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: four 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 First Mate Nama: 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 131 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 Explorers1311m44s11,878,231
Scrollsage Iku: Binding Anguish1311m1m 31s12,258,092
The Lost Explorers1311m2m 33s11,347,070
First Mate Nama: Binding Anguish1311m3m 31s12,673,772
The Lost Explorers1311m4m 31s10,982,448
Trader Gebbo: Binding Anguish1181m5m 29s9,240,506
The Lost Explorers5721s6m 6s4,900,207
Log-verifiedn=131 runs
The Lost Explorers on heroic runs 7 stages, and the worst moment of each falls at 44s, 1m 31s, 2m 33s, 3m 31s, 4m 31s, 5m 29s, 6m 6s 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 Echo about 15 times, Emerald Blossom about 14 times, Temporal Anomaly about 7 times, Dream Breath about 6 times, Verdant Embrace about 5 times, Fire Breath about 4 times, Stasis (Release) about 2 times, Stasis (Store) about 2 times and Tip the Scales once inside that window, across 131 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 Emerald Blossom, in 98% (129 of 131) of the runs
  • Emerald Blossom into Echo, in 98% (128 of 131) of the runs
  • Emerald Blossom into Emerald Blossom, in 97% (127 of 131) of the runs
  • Echo into Echo, in 95% (124 of 131) of the runs
  • Temporal Anomaly into Echo, in 89% (117 of 131) of the runs
  • Temporal Anomaly into Emerald Blossom, in 85% (112 of 131) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 49 of 131 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% (131 of 131)49 of 1312
Emerald Blossom99% (130 of 131)34 of 1312
Temporal Anomaly100% (131 of 131)18 of 1314
Dream Breath100% (131 of 131)7 of 1314
Stasis (Release)66% (87 of 131)3 of 1315
Verdant Embrace67% (88 of 131)4 of 1316
Stasis (Store)63% (82 of 131)2 of 1317
Tip the Scales62% (81 of 131)3 of 1317

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 127 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% (94 of 127) of the runs
  • Temporal Anomaly into Echo, in 69% (87 of 127) of the runs
  • Emerald Blossom into Echo, in 68% (86 of 127) of the runs
  • Emerald Blossom into Emerald Blossom, in 66% (84 of 127) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 37 of 127 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
Echo98% (125 of 127)24 of 1272
Emerald Blossom98% (124 of 127)37 of 1272
Temporal Anomaly99% (126 of 127)30 of 1273
Dream Breath97% (123 of 127)16 of 1274

The Lost Explorers

Press Echo about 15 times, Emerald Blossom about 14 times, Temporal Anomaly about 7 times, Dream Breath about 6 times, Verdant Embrace about 5 times, Fire Breath about 4 times, Stasis (Release) about 2 times, Stasis (Store) about 2 times and Tip the Scales once inside that window, across 131 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 Emerald Blossom, in 98% (129 of 131) of the runs
  • Emerald Blossom into Echo, in 98% (128 of 131) of the runs
  • Emerald Blossom into Emerald Blossom, in 97% (127 of 131) of the runs
  • Echo into Echo, in 95% (124 of 131) of the runs
  • Temporal Anomaly into Echo, in 89% (117 of 131) of the runs
  • Temporal Anomaly into Emerald Blossom, in 85% (112 of 131) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 49 of 131 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% (131 of 131)49 of 1312
Emerald Blossom99% (130 of 131)34 of 1312
Temporal Anomaly100% (131 of 131)18 of 1314
Dream Breath100% (131 of 131)7 of 1314
Stasis (Release)66% (87 of 131)3 of 1315
Verdant Embrace67% (88 of 131)4 of 1316
Stasis (Store)63% (82 of 131)2 of 1317
Tip the Scales62% (81 of 131)3 of 1317

First Mate Nama: 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 131 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 80% (105 of 131) of the runs
  • Emerald Blossom into Echo, in 73% (95 of 131) of the runs
  • Temporal Anomaly into Echo, in 67% (88 of 131) of the runs
  • Emerald Blossom into Emerald Blossom, in 64% (84 of 131) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 34 of 131 runs. Treat this as a set to get out, not an order.

Ramp abilities for First Mate Nama: Binding Anguish, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo99% (130 of 131)30 of 1312
Emerald Blossom98% (129 of 131)34 of 1312
Temporal Anomaly100% (131 of 131)32 of 1313
Dream Breath95% (125 of 131)11 of 1314

The Lost Explorers

Press Echo about 15 times, Emerald Blossom about 14 times, Temporal Anomaly about 7 times, Dream Breath about 6 times, Verdant Embrace about 5 times, Fire Breath about 4 times, Stasis (Release) about 2 times, Stasis (Store) about 2 times and Tip the Scales once inside that window, across 131 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 Emerald Blossom, in 98% (129 of 131) of the runs
  • Emerald Blossom into Echo, in 98% (128 of 131) of the runs
  • Emerald Blossom into Emerald Blossom, in 97% (127 of 131) of the runs
  • Echo into Echo, in 95% (124 of 131) of the runs
  • Temporal Anomaly into Echo, in 89% (117 of 131) of the runs
  • Temporal Anomaly into Emerald Blossom, in 85% (112 of 131) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 49 of 131 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% (131 of 131)49 of 1312
Emerald Blossom99% (130 of 131)34 of 1312
Temporal Anomaly100% (131 of 131)18 of 1314
Dream Breath100% (131 of 131)7 of 1314
Stasis (Release)66% (87 of 131)3 of 1315
Verdant Embrace67% (88 of 131)4 of 1316
Stasis (Store)63% (82 of 131)2 of 1317
Tip the Scales62% (81 of 131)3 of 1317

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 once inside that window, across 122 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 82% (100 of 122) of the runs
  • Temporal Anomaly into Echo, in 71% (87 of 122) of the runs
  • Emerald Blossom into Echo, in 67% (82 of 122) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 37 of 122 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% (121 of 122)37 of 1222
Emerald Blossom96% (117 of 122)37 of 1222
Temporal Anomaly100% (122 of 122)29 of 1223
Dream Breath93% (114 of 122)10 of 1224

The Lost Explorers

Press Echo about 15 times, Emerald Blossom about 14 times, Temporal Anomaly about 7 times, Dream Breath about 6 times, Verdant Embrace about 5 times, Fire Breath about 4 times, Stasis (Release) about 2 times, Stasis (Store) about 2 times and Tip the Scales once inside that window, across 131 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 Emerald Blossom, in 98% (129 of 131) of the runs
  • Emerald Blossom into Echo, in 98% (128 of 131) of the runs
  • Emerald Blossom into Emerald Blossom, in 97% (127 of 131) of the runs
  • Echo into Echo, in 95% (124 of 131) of the runs
  • Temporal Anomaly into Echo, in 89% (117 of 131) of the runs
  • Temporal Anomaly into Emerald Blossom, in 85% (112 of 131) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 49 of 131 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% (131 of 131)49 of 1312
Emerald Blossom99% (130 of 131)34 of 1312
Temporal Anomaly100% (131 of 131)18 of 1314
Dream Breath100% (131 of 131)7 of 1314
Stasis (Release)66% (87 of 131)3 of 1315
Verdant Embrace67% (88 of 131)4 of 1316
Stasis (Store)63% (82 of 131)2 of 1317
Tip the Scales62% (81 of 131)3 of 1317

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=105 runs with Stasis recorded
Into The Lost Explorers, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 19s.
Log-verifiedn=80 runs with Stasis recorded
Into Scrollsage Iku: Binding Anguish, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 18s.
Log-verifiedn=43 runs with Stasis recorded
Into The Lost Explorers, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 17s.
Log-verifiedn=95 runs with Stasis recorded
Into First Mate Nama: Binding Anguish, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 16s.
Log-verifiedn=50 runs with Stasis recorded
Into The Lost Explorers, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 13s.
Log-verifiedn=61 runs with Stasis recorded
Into Trader Gebbo: Binding Anguish, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 12s.
Log-verifiedn=14 runs with Stasis recorded
Into The Lost Explorers, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 6s.
Thin sample: 14 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, 36,213,918
  • Blink Nova, 14,305,077
  • Splinters, 10,632,320
  • Throw Junk, 1,028,879

Scrollsage Iku: Binding Anguish

  • Malevolent Presence, 36,240,013
  • Splinters, 11,064,345
  • Mighty Thud, 7,571,935
  • Blink Nova, 2,255,585

The Lost Explorers

  • Malevolent Presence, 36,483,536
  • Blink Nova, 13,492,702
  • Splinters, 12,711,405
  • Relic Rupture, 1,245,577

First Mate Nama: Binding Anguish

  • Malevolent Presence, 35,311,708
  • Splinters, 11,955,002
  • Mighty Thud, 9,807,903
  • Blink Nova, 2,719,294

The Lost Explorers

  • Malevolent Presence, 35,594,152
  • Splinters, 13,106,072
  • Blink Nova, 12,564,576
  • Final Ascension, 1,154,626

Trader Gebbo: Binding Anguish

  • Malevolent Presence, 26,345,882
  • Splinters, 7,918,050
  • Blink Nova, 2,088,601
  • Relic Rupture, 1,626,419

The Lost Explorers

  • Malevolent Presence, 13,213,378
  • Splinters, 2,980,376
  • Blink Nova, 2,627,255
  • Final Ascension, 1,499,555

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.