DREAMBREATH

Nymrissa Wavecaller

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

How to heal it

Added after the PTR build, so nothing written before launch covers it and any guide that counted eight bosses is missing this one. Reported as one stretch, with its peak nearer the middle than the edges.

Every logged run reports this as one stretch with no phase transitions. That is either a fight with one stage or a fight whose transitions go unreported, and the log cannot tell those apart. Treat the timing below as one peak in a long fight, and expect others it cannot see.

The first thing worth planning against lands 1m 56s in. 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 1m 36s, roughly 20 seconds out, and let it land into the spike rather than after it.

Most of what reaches the group here comes from Abyssal Rain, Wild Bite and Frost Orb, 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 432 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

Every run here reported one segment. That is either a single stage fight or a fight whose phase transitions are not reported, and those look identical from the log. Read it as unconfirmed rather than as a finding.

Each stage of Nymrissa Wavecaller, how long it runs and where its heaviest five seconds fall.
StageRunsMedian lengthWorst momentTaken in those five seconds
Nymrissa Wavecaller4324m 13s1m 56s8,785,110
Log-verifiedn=432 runs
Nymrissa Wavecaller on normal is measured as one stretch, and its heaviest five seconds fall 1m 56s in.
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.

Nymrissa Wavecaller

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 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:

  • Echo into Echo, in 79% (341 of 431) of the runs
  • Emerald Blossom into Echo, in 71% (306 of 431) of the runs
  • Emerald Blossom into Emerald Blossom, in 60% (260 of 431) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 146 of 430 runs. Treat this as a set to get out, not an order.

Ramp abilities for Nymrissa Wavecaller, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo96% (414 of 430)84 of 4302
Emerald Blossom95% (410 of 430)146 of 4302
Temporal Anomaly98% (423 of 430)88 of 4303
Dream Breath92% (396 of 430)49 of 4304

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=1016 runs with Stasis recorded
Into Nymrissa Wavecaller, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 17s.

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.

Nymrissa Wavecaller

  • Abyssal Rain, 84,771,323
  • Wild Bite, 13,963,446
  • Frost Orb, 7,716,785
  • Pop!, 6,268,445

Other bosses

How these numbers were measured

Runs come from Warcraft Logs. Preservation Evoker only, The Venomous Abyss only.

9837 logged runs across 9 bosses, cut into 34760 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.