DREAMBREATH

Sszorak

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

How to heal it

Sszorak alternates with a second named stage and keeps alternating for as long as the fight runs. The main stage is long, the other is short, and the short one is where the spike lands every time it comes round.

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 44s in, inside Sszorak. 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.

Most of what reaches the group here comes from Ula'tek's Presence, Mutilated Gash and Viscous Cyst, 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 127 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 Sszorak, how long it runs and where its heaviest five seconds fall.
StageRunsMedian lengthWorst momentTaken in those five seconds
Sszorak1271m 51s44s14,408,846
Howling Maelstrom12725s2m 3s13,009,022
Sszorak1271m 53s3m 1s14,120,239
Howling Maelstrom12725s4m 21s12,894,604
Sszorak1271m 53s5m 20s13,691,258
Howling Maelstrom9217s6m 31s11,254,362
Sszorak920s6m 55s13,301,920
Log-verifiedn=127 runs
Sszorak on heroic runs 7 stages, and the worst moment of each falls at 44s, 2m 3s, 3m 1s, 4m 21s, 5m 20s, 6m 31s, 6m 55s 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.

Sszorak

Press Echo about 15 times, Emerald Blossom about 13 times, Temporal Anomaly about 6 times, Dream Breath about 6 times, Verdant Embrace about 5 times, Fire Breath about 4 times, Stasis (Store) about 2 times and Stasis (Release) 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 97% (123 of 127) of the runs
  • Emerald Blossom into Echo, in 96% (122 of 127) of the runs
  • Echo into Emerald Blossom, in 96% (122 of 127) of the runs
  • Temporal Anomaly into Echo, in 94% (119 of 127) of the runs
  • Emerald Blossom into Emerald Blossom, in 91% (116 of 127) of the runs
  • Echo into Temporal Anomaly, in 87% (110 of 127) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 51 of 127 runs. Treat this as a set to get out, not an order.

Ramp abilities for Sszorak, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom100% (127 of 127)36 of 1272
Echo100% (127 of 127)51 of 1272
Temporal Anomaly100% (127 of 127)13 of 1273
Dream Breath100% (127 of 127)8 of 1274
Verdant Embrace76% (97 of 127)8 of 1275
Stasis (Store)67% (85 of 127)1 of 1276
Stasis (Release)62% (79 of 127)1 of 1278

Howling Maelstrom

Press Echo about 12 times, Emerald Blossom about 10 times, Verdant Embrace about 6 times, Temporal Anomaly about 5 times, Dream Breath about 5 times, Fire Breath about 3 times, Stasis (Release) once and Stasis (Store) 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:

  • Emerald Blossom into Echo, in 96% (122 of 127) of the runs
  • Echo into Echo, in 94% (119 of 127) of the runs
  • Temporal Anomaly into Echo, in 89% (113 of 127) of the runs
  • Echo into Emerald Blossom, in 87% (110 of 127) of the runs
  • Echo into Temporal Anomaly, in 85% (108 of 127) of the runs
  • Emerald Blossom into Emerald Blossom, in 83% (105 of 127) of the runs

127 runs with ramp casts · a typical ramp is 9 abilities

No ability reliably goes first here. The most common opener was Echo, in 41 of 127 runs. Treat this as a set to get out, not an order.

Ramp abilities for Howling Maelstrom, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom99% (126 of 127)37 of 1272
Echo98% (125 of 127)41 of 1272
Temporal Anomaly100% (127 of 127)14 of 1274
Dream Breath100% (127 of 127)18 of 1274
Verdant Embrace73% (93 of 127)7 of 1275
Stasis (Release)69% (87 of 127)never7
Stasis (Store)68% (86 of 127)3 of 1277

Sszorak

Press Echo about 15 times, Emerald Blossom about 13 times, Temporal Anomaly about 6 times, Dream Breath about 6 times, Verdant Embrace about 5 times, Fire Breath about 4 times, Stasis (Store) about 2 times and Stasis (Release) 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 97% (123 of 127) of the runs
  • Emerald Blossom into Echo, in 96% (122 of 127) of the runs
  • Echo into Emerald Blossom, in 96% (122 of 127) of the runs
  • Temporal Anomaly into Echo, in 94% (119 of 127) of the runs
  • Emerald Blossom into Emerald Blossom, in 91% (116 of 127) of the runs
  • Echo into Temporal Anomaly, in 87% (110 of 127) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 51 of 127 runs. Treat this as a set to get out, not an order.

Ramp abilities for Sszorak, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom100% (127 of 127)36 of 1272
Echo100% (127 of 127)51 of 1272
Temporal Anomaly100% (127 of 127)13 of 1273
Dream Breath100% (127 of 127)8 of 1274
Verdant Embrace76% (97 of 127)8 of 1275
Stasis (Store)67% (85 of 127)1 of 1276
Stasis (Release)62% (79 of 127)1 of 1278

Howling Maelstrom

Press Echo about 12 times, Emerald Blossom about 10 times, Verdant Embrace about 6 times, Temporal Anomaly about 5 times, Dream Breath about 5 times, Fire Breath about 3 times, Stasis (Release) once and Stasis (Store) 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:

  • Emerald Blossom into Echo, in 96% (122 of 127) of the runs
  • Echo into Echo, in 94% (119 of 127) of the runs
  • Temporal Anomaly into Echo, in 89% (113 of 127) of the runs
  • Echo into Emerald Blossom, in 87% (110 of 127) of the runs
  • Echo into Temporal Anomaly, in 85% (108 of 127) of the runs
  • Emerald Blossom into Emerald Blossom, in 83% (105 of 127) of the runs

127 runs with ramp casts · a typical ramp is 9 abilities

No ability reliably goes first here. The most common opener was Echo, in 41 of 127 runs. Treat this as a set to get out, not an order.

Ramp abilities for Howling Maelstrom, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom99% (126 of 127)37 of 1272
Echo98% (125 of 127)41 of 1272
Temporal Anomaly100% (127 of 127)14 of 1274
Dream Breath100% (127 of 127)18 of 1274
Verdant Embrace73% (93 of 127)7 of 1275
Stasis (Release)69% (87 of 127)never7
Stasis (Store)68% (86 of 127)3 of 1277

Sszorak

Press Echo about 15 times, Emerald Blossom about 13 times, Temporal Anomaly about 6 times, Dream Breath about 6 times, Verdant Embrace about 5 times, Fire Breath about 4 times, Stasis (Store) about 2 times and Stasis (Release) 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 97% (123 of 127) of the runs
  • Emerald Blossom into Echo, in 96% (122 of 127) of the runs
  • Echo into Emerald Blossom, in 96% (122 of 127) of the runs
  • Temporal Anomaly into Echo, in 94% (119 of 127) of the runs
  • Emerald Blossom into Emerald Blossom, in 91% (116 of 127) of the runs
  • Echo into Temporal Anomaly, in 87% (110 of 127) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 51 of 127 runs. Treat this as a set to get out, not an order.

Ramp abilities for Sszorak, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom100% (127 of 127)36 of 1272
Echo100% (127 of 127)51 of 1272
Temporal Anomaly100% (127 of 127)13 of 1273
Dream Breath100% (127 of 127)8 of 1274
Verdant Embrace76% (97 of 127)8 of 1275
Stasis (Store)67% (85 of 127)1 of 1276
Stasis (Release)62% (79 of 127)1 of 1278

Howling Maelstrom

Press Echo about 12 times, Emerald Blossom about 10 times, Verdant Embrace about 6 times, Temporal Anomaly about 5 times, Dream Breath about 5 times, Fire Breath about 3 times, Stasis (Release) once and Stasis (Store) 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:

  • Emerald Blossom into Echo, in 96% (122 of 127) of the runs
  • Echo into Echo, in 94% (119 of 127) of the runs
  • Temporal Anomaly into Echo, in 89% (113 of 127) of the runs
  • Echo into Emerald Blossom, in 87% (110 of 127) of the runs
  • Echo into Temporal Anomaly, in 85% (108 of 127) of the runs
  • Emerald Blossom into Emerald Blossom, in 83% (105 of 127) of the runs

127 runs with ramp casts · a typical ramp is 9 abilities

No ability reliably goes first here. The most common opener was Echo, in 41 of 127 runs. Treat this as a set to get out, not an order.

Ramp abilities for Howling Maelstrom, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom99% (126 of 127)37 of 1272
Echo98% (125 of 127)41 of 1272
Temporal Anomaly100% (127 of 127)14 of 1274
Dream Breath100% (127 of 127)18 of 1274
Verdant Embrace73% (93 of 127)7 of 1275
Stasis (Release)69% (87 of 127)never7
Stasis (Store)68% (86 of 127)3 of 1277

Sszorak

Press Echo about 15 times, Emerald Blossom about 13 times, Temporal Anomaly about 6 times, Dream Breath about 6 times, Verdant Embrace about 5 times, Fire Breath about 4 times, Stasis (Store) about 2 times and Stasis (Release) 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 97% (123 of 127) of the runs
  • Emerald Blossom into Echo, in 96% (122 of 127) of the runs
  • Echo into Emerald Blossom, in 96% (122 of 127) of the runs
  • Temporal Anomaly into Echo, in 94% (119 of 127) of the runs
  • Emerald Blossom into Emerald Blossom, in 91% (116 of 127) of the runs
  • Echo into Temporal Anomaly, in 87% (110 of 127) of the runs

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

No ability reliably goes first here. The most common opener was Echo, in 51 of 127 runs. Treat this as a set to get out, not an order.

Ramp abilities for Sszorak, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom100% (127 of 127)36 of 1272
Echo100% (127 of 127)51 of 1272
Temporal Anomaly100% (127 of 127)13 of 1273
Dream Breath100% (127 of 127)8 of 1274
Verdant Embrace76% (97 of 127)8 of 1275
Stasis (Store)67% (85 of 127)1 of 1276
Stasis (Release)62% (79 of 127)1 of 1278

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=175 runs with Stasis recorded
Into Sszorak, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 16s.
Log-verifiedn=39 runs with Stasis recorded
Into Howling Maelstrom, Stasis was banked with Dream Breath + Emerald Blossom + Emerald Blossom and held 9s.
Log-verifiedn=123 runs with Stasis recorded
Into Sszorak, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 14s.
Log-verifiedn=3 runs with Stasis recorded
Into Howling Maelstrom, Stasis was banked with Temporal Anomaly + Emerald Blossom + Echo and held 10s.
Only 3 runs with Stasis recorded. Read this as an observation, not a rate.
Log-verifiedn=124 runs with Stasis recorded
Into Sszorak, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 14s.
Log-verifiedn=28 runs with Stasis recorded
Into Howling Maelstrom, Stasis was banked with Dream Breath + Emerald Blossom and held 7s.
Thin sample: 28 runs with Stasis recorded.
Log-verifiedn=3 runs with Stasis recorded
Into Sszorak, Stasis was banked with Dream Breath + Healthstone + Emerald Blossom and held 0s.
Only 3 runs with Stasis recorded. Read this as an observation, not a rate.

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.

Sszorak

  • Ula'tek's Presence, 63,732,408
  • Mutilated Gash, 61,877,441
  • Venomous Surge, 13,874,135
  • Mutilate, 12,786,586

Howling Maelstrom

  • Viscous Cyst, 29,060,987
  • Ula'tek's Presence, 14,960,712
  • Tempest, 271,436
  • Caustic Residue, 245,614

Sszorak

  • Ula'tek's Presence, 62,185,587
  • Mutilated Gash, 61,709,627
  • Venomous Surge, 13,187,676
  • Mutilate, 12,778,031

Howling Maelstrom

  • Viscous Cyst, 28,150,258
  • Ula'tek's Presence, 14,115,220
  • Caustic Residue, 361,394
  • Tempest, 218,712

Sszorak

  • Mutilated Gash, 58,084,901
  • Ula'tek's Presence, 55,655,700
  • Mutilate, 12,108,523
  • Venomous Surge, 11,502,948

Howling Maelstrom

  • Viscous Cyst, 16,427,543
  • Ula'tek's Presence, 8,072,341
  • Caustic Residue, 288,089
  • Tempest, 227,562

Sszorak

  • Ula'tek's Presence, 5,116,146
  • Viscous Cyst, 179,367
  • Ravage, 146,692
  • Mutilate, 136,022

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.