DREAMBREATH

Ula'tek

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

How to heal it

The last boss, and one of the few reported as a single long stretch. Its heaviest window arrives in the first half minute rather than the middle, which is early for a fight of this length.

Practically that means the opener is the fight's hardest healing moment, not its easiest. Walk in with the ramp already going rather than building it after the pull.

The first thing worth planning against lands 2m 1s in, inside Stage One: Fury of the Serpent Mother. 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 41s, roughly 20 seconds out, and let it land into the spike rather than after it. The heaviest window comes later, in Stage Three: Ula'tek's Ascension, at 8m 36s. That is where a saved cooldown is worth the most.

Most of what reaches the group here comes from Necrotic Vapors, Volatile Purge and Spectral Coils, 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 304 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 Ula'tek, how long it runs and where its heaviest five seconds fall.
StageRunsMedian lengthWorst momentTaken in those five seconds
Stage One: Fury of the Serpent Mother3042m 44s2m 1s17,944,232
Stage Two: Children of the Doomscale3042m 25s3m 23s20,289,568
Intermission: The Shattering30454s5m 37s19,047,770
Stage Three: Ula'tek's Ascension3043m 48s8m 36s21,232,539
Log-verifiedn=304 runs
Ula'tek on heroic runs 4 stages, and the worst moment of each falls at 2m 1s, 3m 23s, 5m 37s, 8m 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: Fury of the Serpent Mother

Press Echo about 5 times, Emerald Blossom about 5 times, Dream Breath about 2 times, Temporal Anomaly about 2 times, Fire Breath once and Stasis (Store) once inside that window, across 304 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 92% (279 of 304) of the runs
  • Emerald Blossom into Echo, in 86% (260 of 304) of the runs
  • Emerald Blossom into Emerald Blossom, in 72% (218 of 304) of the runs
  • Echo into Emerald Blossom, in 72% (218 of 304) of the runs
  • Dream Breath into Temporal Anomaly, in 68% (208 of 304) of the runs
  • Stasis (Store) into Dream Breath, in 68% (207 of 304) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 73 of 304 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage One: Fury of the Serpent Mother, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom98% (299 of 304)73 of 3042
Stasis (Store)70% (212 of 304)22 of 3043
Echo100% (303 of 304)24 of 3044
Dream Breath98% (299 of 304)21 of 3044
Temporal Anomaly98% (297 of 304)24 of 3044

Stage Two: Children of the Doomscale

Press Emerald Blossom about 5 times, Echo about 5 times, Dream Breath about 2 times, Temporal Anomaly about 2 times and Fire Breath once inside that window, across 304 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 82% (248 of 304) of the runs
  • Emerald Blossom into Echo, in 78% (237 of 304) of the runs
  • Echo into Emerald Blossom, in 72% (219 of 304) of the runs
  • Emerald Blossom into Emerald Blossom, in 68% (207 of 304) of the runs
  • Dream Breath into Temporal Anomaly, in 67% (204 of 304) of the runs

304 runs with ramp casts · a typical ramp is 7 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 91 of 304 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage Two: Children of the Doomscale, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom100% (303 of 304)91 of 3042
Echo98% (298 of 304)71 of 3042
Temporal Anomaly98% (297 of 304)64 of 3043
Dream Breath94% (287 of 304)35 of 3044

Intermission: The Shattering

Press Emerald Blossom about 5 times, Echo about 5 times, Dream Breath about 2 times and Temporal Anomaly about 2 times inside that window, across 304 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 81% (245 of 304) of the runs
  • Dream Breath into Temporal Anomaly, in 76% (231 of 304) of the runs
  • Emerald Blossom into Echo, in 72% (220 of 304) of the runs
  • Emerald Blossom into Emerald Blossom, in 72% (219 of 304) of the runs
  • Echo into Emerald Blossom, in 63% (192 of 304) of the runs

304 runs with ramp casts · a typical ramp is 7 abilities

No ability reliably goes first here. The most common opener was Emerald Blossom, in 96 of 304 runs. Treat this as a set to get out, not an order.

Ramp abilities for Intermission: The Shattering, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Emerald Blossom99% (302 of 304)96 of 3042
Echo97% (296 of 304)85 of 3042
Temporal Anomaly100% (303 of 304)50 of 3044
Dream Breath99% (301 of 304)20 of 3044

Stage Three: Ula'tek's Ascension

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 304 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 86% (262 of 304) of the runs
  • Echo into Echo, in 83% (251 of 304) of the runs
  • Echo into Emerald Blossom, in 77% (233 of 304) of the runs
  • Emerald Blossom into Emerald Blossom, in 74% (225 of 304) of the runs
  • Temporal Anomaly into Echo, in 61% (184 of 304) of the runs
  • Dream Breath into Temporal Anomaly, in 60% (183 of 304) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 104 of 304 runs. Treat this as a set to get out, not an order.

Ramp abilities for Stage Three: Ula'tek's Ascension, by how often each appeared and opened.
AbilityAppeared inOpened the rampTypical position
Echo100% (304 of 304)82 of 3042
Emerald Blossom100% (303 of 304)104 of 3042
Temporal Anomaly99% (301 of 304)57 of 3043
Dream Breath97% (294 of 304)25 of 3044

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=500 runs with Stasis recorded
Into Stage One: Fury of the Serpent Mother, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 24s.
Log-verifiedn=447 runs with Stasis recorded
Into Stage Two: Children of the Doomscale, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 18s.
Log-verifiedn=129 runs with Stasis recorded
Into Intermission: The Shattering, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 15s.
Log-verifiedn=675 runs with Stasis recorded
Into Stage Three: Ula'tek's Ascension, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly 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: Fury of the Serpent Mother

  • Necrotic Vapors, 80,312,368
  • Rage of the Shackled, 31,887,886
  • Mephitic Thrash, 29,537,581
  • Spectral Coils, 27,794,894

Stage Two: Children of the Doomscale

  • Necrotic Vapors, 137,021,976
  • Blight Vein, 40,326,820
  • Rage of the Shackled, 31,602,786
  • Malignant Shell, 5,437,025

Intermission: The Shattering

  • Necrotic Vapors, 45,162,304
  • Spectral Coils, 39,086,766
  • Malignant Shell, 4,853,131
  • Falling, 2,445,378

Stage Three: Ula'tek's Ascension

  • Necrotic Vapors, 202,665,942
  • Volatile Purge, 68,542,246
  • Acidic Expulsion, 57,067,405
  • Serpent's Bite, 44,537,962

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.