DREAMBREATH

Nek'zali the Soulcoiler

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

How to heal it

Three stages that run once each rather than cycling, so every cooldown has exactly one obvious home. The intermission in the middle is the shortest of the three.

The first thing worth planning against lands 37s in, inside Stage One: Soulcoiler Initiation. 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 17s, roughly 20 seconds out, and let it land into the spike rather than after it.

Most of what reaches the group here comes from Soulcoil Rite, Corpse Blight and Possession Barrage, 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 427 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 Nek'zali the Soulcoiler, how long it runs and where its heaviest five seconds fall.
StageRunsMedian lengthWorst momentTaken in those five seconds
Stage One: Soulcoiler Initiation4272m 36s37s14,147,976
Intermission: Ritual of Awakening4271m 47s3m 24s12,354,502
Stage Two: Uncoiling4272m 15s5m 36s13,705,455
Log-verifiedn=427 runs
Nek'zali the Soulcoiler on heroic runs 3 stages, and the worst moment of each falls at 37s, 3m 24s, 5m 36s 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: Soulcoiler Initiation

Press Emerald Blossom about 5 times, Echo about 5 times, Temporal Anomaly about 2 times, Dream Breath about 2 times and Fire Breath about 2 times inside that window, across 426 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 88% (374 of 426) of the runs
  • Emerald Blossom into Echo, in 83% (352 of 426) of the runs
  • Emerald Blossom into Emerald Blossom, in 81% (344 of 426) of the runs
  • Echo into Emerald Blossom, in 69% (295 of 426) of the runs
  • Temporal Anomaly into Echo, in 65% (279 of 426) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 155 of 426 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage One: Soulcoiler Initiation, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom99% (423 of 426)155 of 4262
Temporal Anomaly100% (426 of 426)84 of 4263
Echo99% (420 of 426)68 of 4263
Dream Breath98% (418 of 426)45 of 4264

Intermission: Ritual of Awakening

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 426 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 86% (365 of 426) of the runs
  • Emerald Blossom into Echo, in 73% (313 of 426) of the runs
  • Emerald Blossom into Emerald Blossom, in 67% (286 of 426) of the runs
  • Temporal Anomaly into Echo, in 63% (267 of 426) of the runs
  • Echo into Emerald Blossom, in 62% (262 of 426) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 138 of 426 runs. Treat this as a set to get out, not an order.

Ramp abilities for Intermission: Ritual of Awakening, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom99% (421 of 426)138 of 4262
Echo98% (417 of 426)120 of 4262
Temporal Anomaly99% (423 of 426)71 of 4263
Dream Breath92% (393 of 426)42 of 4264

Stage Two: Uncoiling

Press Echo about 5 times, Emerald Blossom about 5 times, Temporal Anomaly about 2 times, Dream Breath about 2 times and Fire Breath about 2 times inside that window, across 426 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 80% (339 of 426) of the runs
  • Echo into Echo, in 78% (332 of 426) of the runs
  • Emerald Blossom into Emerald Blossom, in 74% (317 of 426) of the runs
  • Temporal Anomaly into Echo, in 64% (271 of 426) of the runs
  • Echo into Emerald Blossom, in 62% (264 of 426) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 148 of 426 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage Two: Uncoiling, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom100% (424 of 426)148 of 4262
Echo98% (418 of 426)108 of 4262
Temporal Anomaly100% (424 of 426)81 of 4263
Dream Breath98% (419 of 426)37 of 4264

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=704 runs with Stasis recorded
Into Stage One: Soulcoiler Initiation, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 14s.
Log-verifiedn=358 runs with Stasis recorded
Into Intermission: Ritual of Awakening, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 19s.
Log-verifiedn=539 runs with Stasis recorded
Into Stage Two: Uncoiling, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 14s.

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: Soulcoiler Initiation

  • Soulcoil Rite, 113,296,097
  • Possession Barrage, 26,051,152
  • Corpse Blight, 25,331,916
  • Essence Rend, 4,616,454

Intermission: Ritual of Awakening

  • Corpse Blight, 22,762,993
  • Cremation, 18,048,915
  • Slithering Flame, 13,759,947
  • Vessel of Awakening, 11,958,972

Stage Two: Uncoiling

  • Corpse Blight, 51,136,032
  • Soulcoil Rite, 34,638,011
  • Uncoiling, 28,220,850
  • Possession Barrage, 21,496,552

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.