DREAMBREATH

Entombed Sentinels

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

How to heal it

The tightest cycle in the raid: a long stage and a very short intermission, repeating. The intermission is a handful of seconds, which is short enough that a ramp begun when it starts will not finish inside it.

That is the whole shape of the fight for a healer. Everything you want up for the intermission has to be started during the stage before it.

This one cycles: two stages repeating across 11 segments, for as long as the fight lasts. Spend cooldowns on the assumption that the same stage is coming back, because what you use on the first pass will not be up for the second.

The first thing worth planning against lands 25s in, inside Stage One: Entombed Sentinels. That is inside your opener, so there is no room to ramp into it once the pull starts. Build the ramp before the pull and open with it already going out.

Most of what reaches the group here comes from Mark of Acid, Mark of Blood and Contaminate, 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 531 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 Entombed Sentinels, how long it runs and where its heaviest five seconds fall.
StageRunsMedian lengthWorst momentTaken in those five seconds
Stage One: Entombed Sentinels53146s25s9,885,184
Intermission: Vitriolic Stasis53112s47s4,080,683
Stage One: Entombed Sentinels5311m 31s1m 23s11,736,884
Intermission: Vitriolic Stasis53112s2m 35s6,416,798
Stage One: Entombed Sentinels5311m 31s3m12,397,227
Intermission: Vitriolic Stasis52912s4m 17s6,580,796
Stage One: Entombed Sentinels5291m 31s4m 45s12,024,508
Intermission: Vitriolic Stasis35512s6m 1s6,242,617
Stage One: Entombed Sentinels3551m6m 27s10,741,540
Intermission: Vitriolic Stasis6512s7m 45s6,333,410
Stage One: Entombed Sentinels6536s8m 14s9,346,866
Log-verifiedn=531 runs
Entombed Sentinels on heroic runs 11 stages, and the worst moment of each falls at 25s, 47s, 1m 23s, 2m 35s, 3m, 4m 17s, 4m 45s, 6m 1s, 6m 27s, 7m 45s, 8m 14s 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: Entombed Sentinels

Press Emerald Blossom about 21 times, Echo about 21 times, Temporal Anomaly about 9 times, Dream Breath about 8 times, Fire Breath about 6 times, Verdant Embrace about 6 times, Reversion about 2 times, Stasis (Store) about 2 times, Tip the Scales about 2 times and Obsidian Scales about 2 times inside that window, across 531 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 100% (530 of 531) of the runs
  • Echo into Emerald Blossom, in 100% (529 of 531) of the runs
  • Echo into Echo, in 98% (521 of 531) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (518 of 531) of the runs
  • Temporal Anomaly into Echo, in 96% (508 of 531) of the runs
  • Temporal Anomaly into Emerald Blossom, in 95% (502 of 531) of the runs

531 runs with ramp casts · a typical ramp is 9 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 178 of 531 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage One: Entombed Sentinels, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (531 of 531)166 of 5312
Emerald Blossom100% (531 of 531)178 of 5312
Temporal Anomaly100% (531 of 531)93 of 5313
Dream Breath100% (531 of 531)36 of 5314
Stasis (Store)86% (459 of 531)14 of 5316
Verdant Embrace75% (397 of 531)25 of 5316
Reversion67% (354 of 531)11 of 5316
Tip the Scales82% (433 of 531)3 of 5317
Obsidian Scales68% (362 of 531)1 of 5319

Intermission: Vitriolic Stasis

Press Emerald Blossom about 19 times, Echo about 18 times, Temporal Anomaly about 8 times, Dream Breath about 7 times, Verdant Embrace about 6 times, Fire Breath about 5 times, Stasis (Release) about 2 times and Tip the Scales once inside that window, across 531 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 100% (529 of 531) of the runs
  • Echo into Emerald Blossom, in 99% (525 of 531) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (521 of 531) of the runs
  • Echo into Echo, in 97% (514 of 531) of the runs
  • Emerald Blossom into Temporal Anomaly, in 94% (499 of 531) of the runs
  • Temporal Anomaly into Emerald Blossom, in 93% (495 of 531) of the runs

531 runs with ramp casts · a typical ramp is 8 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 163 of 531 runs. Treat this as a set to get out, not an order.

Ramp abilities for Intermission: Vitriolic Stasis, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (531 of 531)153 of 5312
Emerald Blossom100% (531 of 531)163 of 5312
Temporal Anomaly100% (531 of 531)78 of 5314
Dream Breath100% (531 of 531)55 of 5314
Stasis (Release)78% (412 of 531)5 of 5316
Verdant Embrace74% (395 of 531)19 of 5316
Tip the Scales71% (376 of 531)10 of 5317

Stage One: Entombed Sentinels

Press Emerald Blossom about 21 times, Echo about 21 times, Temporal Anomaly about 9 times, Dream Breath about 8 times, Fire Breath about 6 times, Verdant Embrace about 6 times, Reversion about 2 times, Stasis (Store) about 2 times, Tip the Scales about 2 times and Obsidian Scales about 2 times inside that window, across 531 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 100% (530 of 531) of the runs
  • Echo into Emerald Blossom, in 100% (529 of 531) of the runs
  • Echo into Echo, in 98% (521 of 531) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (518 of 531) of the runs
  • Temporal Anomaly into Echo, in 96% (508 of 531) of the runs
  • Temporal Anomaly into Emerald Blossom, in 95% (502 of 531) of the runs

531 runs with ramp casts · a typical ramp is 9 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 178 of 531 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage One: Entombed Sentinels, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (531 of 531)166 of 5312
Emerald Blossom100% (531 of 531)178 of 5312
Temporal Anomaly100% (531 of 531)93 of 5313
Dream Breath100% (531 of 531)36 of 5314
Stasis (Store)86% (459 of 531)14 of 5316
Verdant Embrace75% (397 of 531)25 of 5316
Reversion67% (354 of 531)11 of 5316
Tip the Scales82% (433 of 531)3 of 5317
Obsidian Scales68% (362 of 531)1 of 5319

Intermission: Vitriolic Stasis

Press Emerald Blossom about 19 times, Echo about 18 times, Temporal Anomaly about 8 times, Dream Breath about 7 times, Verdant Embrace about 6 times, Fire Breath about 5 times, Stasis (Release) about 2 times and Tip the Scales once inside that window, across 531 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 100% (529 of 531) of the runs
  • Echo into Emerald Blossom, in 99% (525 of 531) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (521 of 531) of the runs
  • Echo into Echo, in 97% (514 of 531) of the runs
  • Emerald Blossom into Temporal Anomaly, in 94% (499 of 531) of the runs
  • Temporal Anomaly into Emerald Blossom, in 93% (495 of 531) of the runs

531 runs with ramp casts · a typical ramp is 8 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 163 of 531 runs. Treat this as a set to get out, not an order.

Ramp abilities for Intermission: Vitriolic Stasis, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (531 of 531)153 of 5312
Emerald Blossom100% (531 of 531)163 of 5312
Temporal Anomaly100% (531 of 531)78 of 5314
Dream Breath100% (531 of 531)55 of 5314
Stasis (Release)78% (412 of 531)5 of 5316
Verdant Embrace74% (395 of 531)19 of 5316
Tip the Scales71% (376 of 531)10 of 5317

Stage One: Entombed Sentinels

Press Emerald Blossom about 21 times, Echo about 21 times, Temporal Anomaly about 9 times, Dream Breath about 8 times, Fire Breath about 6 times, Verdant Embrace about 6 times, Reversion about 2 times, Stasis (Store) about 2 times, Tip the Scales about 2 times and Obsidian Scales about 2 times inside that window, across 531 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 100% (530 of 531) of the runs
  • Echo into Emerald Blossom, in 100% (529 of 531) of the runs
  • Echo into Echo, in 98% (521 of 531) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (518 of 531) of the runs
  • Temporal Anomaly into Echo, in 96% (508 of 531) of the runs
  • Temporal Anomaly into Emerald Blossom, in 95% (502 of 531) of the runs

531 runs with ramp casts · a typical ramp is 9 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 178 of 531 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage One: Entombed Sentinels, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (531 of 531)166 of 5312
Emerald Blossom100% (531 of 531)178 of 5312
Temporal Anomaly100% (531 of 531)93 of 5313
Dream Breath100% (531 of 531)36 of 5314
Stasis (Store)86% (459 of 531)14 of 5316
Verdant Embrace75% (397 of 531)25 of 5316
Reversion67% (354 of 531)11 of 5316
Tip the Scales82% (433 of 531)3 of 5317
Obsidian Scales68% (362 of 531)1 of 5319

Intermission: Vitriolic Stasis

Press Emerald Blossom about 19 times, Echo about 18 times, Temporal Anomaly about 8 times, Dream Breath about 7 times, Verdant Embrace about 6 times, Fire Breath about 5 times, Stasis (Release) about 2 times and Tip the Scales once inside that window, across 531 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 100% (529 of 531) of the runs
  • Echo into Emerald Blossom, in 99% (525 of 531) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (521 of 531) of the runs
  • Echo into Echo, in 97% (514 of 531) of the runs
  • Emerald Blossom into Temporal Anomaly, in 94% (499 of 531) of the runs
  • Temporal Anomaly into Emerald Blossom, in 93% (495 of 531) of the runs

531 runs with ramp casts · a typical ramp is 8 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 163 of 531 runs. Treat this as a set to get out, not an order.

Ramp abilities for Intermission: Vitriolic Stasis, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (531 of 531)153 of 5312
Emerald Blossom100% (531 of 531)163 of 5312
Temporal Anomaly100% (531 of 531)78 of 5314
Dream Breath100% (531 of 531)55 of 5314
Stasis (Release)78% (412 of 531)5 of 5316
Verdant Embrace74% (395 of 531)19 of 5316
Tip the Scales71% (376 of 531)10 of 5317

Stage One: Entombed Sentinels

Press Emerald Blossom about 21 times, Echo about 21 times, Temporal Anomaly about 9 times, Dream Breath about 8 times, Fire Breath about 6 times, Verdant Embrace about 6 times, Reversion about 2 times, Stasis (Store) about 2 times, Tip the Scales about 2 times and Obsidian Scales about 2 times inside that window, across 531 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 100% (530 of 531) of the runs
  • Echo into Emerald Blossom, in 100% (529 of 531) of the runs
  • Echo into Echo, in 98% (521 of 531) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (518 of 531) of the runs
  • Temporal Anomaly into Echo, in 96% (508 of 531) of the runs
  • Temporal Anomaly into Emerald Blossom, in 95% (502 of 531) of the runs

531 runs with ramp casts · a typical ramp is 9 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 178 of 531 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage One: Entombed Sentinels, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (531 of 531)166 of 5312
Emerald Blossom100% (531 of 531)178 of 5312
Temporal Anomaly100% (531 of 531)93 of 5313
Dream Breath100% (531 of 531)36 of 5314
Stasis (Store)86% (459 of 531)14 of 5316
Verdant Embrace75% (397 of 531)25 of 5316
Reversion67% (354 of 531)11 of 5316
Tip the Scales82% (433 of 531)3 of 5317
Obsidian Scales68% (362 of 531)1 of 5319

Intermission: Vitriolic Stasis

Press Emerald Blossom about 19 times, Echo about 18 times, Temporal Anomaly about 8 times, Dream Breath about 7 times, Verdant Embrace about 6 times, Fire Breath about 5 times, Stasis (Release) about 2 times and Tip the Scales once inside that window, across 531 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 100% (529 of 531) of the runs
  • Echo into Emerald Blossom, in 99% (525 of 531) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (521 of 531) of the runs
  • Echo into Echo, in 97% (514 of 531) of the runs
  • Emerald Blossom into Temporal Anomaly, in 94% (499 of 531) of the runs
  • Temporal Anomaly into Emerald Blossom, in 93% (495 of 531) of the runs

531 runs with ramp casts · a typical ramp is 8 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 163 of 531 runs. Treat this as a set to get out, not an order.

Ramp abilities for Intermission: Vitriolic Stasis, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (531 of 531)153 of 5312
Emerald Blossom100% (531 of 531)163 of 5312
Temporal Anomaly100% (531 of 531)78 of 5314
Dream Breath100% (531 of 531)55 of 5314
Stasis (Release)78% (412 of 531)5 of 5316
Verdant Embrace74% (395 of 531)19 of 5316
Tip the Scales71% (376 of 531)10 of 5317

Stage One: Entombed Sentinels

Press Emerald Blossom about 21 times, Echo about 21 times, Temporal Anomaly about 9 times, Dream Breath about 8 times, Fire Breath about 6 times, Verdant Embrace about 6 times, Reversion about 2 times, Stasis (Store) about 2 times, Tip the Scales about 2 times and Obsidian Scales about 2 times inside that window, across 531 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 100% (530 of 531) of the runs
  • Echo into Emerald Blossom, in 100% (529 of 531) of the runs
  • Echo into Echo, in 98% (521 of 531) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (518 of 531) of the runs
  • Temporal Anomaly into Echo, in 96% (508 of 531) of the runs
  • Temporal Anomaly into Emerald Blossom, in 95% (502 of 531) of the runs

531 runs with ramp casts · a typical ramp is 9 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 178 of 531 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage One: Entombed Sentinels, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (531 of 531)166 of 5312
Emerald Blossom100% (531 of 531)178 of 5312
Temporal Anomaly100% (531 of 531)93 of 5313
Dream Breath100% (531 of 531)36 of 5314
Stasis (Store)86% (459 of 531)14 of 5316
Verdant Embrace75% (397 of 531)25 of 5316
Reversion67% (354 of 531)11 of 5316
Tip the Scales82% (433 of 531)3 of 5317
Obsidian Scales68% (362 of 531)1 of 5319

Intermission: Vitriolic Stasis

Press Emerald Blossom about 19 times, Echo about 18 times, Temporal Anomaly about 8 times, Dream Breath about 7 times, Verdant Embrace about 6 times, Fire Breath about 5 times, Stasis (Release) about 2 times and Tip the Scales once inside that window, across 531 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 100% (529 of 531) of the runs
  • Echo into Emerald Blossom, in 99% (525 of 531) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (521 of 531) of the runs
  • Echo into Echo, in 97% (514 of 531) of the runs
  • Emerald Blossom into Temporal Anomaly, in 94% (499 of 531) of the runs
  • Temporal Anomaly into Emerald Blossom, in 93% (495 of 531) of the runs

531 runs with ramp casts · a typical ramp is 8 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 163 of 531 runs. Treat this as a set to get out, not an order.

Ramp abilities for Intermission: Vitriolic Stasis, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (531 of 531)153 of 5312
Emerald Blossom100% (531 of 531)163 of 5312
Temporal Anomaly100% (531 of 531)78 of 5314
Dream Breath100% (531 of 531)55 of 5314
Stasis (Release)78% (412 of 531)5 of 5316
Verdant Embrace74% (395 of 531)19 of 5316
Tip the Scales71% (376 of 531)10 of 5317

Stage One: Entombed Sentinels

Press Emerald Blossom about 21 times, Echo about 21 times, Temporal Anomaly about 9 times, Dream Breath about 8 times, Fire Breath about 6 times, Verdant Embrace about 6 times, Reversion about 2 times, Stasis (Store) about 2 times, Tip the Scales about 2 times and Obsidian Scales about 2 times inside that window, across 531 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 100% (530 of 531) of the runs
  • Echo into Emerald Blossom, in 100% (529 of 531) of the runs
  • Echo into Echo, in 98% (521 of 531) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (518 of 531) of the runs
  • Temporal Anomaly into Echo, in 96% (508 of 531) of the runs
  • Temporal Anomaly into Emerald Blossom, in 95% (502 of 531) of the runs

531 runs with ramp casts · a typical ramp is 9 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 178 of 531 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage One: Entombed Sentinels, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (531 of 531)166 of 5312
Emerald Blossom100% (531 of 531)178 of 5312
Temporal Anomaly100% (531 of 531)93 of 5313
Dream Breath100% (531 of 531)36 of 5314
Stasis (Store)86% (459 of 531)14 of 5316
Verdant Embrace75% (397 of 531)25 of 5316
Reversion67% (354 of 531)11 of 5316
Tip the Scales82% (433 of 531)3 of 5317
Obsidian Scales68% (362 of 531)1 of 5319

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=437 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 22s.
Log-verifiedn=7 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Temporal Anomaly + Verdant Embrace and held 25s.
Thin sample: 7 runs with Stasis recorded.
Log-verifiedn=492 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 16s.
Log-verifiedn=5 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Temporal Anomaly + Time Dilation and held 25s.
Thin sample: 5 runs with Stasis recorded.
Log-verifiedn=488 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 15s.
Log-verifiedn=14 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Hover + Temporal Anomaly and held 17s.
Thin sample: 14 runs with Stasis recorded.
Log-verifiedn=422 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 14s.
Log-verifiedn=20 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 11s.
Thin sample: 20 runs with Stasis recorded.
Log-verifiedn=200 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 11s.
Log-verifiedn=4 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Emerald Blossom + Emerald Blossom and held 9s.
Only 4 runs with Stasis recorded. Read this as an observation, not a rate.
Log-verifiedn=30 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Obsidian Scales + Emerald Blossom and held 10s.

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.

CwbBAAAAAAAAAAAAAAAAAAAAAAAAAAAkkEkEBJSTIJpFAAAJSEkIRkkAAAAkkkIJJRKJJAIRCUAFQCJgmQTIASSEA

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: Entombed Sentinels

  • Contaminate, 6,978,875
  • Mark of Acid, 5,977,975
  • Mark of Blood, 5,956,171
  • Toxic Droplets, 4,876,763

Intermission: Vitriolic Stasis

  • Mark of Blood, 3,604,691
  • Mark of Acid, 3,574,921
  • Blighted Blood, 927,671
  • Helical Toxins, 529,316

Stage One: Entombed Sentinels

  • Mark of Acid, 32,265,596
  • Mark of Blood, 32,057,948
  • Contaminate, 18,266,829
  • Toxic Droplets, 9,371,063

Intermission: Vitriolic Stasis

  • Mark of Blood, 6,674,237
  • Mark of Acid, 6,444,508
  • Helical Toxins, 509,619
  • Contaminate, 214,434

Stage One: Entombed Sentinels

  • Mark of Acid, 37,790,366
  • Mark of Blood, 37,699,365
  • Contaminate, 19,029,657
  • Toxic Droplets, 9,080,687

Intermission: Vitriolic Stasis

  • Mark of Blood, 6,473,462
  • Mark of Acid, 6,274,248
  • Contaminate, 769,120
  • Helical Toxins, 504,285

Stage One: Entombed Sentinels

  • Mark of Blood, 34,359,945
  • Mark of Acid, 34,007,414
  • Contaminate, 15,816,000
  • Toxic Droplets, 7,966,761

Intermission: Vitriolic Stasis

  • Mark of Blood, 6,268,449
  • Mark of Acid, 6,041,791
  • Contaminate, 857,920
  • Helical Toxins, 496,176

Stage One: Entombed Sentinels

  • Mark of Acid, 22,896,480
  • Mark of Blood, 22,578,081
  • Contaminate, 10,327,589
  • Toxic Droplets, 5,812,559

Intermission: Vitriolic Stasis

  • Mark of Acid, 5,539,733
  • Mark of Blood, 5,454,813
  • Contaminate, 1,696,609
  • Helical Toxins, 452,888

Stage One: Entombed Sentinels

  • Mark of Acid, 16,043,200
  • Mark of Blood, 14,628,494
  • Contaminate, 8,016,623
  • Toxic Droplets, 3,914,983

Other bosses

How these numbers were measured

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

9019 logged runs across 9 bosses, cut into 32140 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.