DREAMBREATH

The Lost Explorers

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

How to heal it

A council, and the only fight here whose stage list is not the same twice. Each pass hands a named member the intermission, and which member it is changes between runs, so the segment list on this page is a record of what happened rather than an order to expect.

What is consistent is the rhythm: a stretch of the council, then a bound member, then the council again. Plan the ramp against the cadence, not against a particular name.

This one cycles: three stages repeating across 7 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 44s in, inside The Lost Explorers. 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 24s, roughly 20 seconds out, and let it land into the spike rather than after it. The heaviest window comes later, in Scrollsage Iku: Binding Anguish, at 3m 31s. That is where a saved cooldown is worth the most.

Most of what reaches the group here comes from Malevolent Presence, Splinters and Blink Nova, 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 431 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 Lost Explorers, how long it runs and where its heaviest five seconds fall.
StageRunsMedian lengthWorst momentTaken in those five seconds
The Lost Explorers4311m 1s44s11,539,724
Scrollsage Iku: Binding Anguish4311m1m 32s12,657,908
The Lost Explorers4311m2m 39s11,294,295
Scrollsage Iku: Binding Anguish4311m3m 31s12,795,660
The Lost Explorers42158s4m 23s10,624,704
Trader Gebbo: Binding Anguish27851s5m 22s8,021,122
The Lost Explorers10525s6m 9s5,962,869
Log-verifiedn=431 runs
The Lost Explorers on heroic runs 7 stages, and the worst moment of each falls at 44s, 1m 32s, 2m 39s, 3m 31s, 4m 23s, 5m 22s, 6m 9s 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.

The Lost Explorers

Press Emerald Blossom about 15 times, Echo about 14 times, Temporal Anomaly about 6 times, Dream Breath about 6 times, Verdant Embrace about 5 times, Fire Breath about 4 times, Stasis (Release) about 2 times and Tip the Scales once inside that window, across 431 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 98% (421 of 431) of the runs
  • Echo into Emerald Blossom, in 98% (421 of 431) of the runs
  • Emerald Blossom into Emerald Blossom, in 97% (417 of 431) of the runs
  • Echo into Echo, in 95% (409 of 431) of the runs
  • Temporal Anomaly into Echo, in 91% (393 of 431) of the runs
  • Temporal Anomaly into Emerald Blossom, in 88% (378 of 431) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 139 of 431 runs. Treat this as a set to get out, not an order.

Ramp abilities for The Lost Explorers, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (431 of 431)139 of 4312
Emerald Blossom100% (430 of 431)126 of 4312
Temporal Anomaly100% (431 of 431)67 of 4313
Dream Breath100% (431 of 431)34 of 4314
Stasis (Release)69% (296 of 431)5 of 4315
Verdant Embrace65% (282 of 431)14 of 4316
Tip the Scales63% (271 of 431)9 of 4317

Scrollsage Iku: Binding Anguish

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 411 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 74% (305 of 411) of the runs
  • Emerald Blossom into Echo, in 71% (290 of 411) of the runs
  • Emerald Blossom into Emerald Blossom, in 70% (287 of 411) of the runs
  • Temporal Anomaly into Echo, in 62% (254 of 411) of the runs
  • Echo into Emerald Blossom, in 61% (252 of 411) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 136 of 411 runs. Treat this as a set to get out, not an order.

Ramp abilities for Scrollsage Iku: Binding Anguish, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom99% (407 of 411)136 of 4112
Echo98% (402 of 411)81 of 4112
Temporal Anomaly99% (405 of 411)94 of 4113
Dream Breath97% (400 of 411)46 of 4114

The Lost Explorers

Press Emerald Blossom about 15 times, Echo about 14 times, Temporal Anomaly about 6 times, Dream Breath about 6 times, Verdant Embrace about 5 times, Fire Breath about 4 times, Stasis (Release) about 2 times and Tip the Scales once inside that window, across 431 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 98% (421 of 431) of the runs
  • Echo into Emerald Blossom, in 98% (421 of 431) of the runs
  • Emerald Blossom into Emerald Blossom, in 97% (417 of 431) of the runs
  • Echo into Echo, in 95% (409 of 431) of the runs
  • Temporal Anomaly into Echo, in 91% (393 of 431) of the runs
  • Temporal Anomaly into Emerald Blossom, in 88% (378 of 431) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 139 of 431 runs. Treat this as a set to get out, not an order.

Ramp abilities for The Lost Explorers, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (431 of 431)139 of 4312
Emerald Blossom100% (430 of 431)126 of 4312
Temporal Anomaly100% (431 of 431)67 of 4313
Dream Breath100% (431 of 431)34 of 4314
Stasis (Release)69% (296 of 431)5 of 4315
Verdant Embrace65% (282 of 431)14 of 4316
Tip the Scales63% (271 of 431)9 of 4317

Scrollsage Iku: Binding Anguish

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 411 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 74% (305 of 411) of the runs
  • Emerald Blossom into Echo, in 71% (290 of 411) of the runs
  • Emerald Blossom into Emerald Blossom, in 70% (287 of 411) of the runs
  • Temporal Anomaly into Echo, in 62% (254 of 411) of the runs
  • Echo into Emerald Blossom, in 61% (252 of 411) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 136 of 411 runs. Treat this as a set to get out, not an order.

Ramp abilities for Scrollsage Iku: Binding Anguish, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom99% (407 of 411)136 of 4112
Echo98% (402 of 411)81 of 4112
Temporal Anomaly99% (405 of 411)94 of 4113
Dream Breath97% (400 of 411)46 of 4114

The Lost Explorers

Press Emerald Blossom about 15 times, Echo about 14 times, Temporal Anomaly about 6 times, Dream Breath about 6 times, Verdant Embrace about 5 times, Fire Breath about 4 times, Stasis (Release) about 2 times and Tip the Scales once inside that window, across 431 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 98% (421 of 431) of the runs
  • Echo into Emerald Blossom, in 98% (421 of 431) of the runs
  • Emerald Blossom into Emerald Blossom, in 97% (417 of 431) of the runs
  • Echo into Echo, in 95% (409 of 431) of the runs
  • Temporal Anomaly into Echo, in 91% (393 of 431) of the runs
  • Temporal Anomaly into Emerald Blossom, in 88% (378 of 431) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 139 of 431 runs. Treat this as a set to get out, not an order.

Ramp abilities for The Lost Explorers, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (431 of 431)139 of 4312
Emerald Blossom100% (430 of 431)126 of 4312
Temporal Anomaly100% (431 of 431)67 of 4313
Dream Breath100% (431 of 431)34 of 4314
Stasis (Release)69% (296 of 431)5 of 4315
Verdant Embrace65% (282 of 431)14 of 4316
Tip the Scales63% (271 of 431)9 of 4317

Trader Gebbo: Binding Anguish

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 304 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 81% (247 of 304) of the runs
  • Emerald Blossom into Echo, in 73% (223 of 304) of the runs
  • Emerald Blossom into Emerald Blossom, in 64% (194 of 304) of the runs
  • Echo into Emerald Blossom, in 63% (193 of 304) of the runs
  • Temporal Anomaly into Echo, in 62% (189 of 304) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 95 of 304 runs. Treat this as a set to get out, not an order.

Ramp abilities for Trader Gebbo: Binding Anguish, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo99% (300 of 304)84 of 3042
Emerald Blossom98% (297 of 304)95 of 3042
Temporal Anomaly100% (303 of 304)63 of 3043
Dream Breath94% (287 of 304)32 of 3044

The Lost Explorers

Press Emerald Blossom about 15 times, Echo about 14 times, Temporal Anomaly about 6 times, Dream Breath about 6 times, Verdant Embrace about 5 times, Fire Breath about 4 times, Stasis (Release) about 2 times and Tip the Scales once inside that window, across 431 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 98% (421 of 431) of the runs
  • Echo into Emerald Blossom, in 98% (421 of 431) of the runs
  • Emerald Blossom into Emerald Blossom, in 97% (417 of 431) of the runs
  • Echo into Echo, in 95% (409 of 431) of the runs
  • Temporal Anomaly into Echo, in 91% (393 of 431) of the runs
  • Temporal Anomaly into Emerald Blossom, in 88% (378 of 431) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 139 of 431 runs. Treat this as a set to get out, not an order.

Ramp abilities for The Lost Explorers, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (431 of 431)139 of 4312
Emerald Blossom100% (430 of 431)126 of 4312
Temporal Anomaly100% (431 of 431)67 of 4313
Dream Breath100% (431 of 431)34 of 4314
Stasis (Release)69% (296 of 431)5 of 4315
Verdant Embrace65% (282 of 431)14 of 4316
Tip the Scales63% (271 of 431)9 of 4317

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=355 runs with Stasis recorded
Into The Lost Explorers, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 19s.
Log-verifiedn=314 runs with Stasis recorded
Into Scrollsage Iku: Binding Anguish, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 16s.
Log-verifiedn=113 runs with Stasis recorded
Into The Lost Explorers, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 16s.
Log-verifiedn=349 runs with Stasis recorded
Into Scrollsage Iku: Binding Anguish, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 15s.
Log-verifiedn=127 runs with Stasis recorded
Into The Lost Explorers, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 11s.
Log-verifiedn=136 runs with Stasis recorded
Into Trader Gebbo: Binding Anguish, Stasis was banked with Dream Breath + Temporal Anomaly + Echo and held 12s.
Log-verifiedn=22 runs with Stasis recorded
Into The Lost Explorers, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 8s.
Thin sample: 22 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.

The Lost Explorers

  • Malevolent Presence, 35,521,335
  • Blink Nova, 13,885,501
  • Splinters, 10,648,537
  • Throw Junk, 1,217,819

Scrollsage Iku: Binding Anguish

  • Malevolent Presence, 36,728,126
  • Splinters, 11,365,599
  • Mighty Thud, 8,890,242
  • Blink Nova, 2,590,871

The Lost Explorers

  • Malevolent Presence, 37,195,690
  • Splinters, 13,217,666
  • Blink Nova, 13,031,635
  • Relic Rupture, 979,391

Scrollsage Iku: Binding Anguish

  • Malevolent Presence, 36,579,832
  • Splinters, 12,513,373
  • Mighty Thud, 8,171,171
  • Blink Nova, 3,005,708

The Lost Explorers

  • Malevolent Presence, 32,239,965
  • Splinters, 10,655,658
  • Blink Nova, 10,103,080
  • Relic Rupture, 1,028,617

Trader Gebbo: Binding Anguish

  • Malevolent Presence, 23,627,095
  • Splinters, 6,412,621
  • Blink Nova, 1,611,189
  • Relic Rupture, 1,376,507

The Lost Explorers

  • Malevolent Presence, 12,854,110
  • Splinters, 2,801,029
  • Blink Nova, 2,706,441
  • Relic Rupture, 1,709,045

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.