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 135 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 Entombed Sentinels, how long it runs and where its heaviest five seconds fall.
StageRunsMedian lengthWorst momentTaken in those five seconds
Stage One: Entombed Sentinels13546s25s6,628,408
Intermission: Vitriolic Stasis13516s47s3,022,634
Stage One: Entombed Sentinels1351m 31s1m 31s8,588,360
Intermission: Vitriolic Stasis13514s2m 39s4,891,568
Stage One: Entombed Sentinels1351m 31s3m 13s8,873,530
Intermission: Vitriolic Stasis12012s4m 25s4,775,697
Stage One: Entombed Sentinels12049s4m 50s7,964,537
Intermission: Vitriolic Stasis2312s6m 15s3,639,296
Stage One: Entombed Sentinels2347s6m 40s6,694,967
Intermission: Vitriolic Stasis411s7m 59s4,393,888
Stage One: Entombed Sentinels458s8m 17s9,718,167
Log-verifiedn=135 runs
Entombed Sentinels on normal runs 11 stages, and the worst moment of each falls at 25s, 47s, 1m 31s, 2m 39s, 3m 13s, 4m 25s, 4m 50s, 6m 15s, 6m 40s, 7m 59s, 8m 17s 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 16 times, Emerald Blossom about 14 times, Temporal Anomaly about 8 times, Dream Breath about 7 times, Verdant Embrace about 7 times, Fire Breath about 6 times, Reversion about 2 times, Stasis (Store) about 2 times and Tip the Scales about 2 times inside that window, across 134 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 96% (129 of 134) of the runs
  • Echo into Emerald Blossom, in 96% (129 of 134) of the runs
  • Echo into Echo, in 95% (127 of 134) of the runs
  • Emerald Blossom into Emerald Blossom, in 92% (123 of 134) of the runs
  • Echo into Temporal Anomaly, in 91% (122 of 134) of the runs
  • Temporal Anomaly into Echo, in 90% (121 of 134) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 36 of 134 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
Echo99% (133 of 134)32 of 1342
Temporal Anomaly100% (134 of 134)26 of 1343
Emerald Blossom99% (133 of 134)36 of 1343
Dream Breath100% (134 of 134)19 of 1344
Tip the Scales78% (104 of 134)1 of 1346
Verdant Embrace78% (104 of 134)9 of 1346
Reversion66% (89 of 134)7 of 1346
Stasis (Store)70% (94 of 134)1 of 1347

Intermission: Vitriolic Stasis

Press Echo about 14 times, Emerald Blossom about 12 times, Temporal Anomaly about 7 times, Verdant Embrace about 6 times, Dream Breath about 6 times, Fire Breath about 5 times and Tip the Scales once inside that window, across 134 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 95% (127 of 134) of the runs
  • Echo into Echo, in 94% (126 of 134) of the runs
  • Echo into Emerald Blossom, in 93% (125 of 134) of the runs
  • Emerald Blossom into Emerald Blossom, in 87% (117 of 134) of the runs
  • Temporal Anomaly into Echo, in 87% (117 of 134) of the runs
  • Echo into Temporal Anomaly, in 87% (116 of 134) of the runs

134 runs with ramp casts · a typical ramp is 7 abilities

No ability reliably goes first here. The most common opener was Echo, in 44 of 134 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
Echo99% (133 of 134)44 of 1342
Emerald Blossom98% (131 of 134)37 of 1342
Dream Breath100% (134 of 134)10 of 1344
Temporal Anomaly100% (134 of 134)11 of 1344
Verdant Embrace72% (97 of 134)15 of 1345
Tip the Scales62% (83 of 134)7 of 1346

Stage One: Entombed Sentinels

Press Echo about 16 times, Emerald Blossom about 14 times, Temporal Anomaly about 8 times, Dream Breath about 7 times, Verdant Embrace about 7 times, Fire Breath about 6 times, Reversion about 2 times, Stasis (Store) about 2 times and Tip the Scales about 2 times inside that window, across 134 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 96% (129 of 134) of the runs
  • Echo into Emerald Blossom, in 96% (129 of 134) of the runs
  • Echo into Echo, in 95% (127 of 134) of the runs
  • Emerald Blossom into Emerald Blossom, in 92% (123 of 134) of the runs
  • Echo into Temporal Anomaly, in 91% (122 of 134) of the runs
  • Temporal Anomaly into Echo, in 90% (121 of 134) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 36 of 134 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
Echo99% (133 of 134)32 of 1342
Temporal Anomaly100% (134 of 134)26 of 1343
Emerald Blossom99% (133 of 134)36 of 1343
Dream Breath100% (134 of 134)19 of 1344
Tip the Scales78% (104 of 134)1 of 1346
Verdant Embrace78% (104 of 134)9 of 1346
Reversion66% (89 of 134)7 of 1346
Stasis (Store)70% (94 of 134)1 of 1347

Intermission: Vitriolic Stasis

Press Echo about 14 times, Emerald Blossom about 12 times, Temporal Anomaly about 7 times, Verdant Embrace about 6 times, Dream Breath about 6 times, Fire Breath about 5 times and Tip the Scales once inside that window, across 134 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 95% (127 of 134) of the runs
  • Echo into Echo, in 94% (126 of 134) of the runs
  • Echo into Emerald Blossom, in 93% (125 of 134) of the runs
  • Emerald Blossom into Emerald Blossom, in 87% (117 of 134) of the runs
  • Temporal Anomaly into Echo, in 87% (117 of 134) of the runs
  • Echo into Temporal Anomaly, in 87% (116 of 134) of the runs

134 runs with ramp casts · a typical ramp is 7 abilities

No ability reliably goes first here. The most common opener was Echo, in 44 of 134 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
Echo99% (133 of 134)44 of 1342
Emerald Blossom98% (131 of 134)37 of 1342
Dream Breath100% (134 of 134)10 of 1344
Temporal Anomaly100% (134 of 134)11 of 1344
Verdant Embrace72% (97 of 134)15 of 1345
Tip the Scales62% (83 of 134)7 of 1346

Stage One: Entombed Sentinels

Press Echo about 16 times, Emerald Blossom about 14 times, Temporal Anomaly about 8 times, Dream Breath about 7 times, Verdant Embrace about 7 times, Fire Breath about 6 times, Reversion about 2 times, Stasis (Store) about 2 times and Tip the Scales about 2 times inside that window, across 134 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 96% (129 of 134) of the runs
  • Echo into Emerald Blossom, in 96% (129 of 134) of the runs
  • Echo into Echo, in 95% (127 of 134) of the runs
  • Emerald Blossom into Emerald Blossom, in 92% (123 of 134) of the runs
  • Echo into Temporal Anomaly, in 91% (122 of 134) of the runs
  • Temporal Anomaly into Echo, in 90% (121 of 134) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 36 of 134 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
Echo99% (133 of 134)32 of 1342
Temporal Anomaly100% (134 of 134)26 of 1343
Emerald Blossom99% (133 of 134)36 of 1343
Dream Breath100% (134 of 134)19 of 1344
Tip the Scales78% (104 of 134)1 of 1346
Verdant Embrace78% (104 of 134)9 of 1346
Reversion66% (89 of 134)7 of 1346
Stasis (Store)70% (94 of 134)1 of 1347

Intermission: Vitriolic Stasis

Press Echo about 14 times, Emerald Blossom about 12 times, Temporal Anomaly about 7 times, Verdant Embrace about 6 times, Dream Breath about 6 times, Fire Breath about 5 times and Tip the Scales once inside that window, across 134 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 95% (127 of 134) of the runs
  • Echo into Echo, in 94% (126 of 134) of the runs
  • Echo into Emerald Blossom, in 93% (125 of 134) of the runs
  • Emerald Blossom into Emerald Blossom, in 87% (117 of 134) of the runs
  • Temporal Anomaly into Echo, in 87% (117 of 134) of the runs
  • Echo into Temporal Anomaly, in 87% (116 of 134) of the runs

134 runs with ramp casts · a typical ramp is 7 abilities

No ability reliably goes first here. The most common opener was Echo, in 44 of 134 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
Echo99% (133 of 134)44 of 1342
Emerald Blossom98% (131 of 134)37 of 1342
Dream Breath100% (134 of 134)10 of 1344
Temporal Anomaly100% (134 of 134)11 of 1344
Verdant Embrace72% (97 of 134)15 of 1345
Tip the Scales62% (83 of 134)7 of 1346

Stage One: Entombed Sentinels

Press Echo about 16 times, Emerald Blossom about 14 times, Temporal Anomaly about 8 times, Dream Breath about 7 times, Verdant Embrace about 7 times, Fire Breath about 6 times, Reversion about 2 times, Stasis (Store) about 2 times and Tip the Scales about 2 times inside that window, across 134 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 96% (129 of 134) of the runs
  • Echo into Emerald Blossom, in 96% (129 of 134) of the runs
  • Echo into Echo, in 95% (127 of 134) of the runs
  • Emerald Blossom into Emerald Blossom, in 92% (123 of 134) of the runs
  • Echo into Temporal Anomaly, in 91% (122 of 134) of the runs
  • Temporal Anomaly into Echo, in 90% (121 of 134) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 36 of 134 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
Echo99% (133 of 134)32 of 1342
Temporal Anomaly100% (134 of 134)26 of 1343
Emerald Blossom99% (133 of 134)36 of 1343
Dream Breath100% (134 of 134)19 of 1344
Tip the Scales78% (104 of 134)1 of 1346
Verdant Embrace78% (104 of 134)9 of 1346
Reversion66% (89 of 134)7 of 1346
Stasis (Store)70% (94 of 134)1 of 1347

Intermission: Vitriolic Stasis

Press Echo about 14 times, Emerald Blossom about 12 times, Temporal Anomaly about 7 times, Verdant Embrace about 6 times, Dream Breath about 6 times, Fire Breath about 5 times and Tip the Scales once inside that window, across 134 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 95% (127 of 134) of the runs
  • Echo into Echo, in 94% (126 of 134) of the runs
  • Echo into Emerald Blossom, in 93% (125 of 134) of the runs
  • Emerald Blossom into Emerald Blossom, in 87% (117 of 134) of the runs
  • Temporal Anomaly into Echo, in 87% (117 of 134) of the runs
  • Echo into Temporal Anomaly, in 87% (116 of 134) of the runs

134 runs with ramp casts · a typical ramp is 7 abilities

No ability reliably goes first here. The most common opener was Echo, in 44 of 134 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
Echo99% (133 of 134)44 of 1342
Emerald Blossom98% (131 of 134)37 of 1342
Dream Breath100% (134 of 134)10 of 1344
Temporal Anomaly100% (134 of 134)11 of 1344
Verdant Embrace72% (97 of 134)15 of 1345
Tip the Scales62% (83 of 134)7 of 1346

Stage One: Entombed Sentinels

Press Echo about 16 times, Emerald Blossom about 14 times, Temporal Anomaly about 8 times, Dream Breath about 7 times, Verdant Embrace about 7 times, Fire Breath about 6 times, Reversion about 2 times, Stasis (Store) about 2 times and Tip the Scales about 2 times inside that window, across 134 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 96% (129 of 134) of the runs
  • Echo into Emerald Blossom, in 96% (129 of 134) of the runs
  • Echo into Echo, in 95% (127 of 134) of the runs
  • Emerald Blossom into Emerald Blossom, in 92% (123 of 134) of the runs
  • Echo into Temporal Anomaly, in 91% (122 of 134) of the runs
  • Temporal Anomaly into Echo, in 90% (121 of 134) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 36 of 134 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
Echo99% (133 of 134)32 of 1342
Temporal Anomaly100% (134 of 134)26 of 1343
Emerald Blossom99% (133 of 134)36 of 1343
Dream Breath100% (134 of 134)19 of 1344
Tip the Scales78% (104 of 134)1 of 1346
Verdant Embrace78% (104 of 134)9 of 1346
Reversion66% (89 of 134)7 of 1346
Stasis (Store)70% (94 of 134)1 of 1347

Intermission: Vitriolic Stasis

Press Echo about 14 times, Emerald Blossom about 12 times, Temporal Anomaly about 7 times, Verdant Embrace about 6 times, Dream Breath about 6 times, Fire Breath about 5 times and Tip the Scales once inside that window, across 134 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 95% (127 of 134) of the runs
  • Echo into Echo, in 94% (126 of 134) of the runs
  • Echo into Emerald Blossom, in 93% (125 of 134) of the runs
  • Emerald Blossom into Emerald Blossom, in 87% (117 of 134) of the runs
  • Temporal Anomaly into Echo, in 87% (117 of 134) of the runs
  • Echo into Temporal Anomaly, in 87% (116 of 134) of the runs

134 runs with ramp casts · a typical ramp is 7 abilities

No ability reliably goes first here. The most common opener was Echo, in 44 of 134 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
Echo99% (133 of 134)44 of 1342
Emerald Blossom98% (131 of 134)37 of 1342
Dream Breath100% (134 of 134)10 of 1344
Temporal Anomaly100% (134 of 134)11 of 1344
Verdant Embrace72% (97 of 134)15 of 1345
Tip the Scales62% (83 of 134)7 of 1346

Stage One: Entombed Sentinels

Press Echo about 16 times, Emerald Blossom about 14 times, Temporal Anomaly about 8 times, Dream Breath about 7 times, Verdant Embrace about 7 times, Fire Breath about 6 times, Reversion about 2 times, Stasis (Store) about 2 times and Tip the Scales about 2 times inside that window, across 134 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 96% (129 of 134) of the runs
  • Echo into Emerald Blossom, in 96% (129 of 134) of the runs
  • Echo into Echo, in 95% (127 of 134) of the runs
  • Emerald Blossom into Emerald Blossom, in 92% (123 of 134) of the runs
  • Echo into Temporal Anomaly, in 91% (122 of 134) of the runs
  • Temporal Anomaly into Echo, in 90% (121 of 134) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 36 of 134 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
Echo99% (133 of 134)32 of 1342
Temporal Anomaly100% (134 of 134)26 of 1343
Emerald Blossom99% (133 of 134)36 of 1343
Dream Breath100% (134 of 134)19 of 1344
Tip the Scales78% (104 of 134)1 of 1346
Verdant Embrace78% (104 of 134)9 of 1346
Reversion66% (89 of 134)7 of 1346
Stasis (Store)70% (94 of 134)1 of 1347

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=86 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 24s.
Log-verifiedn=5 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 32s.
Thin sample: 5 runs with Stasis recorded.
Log-verifiedn=106 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 18s.
Log-verifiedn=4 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 21s.
Only 4 runs with Stasis recorded. Read this as an observation, not a rate.
Log-verifiedn=111 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 13s.
Log-verifiedn=1 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 27s.
Only 1 runs with Stasis recorded. Read this as an observation, not a rate.
Log-verifiedn=55 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 11s.
Log-verifiedn=1 runs with Stasis recorded
Into Intermission: Vitriolic Stasis, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 24s.
Only 1 runs with Stasis recorded. Read this as an observation, not a rate.
Log-verifiedn=7 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Emerald Blossom + Emerald Blossom and held 15s.
Thin sample: 7 runs with Stasis recorded.
Log-verifiedn=2 runs with Stasis recorded
Into Stage One: Entombed Sentinels, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 0s.
Only 2 runs with Stasis recorded. Read this as an observation, not a rate.

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

  • Mark of Acid, 4,383,006
  • Mark of Blood, 4,228,845
  • Contaminate, 4,035,790
  • Toxic Droplets, 3,500,700

Intermission: Vitriolic Stasis

  • Mark of Acid, 3,497,421
  • Mark of Blood, 3,366,776
  • Blighted Blood, 1,053,310
  • Helical Toxins, 508,790

Stage One: Entombed Sentinels

  • Mark of Acid, 27,990,492
  • Mark of Blood, 27,496,562
  • Contaminate, 10,182,902
  • Toxic Droplets, 7,008,716

Intermission: Vitriolic Stasis

  • Mark of Blood, 6,370,067
  • Mark of Acid, 6,302,704
  • Helical Toxins, 426,694
  • Contaminate, 125,180

Stage One: Entombed Sentinels

  • Mark of Acid, 34,682,300
  • Mark of Blood, 33,538,892
  • Contaminate, 9,962,163
  • Toxic Droplets, 6,803,765

Intermission: Vitriolic Stasis

  • Mark of Acid, 5,997,510
  • Mark of Blood, 5,667,911
  • Helical Toxins, 382,178
  • Contaminate, 132,362

Stage One: Entombed Sentinels

  • Mark of Acid, 20,094,579
  • Mark of Blood, 19,095,425
  • Contaminate, 5,239,298
  • Toxic Droplets, 4,195,406

Intermission: Vitriolic Stasis

  • Mark of Acid, 4,307,184
  • Mark of Blood, 4,101,266
  • Helical Toxins, 305,047
  • Contaminate, 32,463

Stage One: Entombed Sentinels

  • Mark of Acid, 16,222,552
  • Mark of Blood, 15,067,179
  • Contaminate, 4,826,860
  • Toxic Droplets, 3,768,880

Intermission: Vitriolic Stasis

  • Mark of Acid, 3,845,078
  • Mark of Blood, 3,280,570
  • Helical Toxins, 282,054
  • Contaminate, 246,543

Stage One: Entombed Sentinels

  • Mark of Acid, 18,051,955
  • Mark of Blood, 13,670,999
  • Contaminate, 5,175,114
  • Toxic Droplets, 4,448,617

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.