98% (126 of 128)29 of 1283
Temporal Anomaly98% (126 of 128)28 of 1283
Dream Breath98% (125 of 128)15 of 1283
Echo95% (122 of 128)38 of 1283

Intermission: The Claimed Vessel

Press Echo about 5 times, Emerald Blossom about 4 times, Temporal Anomaly about 2 times, Fire Breath about 2 times and Dream Breath about 2 times inside that window, across 128 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 75% (96 of 128) of the runs
  • Temporal Anomaly into Echo, in 69% (88 of 128) of the runs
  • Emerald Blossom into Echo, in 68% (87 of 128) of the runs

128 runs with ramp casts · a typical ramp is 5 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 42 of 128 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 Blossom98% (125 of 128)42 of 1282
Echo97% (124 of 128)33 of 1282
Temporal Anomaly100% (128 of 128)24 of 1284
Dream Breath95% (121 of 128)9 of 1284

Stage Three: Coiled Union

Press Echo about 4 times, Emerald Blossom about 4 times, Temporal Anomaly about 2 times, Dream Breath about 2 times and Fire Breath about 2 times inside that window, across 128 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 78% (100 of 128) of the runs
  • Emerald Blossom into Echo, in 70% (89 of 128) of the runs
  • Emerald Blossom into Emerald Blossom, in 63% (81 of 128) of the runs
  • Temporal Anomaly into Echo, in 62% (79 of 128) of the runs
  • Echo into Emerald Blossom, in 60% (77 of 128) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 38 of 128 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 Blossom99% (127 of 128)38 of 1282
Echo99% (127 of 128)32 of 1283
Temporal Anomaly99% (127 of 128)28 of 1283
Dream Breath97% (124 of 128)9 of 1284

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=114 runs with Stasis recorded
Into Stage One: Serpent's Bargain, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 20s.
Log-verifiedn=103 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=61 runs with Stasis recorded
Into Intermission: The Claimed Vessel, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 12s.
Log-verifiedn=136 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

  • Coalesced Venom, 30,297,165
  • Fangs of the Coiled Altar, 11,574,659
  • Venom Rupture, 8,869,648
  • Volatile Venom, 5,360,046

Stage Two: Usurper's Reprisal

  • Dreadful Presence, 73,742,334
  • Gravebound, 3,903,948
  • Venom Rupture, 2,236,470
  • Despair, 1,631,493

Intermission: The Claimed Vessel

  • Spirit Erasure, 32,260,597
  • Despair, 587,038
  • Gravebound, 369,475
  • Soul Sever, 36,937

Stage Three: Coiled Union

  • Coalesced Venom, 57,094,742
  • Volatile Venom, 7,019,203
  • Venom Rupture, 6,720,711
  • Gravebound, 2,004,914

Other bosses

How these numbers were measured

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

2075 logged runs across 9 bosses, cut into 7555 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.