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 26s 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 Blood, Mark of Acid 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 112 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 Sentinels11246s26s10,036,090
Intermission: Vitriolic Stasis11212s47s4,219,671
Stage One: Entombed Sentinels1121m 31s1m 37s11,775,933
Intermission: Vitriolic Stasis11212s2m 36s7,006,360
Stage One: Entombed Sentinels1121m 31s2m 59s12,853,478
Intermission: Vitriolic Stasis11212s4m 18s6,790,969
Stage One: Entombed Sentinels1121m 31s4m 45s11,948,429
Intermission: Vitriolic Stasis10612s6m 1s6,413,434
Stage One: Entombed Sentinels1061m 16s6m 27s11,876,946
Intermission: Vitriolic Stasis2711s7m 47s6,333,410
Stage One: Entombed Sentinels2740s8m 14s11,562,657
Log-verifiedn=112 runs
Entombed Sentinels on heroic runs 11 stages, and the worst moment of each falls at 26s, 47s, 1m 37s, 2m 36s, 2m 59s, 4m 18s, 4m 45s, 6m 1s, 6m 27s, 7m 47s, 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 Echo about 23 times, Emerald Blossom about 20 times, Temporal Anomaly about 10 times, Dream Breath about 9 times, Verdant Embrace about 7 times, Fire Breath about 7 times, Reversion about 2 times, Tip the Scales about 2 times, Obsidian Scales about 2 times, Stasis (Store) about 2 times and Stasis (Release) about 2 times inside that window, across 112 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% (112 of 112) of the runs
  • Echo into Emerald Blossom, in 100% (112 of 112) of the runs
  • Echo into Echo, in 98% (110 of 112) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (110 of 112) of the runs
  • Echo into Temporal Anomaly, in 98% (110 of 112) of the runs
  • Temporal Anomaly into Echo, in 96% (107 of 112) of the runs

112 runs with ramp casts · a typical ramp is 10 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 38 of 112 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% (112 of 112)33 of 1122
Emerald Blossom100% (112 of 112)38 of 1122
Temporal Anomaly100% (112 of 112)24 of 1123
Dream Breath100% (112 of 112)3 of 1124
Stasis (Store)84% (94 of 112)5 of 1126
Verdant Embrace79% (88 of 112)9 of 1126
Reversion72% (81 of 112)never6
Tip the Scales85% (95 of 112)never7
Stasis (Release)65% (73 of 112)never8
Obsidian Scales65% (73 of 112)never9

Intermission: Vitriolic Stasis

Press Echo about 20 times, Emerald Blossom about 18 times, Temporal Anomaly about 9 times, Dream Breath about 8 times, Verdant Embrace about 7 times, Fire Breath about 5 times, Stasis (Release) about 3 times and Tip the Scales once inside that window, across 112 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% (112 of 112) of the runs
  • Echo into Echo, in 99% (111 of 112) of the runs
  • Echo into Emerald Blossom, in 98% (110 of 112) of the runs
  • Emerald Blossom into Emerald Blossom, in 96% (107 of 112) of the runs
  • Temporal Anomaly into Emerald Blossom, in 95% (106 of 112) of the runs
  • Temporal Anomaly into Echo, in 94% (105 of 112) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 33 of 112 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% (112 of 112)33 of 1122
Emerald Blossom100% (112 of 112)30 of 1123
Dream Breath100% (112 of 112)13 of 1124
Temporal Anomaly100% (112 of 112)16 of 1124
Stasis (Release)77% (86 of 112)1 of 1126
Verdant Embrace75% (84 of 112)5 of 1126
Tip the Scales76% (85 of 112)4 of 1127

Stage One: Entombed Sentinels

Press Echo about 23 times, Emerald Blossom about 20 times, Temporal Anomaly about 10 times, Dream Breath about 9 times, Verdant Embrace about 7 times, Fire Breath about 7 times, Reversion about 2 times, Tip the Scales about 2 times, Obsidian Scales about 2 times, Stasis (Store) about 2 times and Stasis (Release) about 2 times inside that window, across 112 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% (112 of 112) of the runs
  • Echo into Emerald Blossom, in 100% (112 of 112) of the runs
  • Echo into Echo, in 98% (110 of 112) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (110 of 112) of the runs
  • Echo into Temporal Anomaly, in 98% (110 of 112) of the runs
  • Temporal Anomaly into Echo, in 96% (107 of 112) of the runs

112 runs with ramp casts · a typical ramp is 10 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 38 of 112 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% (112 of 112)33 of 1122
Emerald Blossom100% (112 of 112)38 of 1122
Temporal Anomaly100% (112 of 112)24 of 1123
Dream Breath100% (112 of 112)3 of 1124
Stasis (Store)84% (94 of 112)5 of 1126
Verdant Embrace79% (88 of 112)9 of 1126
Reversion72% (81 of 112)never6
Tip the Scales85% (95 of 112)never7
Stasis (Release)65% (73 of 112)never8
Obsidian Scales65% (73 of 112)never9

Intermission: Vitriolic Stasis

Press Echo about 20 times, Emerald Blossom about 18 times, Temporal Anomaly about 9 times, Dream Breath about 8 times, Verdant Embrace about 7 times, Fire Breath about 5 times, Stasis (Release) about 3 times and Tip the Scales once inside that window, across 112 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% (112 of 112) of the runs
  • Echo into Echo, in 99% (111 of 112) of the runs
  • Echo into Emerald Blossom, in 98% (110 of 112) of the runs
  • Emerald Blossom into Emerald Blossom, in 96% (107 of 112) of the runs
  • Temporal Anomaly into Emerald Blossom, in 95% (106 of 112) of the runs
  • Temporal Anomaly into Echo, in 94% (105 of 112) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 33 of 112 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% (112 of 112)33 of 1122
Emerald Blossom100% (112 of 112)30 of 1123
Dream Breath100% (112 of 112)13 of 1124
Temporal Anomaly100% (112 of 112)16 of 1124
Stasis (Release)77% (86 of 112)1 of 1126
Verdant Embrace75% (84 of 112)5 of 1126
Tip the Scales76% (85 of 112)4 of 1127

Stage One: Entombed Sentinels

Press Echo about 23 times, Emerald Blossom about 20 times, Temporal Anomaly about 10 times, Dream Breath about 9 times, Verdant Embrace about 7 times, Fire Breath about 7 times, Reversion about 2 times, Tip the Scales about 2 times, Obsidian Scales about 2 times, Stasis (Store) about 2 times and Stasis (Release) about 2 times inside that window, across 112 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% (112 of 112) of the runs
  • Echo into Emerald Blossom, in 100% (112 of 112) of the runs
  • Echo into Echo, in 98% (110 of 112) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (110 of 112) of the runs
  • Echo into Temporal Anomaly, in 98% (110 of 112) of the runs
  • Temporal Anomaly into Echo, in 96% (107 of 112) of the runs

112 runs with ramp casts · a typical ramp is 10 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 38 of 112 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% (112 of 112)33 of 1122
Emerald Blossom100% (112 of 112)38 of 1122
Temporal Anomaly100% (112 of 112)24 of 1123
Dream Breath100% (112 of 112)3 of 1124
Stasis (Store)84% (94 of 112)5 of 1126
Verdant Embrace79% (88 of 112)9 of 1126
Reversion72% (81 of 112)never6
Tip the Scales85% (95 of 112)never7
Stasis (Release)65% (73 of 112)never8
Obsidian Scales65% (73 of 112)never9

Intermission: Vitriolic Stasis

Press Echo about 20 times, Emerald Blossom about 18 times, Temporal Anomaly about 9 times, Dream Breath about 8 times, Verdant Embrace about 7 times, Fire Breath about 5 times, Stasis (Release) about 3 times and Tip the Scales once inside that window, across 112 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% (112 of 112) of the runs
  • Echo into Echo, in 99% (111 of 112) of the runs
  • Echo into Emerald Blossom, in 98% (110 of 112) of the runs
  • Emerald Blossom into Emerald Blossom, in 96% (107 of 112) of the runs
  • Temporal Anomaly into Emerald Blossom, in 95% (106 of 112) of the runs
  • Temporal Anomaly into Echo, in 94% (105 of 112) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 33 of 112 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% (112 of 112)33 of 1122
Emerald Blossom100% (112 of 112)30 of 1123
Dream Breath100% (112 of 112)13 of 1124
Temporal Anomaly100% (112 of 112)16 of 1124
Stasis (Release)77% (86 of 112)1 of 1126
Verdant Embrace75% (84 of 112)5 of 1126
Tip the Scales76% (85 of 112)4 of 1127

Stage One: Entombed Sentinels

Press Echo about 23 times, Emerald Blossom about 20 times, Temporal Anomaly about 10 times, Dream Breath about 9 times, Verdant Embrace about 7 times, Fire Breath about 7 times, Reversion about 2 times, Tip the Scales about 2 times, Obsidian Scales about 2 times, Stasis (Store) about 2 times and Stasis (Release) about 2 times inside that window, across 112 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% (112 of 112) of the runs
  • Echo into Emerald Blossom, in 100% (112 of 112) of the runs
  • Echo into Echo, in 98% (110 of 112) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (110 of 112) of the runs
  • Echo into Temporal Anomaly, in 98% (110 of 112) of the runs
  • Temporal Anomaly into Echo, in 96% (107 of 112) of the runs

112 runs with ramp casts · a typical ramp is 10 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 38 of 112 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% (112 of 112)33 of 1122
Emerald Blossom100% (112 of 112)38 of 1122
Temporal Anomaly100% (112 of 112)24 of 1123
Dream Breath100% (112 of 112)3 of 1124
Stasis (Store)84% (94 of 112)5 of 1126
Verdant Embrace79% (88 of 112)9 of 1126
Reversion72% (81 of 112)never6
Tip the Scales85% (95 of 112)never7
Stasis (Release)65% (73 of 112)never8
Obsidian Scales65% (73 of 112)never9

Intermission: Vitriolic Stasis

Press Echo about 20 times, Emerald Blossom about 18 times, Temporal Anomaly about 9 times, Dream Breath about 8 times, Verdant Embrace about 7 times, Fire Breath about 5 times, Stasis (Release) about 3 times and Tip the Scales once inside that window, across 112 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% (112 of 112) of the runs
  • Echo into Echo, in 99% (111 of 112) of the runs
  • Echo into Emerald Blossom, in 98% (110 of 112) of the runs
  • Emerald Blossom into Emerald Blossom, in 96% (107 of 112) of the runs
  • Temporal Anomaly into Emerald Blossom, in 95% (106 of 112) of the runs
  • Temporal Anomaly into Echo, in 94% (105 of 112) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 33 of 112 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% (112 of 112)33 of 1122
Emerald Blossom100% (112 of 112)30 of 1123
Dream Breath100% (112 of 112)13 of 1124
Temporal Anomaly100% (112 of 112)16 of 1124
Stasis (Release)77% (86 of 112)1 of 1126
Verdant Embrace75% (84 of 112)5 of 1126
Tip the Scales76% (85 of 112)4 of 1127

Stage One: Entombed Sentinels

Press Echo about 23 times, Emerald Blossom about 20 times, Temporal Anomaly about 10 times, Dream Breath about 9 times, Verdant Embrace about 7 times, Fire Breath about 7 times, Reversion about 2 times, Tip the Scales about 2 times, Obsidian Scales about 2 times, Stasis (Store) about 2 times and Stasis (Release) about 2 times inside that window, across 112 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% (112 of 112) of the runs
  • Echo into Emerald Blossom, in 100% (112 of 112) of the runs
  • Echo into Echo, in 98% (110 of 112) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (110 of 112) of the runs
  • Echo into Temporal Anomaly, in 98% (110 of 112) of the runs
  • Temporal Anomaly into Echo, in 96% (107 of 112) of the runs

112 runs with ramp casts · a typical ramp is 10 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 38 of 112 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% (112 of 112)33 of 1122
Emerald Blossom100% (112 of 112)38 of 1122
Temporal Anomaly100% (112 of 112)24 of 1123
Dream Breath100% (112 of 112)3 of 1124
Stasis (Store)84% (94 of 112)5 of 1126
Verdant Embrace79% (88 of 112)9 of 1126
Reversion72% (81 of 112)never6
Tip the Scales85% (95 of 112)never7
Stasis (Release)65% (73 of 112)never8
Obsidian Scales65% (73 of 112)never9

Intermission: Vitriolic Stasis

Press Echo about 20 times, Emerald Blossom about 18 times, Temporal Anomaly about 9 times, Dream Breath about 8 times, Verdant Embrace about 7 times, Fire Breath about 5 times, Stasis (Release) about 3 times and Tip the Scales once inside that window, across 112 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% (112 of 112) of the runs
  • Echo into Echo, in 99% (111 of 112) of the runs
  • Echo into Emerald Blossom, in 98% (110 of 112) of the runs
  • Emerald Blossom into Emerald Blossom, in 96% (107 of 112) of the runs
  • Temporal Anomaly into Emerald Blossom, in 95% (106 of 112) of the runs
  • Temporal Anomaly into Echo, in 94% (105 of 112) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 33 of 112 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% (112 of 112)33 of 1122
Emerald Blossom100% (112 of 112)30 of 1123
Dream Breath100% (112 of 112)13 of 1124
Temporal Anomaly100% (112 of 112)16 of 1124
Stasis (Release)77% (86 of 112)1 of 1126
Verdant Embrace75% (84 of 112)5 of 1126
Tip the Scales76% (85 of 112)4 of 1127

Stage One: Entombed Sentinels

Press Echo about 23 times, Emerald Blossom about 20 times, Temporal Anomaly about 10 times, Dream Breath about 9 times, Verdant Embrace about 7 times, Fire Breath about 7 times, Reversion about 2 times, Tip the Scales about 2 times, Obsidian Scales about 2 times, Stasis (Store) about 2 times and Stasis (Release) about 2 times inside that window, across 112 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% (112 of 112) of the runs
  • Echo into Emerald Blossom, in 100% (112 of 112) of the runs
  • Echo into Echo, in 98% (110 of 112) of the runs
  • Emerald Blossom into Emerald Blossom, in 98% (110 of 112) of the runs
  • Echo into Temporal Anomaly, in 98% (110 of 112) of the runs
  • Temporal Anomaly into Echo, in 96% (107 of 112) of the runs

112 runs with ramp casts · a typical ramp is 10 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 38 of 112 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% (112 of 112)33 of 1122
Emerald Blossom100% (112 of 112)38 of 1122
Temporal Anomaly100% (112 of 112)24 of 1123
Dream Breath100% (112 of 112)3 of 1124
Stasis (Store)84% (94 of 112)5 of 1126
Verdant Embrace79% (88 of 112)9 of 1126
Reversion72% (81 of 112)never6
Tip the Scales85% (95 of 112)never7
Stasis (Release)65% (73 of 112)never8
Obsidian Scales65% (73 of 112)never9

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=87 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 21s.
Log-verifiedn=2 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Temporal Anomaly + Verdant Embrace and held 28s.
Only 2 runs with Stasis recorded. Read this as an observation, not a rate.
Log-verifiedn=102 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 16s.
Log-verifiedn=1 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Temporal Anomaly + Time Dilation and held 10s.
Only 1 runs with Stasis recorded. Read this as an observation, not a rate.
Log-verifiedn=98 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 15s.
Log-verifiedn=5 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Verdant Embrace + Verdant Embrace and held 20s.
Thin sample: 5 runs with Stasis recorded.
Log-verifiedn=96 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 16s.
Log-verifiedn=7 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 11s.
Thin sample: 7 runs with Stasis recorded.
Log-verifiedn=70 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 12s.
Log-verifiedn=9 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Obsidian Scales + Emerald Blossom and held 10s.
Thin sample: 9 runs with Stasis recorded.

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: Entombed Sentinels

  • Contaminate, 7,934,377
  • Mark of Acid, 6,268,753
  • Mark of Blood, 6,242,471
  • Toxic Droplets, 5,174,806

Intermission: Vitriolic Stasis

  • Mark of Blood, 3,898,443
  • Mark of Acid, 3,864,737
  • Blighted Blood, 983,496
  • Helical Toxins, 576,079

Stage One: Entombed Sentinels

  • Mark of Blood, 33,274,157
  • Mark of Acid, 32,723,651
  • Contaminate, 19,719,249
  • Toxic Droplets, 9,756,340

Intermission: Vitriolic Stasis

  • Mark of Blood, 7,011,730
  • Mark of Acid, 6,541,345
  • Helical Toxins, 549,728
  • Contaminate, 214,250

Stage One: Entombed Sentinels

  • Mark of Blood, 38,746,797
  • Mark of Acid, 38,180,033
  • Contaminate, 20,199,890
  • Toxic Droplets, 9,512,338

Intermission: Vitriolic Stasis

  • Mark of Blood, 6,589,713
  • Mark of Acid, 6,453,775
  • Contaminate, 922,928
  • Helical Toxins, 520,142

Stage One: Entombed Sentinels

  • Mark of Blood, 38,185,545
  • Mark of Acid, 37,686,655
  • Contaminate, 18,444,169
  • Toxic Droplets, 9,116,146

Intermission: Vitriolic Stasis

  • Mark of Blood, 6,591,154
  • Mark of Acid, 6,217,335
  • Contaminate, 715,041
  • Helical Toxins, 514,018

Stage One: Entombed Sentinels

  • Mark of Acid, 27,729,462
  • Mark of Blood, 27,259,542
  • Contaminate, 12,326,552
  • Toxic Droplets, 7,207,595

Intermission: Vitriolic Stasis

  • Mark of Acid, 5,203,112
  • Mark of Blood, 5,043,316
  • Contaminate, 1,778,616
  • Helical Toxins, 415,457

Stage One: Entombed Sentinels

  • Mark of Acid, 17,455,791
  • Mark of Blood, 15,689,124
  • Contaminate, 8,568,142
  • Toxic Droplets, 4,448,316

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.