DREAMBREATH

The Twin Fangs

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

How to heal it

The first boss, and the log reports it as one long stretch rather than a set of stages. It is also the longest fight in this raid on average, so the job is pacing rather than reacting to a phase change.

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 4m 46s 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 4m 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 Toxic Fumes, Eternal Venom and Coiling Ichor, 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 402 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

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 The Twin Fangs, how long it runs and where its heaviest five seconds fall.
StageRunsMedian lengthWorst momentTaken in those five seconds
The Twin Fangs4027m 37s4m 46s16,803,085
Log-verifiedn=402 runs
The Twin Fangs on heroic is measured as one stretch, and its heaviest five seconds fall 4m 46s 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.

The Twin Fangs

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 402 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 85% (342 of 402) of the runs
  • Echo into Echo, in 83% (335 of 402) of the runs
  • Emerald Blossom into Emerald Blossom, in 70% (282 of 402) of the runs
  • Echo into Emerald Blossom, in 68% (274 of 402) of the runs
  • Temporal Anomaly into Echo, in 66% (266 of 402) of the runs
  • Fire Breath into Emerald Blossom, in 61% (246 of 402) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 149 of 402 runs. Treat this as a set to get out, not an order.

Ramp abilities for The Twin Fangs, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom100% (401 of 402)149 of 4022
Echo100% (400 of 402)82 of 4022
Temporal Anomaly100% (402 of 402)87 of 4023
Dream Breath98% (392 of 402)38 of 4024

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=1836 runs with Stasis recorded
Into The Twin Fangs, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 16s.

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 Twin Fangs

  • Toxic Fumes, 295,903,211
  • Eternal Venom, 187,150,197
  • Coiling Ichor, 56,004,322
  • Stir the Depths, 36,546,518

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.