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: two 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 46s 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 26s, roughly 20 seconds out, and let it land into the spike rather than after it.

Most of what reaches the group here comes from Malevolent Presence, Blink Nova and Splinters, 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 142 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 The Lost Explorers, how long it runs and where its heaviest five seconds fall.
StageRunsMedian lengthWorst momentTaken in those five seconds
The Lost Explorers1421m 8s46s7,723,506
Scrollsage Iku: Binding Anguish1411m1m 36s7,101,066
The Lost Explorers1381m2m 35s7,830,279
Scrollsage Iku: Binding Anguish1151m3m 36s6,720,191
The Lost Explorers9152s4m 31s6,395,114
Scrollsage Iku: Binding Anguish361m5m 32s4,371,650
The Lost Explorers191m 4s6m 21s6,131,625
Log-verifiedn=142 runs
The Lost Explorers on normal runs 7 stages, and the worst moment of each falls at 46s, 1m 36s, 2m 35s, 3m 36s, 4m 31s, 5m 32s, 6m 21s 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 11 times, Emerald Blossom about 10 times, Temporal Anomaly about 5 times, Dream Breath about 5 times, Verdant Embrace about 4 times and Fire Breath about 3 times inside that window, across 142 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 87% (124 of 142) of the runs
  • Echo into Emerald Blossom, in 87% (124 of 142) of the runs
  • Echo into Echo, in 87% (123 of 142) of the runs
  • Emerald Blossom into Emerald Blossom, in 87% (123 of 142) of the runs
  • Temporal Anomaly into Echo, in 85% (120 of 142) of the runs
  • Echo into Temporal Anomaly, in 74% (105 of 142) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 38 of 142 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
Echo99% (140 of 142)38 of 1422
Temporal Anomaly100% (142 of 142)27 of 1423
Emerald Blossom100% (142 of 142)34 of 1423
Dream Breath99% (141 of 142)15 of 1424
Verdant Embrace68% (97 of 142)8 of 1425

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 93 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 76% (71 of 93) of the runs
  • Emerald Blossom into Emerald Blossom, in 62% (58 of 93) of the runs
  • Emerald Blossom into Echo, in 62% (58 of 93) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 28 of 93 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 Blossom90% (84 of 93)28 of 932
Temporal Anomaly98% (91 of 93)23 of 933
Echo96% (89 of 93)19 of 933
Dream Breath97% (90 of 93)8 of 934

The Lost Explorers

Press Echo about 11 times, Emerald Blossom about 10 times, Temporal Anomaly about 5 times, Dream Breath about 5 times, Verdant Embrace about 4 times and Fire Breath about 3 times inside that window, across 142 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 87% (124 of 142) of the runs
  • Echo into Emerald Blossom, in 87% (124 of 142) of the runs
  • Echo into Echo, in 87% (123 of 142) of the runs
  • Emerald Blossom into Emerald Blossom, in 87% (123 of 142) of the runs
  • Temporal Anomaly into Echo, in 85% (120 of 142) of the runs
  • Echo into Temporal Anomaly, in 74% (105 of 142) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 38 of 142 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
Echo99% (140 of 142)38 of 1422
Temporal Anomaly100% (142 of 142)27 of 1423
Emerald Blossom100% (142 of 142)34 of 1423
Dream Breath99% (141 of 142)15 of 1424
Verdant Embrace68% (97 of 142)8 of 1425

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 93 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 76% (71 of 93) of the runs
  • Emerald Blossom into Emerald Blossom, in 62% (58 of 93) of the runs
  • Emerald Blossom into Echo, in 62% (58 of 93) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 28 of 93 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 Blossom90% (84 of 93)28 of 932
Temporal Anomaly98% (91 of 93)23 of 933
Echo96% (89 of 93)19 of 933
Dream Breath97% (90 of 93)8 of 934

The Lost Explorers

Press Echo about 11 times, Emerald Blossom about 10 times, Temporal Anomaly about 5 times, Dream Breath about 5 times, Verdant Embrace about 4 times and Fire Breath about 3 times inside that window, across 142 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 87% (124 of 142) of the runs
  • Echo into Emerald Blossom, in 87% (124 of 142) of the runs
  • Echo into Echo, in 87% (123 of 142) of the runs
  • Emerald Blossom into Emerald Blossom, in 87% (123 of 142) of the runs
  • Temporal Anomaly into Echo, in 85% (120 of 142) of the runs
  • Echo into Temporal Anomaly, in 74% (105 of 142) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 38 of 142 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
Echo99% (140 of 142)38 of 1422
Temporal Anomaly100% (142 of 142)27 of 1423
Emerald Blossom100% (142 of 142)34 of 1423
Dream Breath99% (141 of 142)15 of 1424
Verdant Embrace68% (97 of 142)8 of 1425

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 93 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 76% (71 of 93) of the runs
  • Emerald Blossom into Emerald Blossom, in 62% (58 of 93) of the runs
  • Emerald Blossom into Echo, in 62% (58 of 93) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 28 of 93 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 Blossom90% (84 of 93)28 of 932
Temporal Anomaly98% (91 of 93)23 of 933
Echo96% (89 of 93)19 of 933
Dream Breath97% (90 of 93)8 of 934

The Lost Explorers

Press Echo about 11 times, Emerald Blossom about 10 times, Temporal Anomaly about 5 times, Dream Breath about 5 times, Verdant Embrace about 4 times and Fire Breath about 3 times inside that window, across 142 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 87% (124 of 142) of the runs
  • Echo into Emerald Blossom, in 87% (124 of 142) of the runs
  • Echo into Echo, in 87% (123 of 142) of the runs
  • Emerald Blossom into Emerald Blossom, in 87% (123 of 142) of the runs
  • Temporal Anomaly into Echo, in 85% (120 of 142) of the runs
  • Echo into Temporal Anomaly, in 74% (105 of 142) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 38 of 142 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
Echo99% (140 of 142)38 of 1422
Temporal Anomaly100% (142 of 142)27 of 1423
Emerald Blossom100% (142 of 142)34 of 1423
Dream Breath99% (141 of 142)15 of 1424
Verdant Embrace68% (97 of 142)8 of 1425

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=106 runs with Stasis recorded
Into The Lost Explorers, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 19s.
Log-verifiedn=78 runs with Stasis recorded
Into Scrollsage Iku: Binding Anguish, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 17s.
Log-verifiedn=61 runs with Stasis recorded
Into The Lost Explorers, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 16s.
Log-verifiedn=57 runs with Stasis recorded
Into Scrollsage Iku: Binding Anguish, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 16s.
Log-verifiedn=43 runs with Stasis recorded
Into The Lost Explorers, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 11s.
Log-verifiedn=16 runs with Stasis recorded
Into Scrollsage Iku: Binding Anguish, Stasis was banked with Dream Breath + Hover + Temporal Anomaly and held 11s.
Thin sample: 16 runs with Stasis recorded.
Log-verifiedn=9 runs with Stasis recorded
Into The Lost Explorers, Stasis was banked with Dream Breath + Emerald Blossom + Emerald Blossom and held 12s.
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.

The Lost Explorers

  • Malevolent Presence, 24,840,567
  • Blink Nova, 10,753,623
  • Final Ascension, 10,470,291
  • Splinters, 6,174,406

Scrollsage Iku: Binding Anguish

  • Malevolent Presence, 20,410,458
  • Splinters, 3,892,499
  • Blast Wave, 2,843,286
  • Blink Nova, 1,969,415

The Lost Explorers

  • Malevolent Presence, 23,495,692
  • Blink Nova, 8,671,622
  • Final Ascension, 6,683,506
  • Splinters, 6,305,850

Scrollsage Iku: Binding Anguish

  • Malevolent Presence, 18,357,480
  • Splinters, 3,714,490
  • Relic Rupture, 2,378,033
  • Blast Wave, 1,851,995

The Lost Explorers

  • Malevolent Presence, 18,781,977
  • Final Ascension, 7,490,738
  • Blink Nova, 6,432,308
  • Splinters, 5,266,605

Scrollsage Iku: Binding Anguish

  • Malevolent Presence, 10,916,560
  • Splinters, 2,106,952
  • Blast Wave, 1,753,060
  • Blink Nova, 1,404,816

The Lost Explorers

  • Malevolent Presence, 13,117,132
  • Final Ascension, 4,829,010
  • Blink Nova, 3,507,152
  • Splinters, 3,024,641

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.