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 38s 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 18s, roughly 20 seconds out, and let it land into the spike rather than after it.

Most of what reaches the group here comes from Necrotic Vapors, Rage of the Shackled 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 125 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

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 Mother1252m 45s38s14,862,142
Stage Two: Children of the Doomscale1252m 25s4m 49s11,816,475
Intermission: The Shattering8554s5m 24s10,037,220
Stage Three: Ula'tek's Ascension8534s6m 24s5,642,649
Log-verifiedn=125 runs
Ula'tek on normal runs 4 stages, and the worst moment of each falls at 38s, 4m 49s, 5m 24s, 6m 24s 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 4 times, Temporal Anomaly about 2 times, Dream Breath about 2 times and Fire Breath about 2 times inside that window, across 124 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 78% (97 of 124) of the runs
  • Emerald Blossom into Echo, in 72% (89 of 124) of the runs
  • Temporal Anomaly into Echo, in 65% (80 of 124) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 34 of 124 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
Temporal Anomaly99% (123 of 124)20 of 1243
Echo97% (120 of 124)22 of 1243
Emerald Blossom95% (118 of 124)34 of 1243
Dream Breath94% (117 of 124)19 of 1244

Stage Two: Children of the Doomscale

Press Echo about 4 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 124 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 77% (95 of 124) of the runs
  • Temporal Anomaly into Echo, in 74% (92 of 124) of the runs
  • Emerald Blossom into Echo, in 70% (87 of 124) of the runs
  • Echo into Emerald Blossom, in 65% (80 of 124) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 37 of 124 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 Blossom98% (122 of 124)37 of 1242
Temporal Anomaly100% (124 of 124)23 of 1243
Echo99% (123 of 124)33 of 1243
Dream Breath98% (122 of 124)14 of 1244

Intermission: The Shattering

Press Echo about 4 times, Emerald Blossom about 4 times, Temporal Anomaly about 2 times, Dream Breath about 2 times and Fire Breath once inside that window, across 84 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 80% (67 of 84) of the runs
  • Temporal Anomaly into Echo, in 71% (60 of 84) of the runs
  • Emerald Blossom into Echo, in 68% (57 of 84) of the runs
  • Echo into Emerald Blossom, in 68% (57 of 84) of the runs

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

No ability reliably goes first here. The most common opener was Temporal Anomaly, in 25 of 84 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
Echo99% (83 of 84)24 of 842
Emerald Blossom98% (82 of 84)19 of 842
Temporal Anomaly98% (82 of 84)25 of 843
Dream Breath96% (81 of 84)4 of 844

Stage Three: Ula'tek's Ascension

Press Echo about 4 times, Emerald Blossom about 4 times, Verdant Embrace about 3 times, Temporal Anomaly about 2 times, Dream Breath about 2 times and Fire Breath about 2 times inside that window, across 84 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 73% (61 of 84) of the runs
  • Echo into Emerald Blossom, in 63% (53 of 84) of the runs
  • Verdant Embrace into Verdant Embrace, in 62% (52 of 84) of the runs

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

No ability reliably goes first here. The most common opener was Emerald Blossom, in 22 of 84 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
Echo96% (81 of 84)20 of 842
Temporal Anomaly99% (83 of 84)16 of 843
Emerald Blossom98% (82 of 84)22 of 843
Dream Breath94% (79 of 84)11 of 844
Verdant Embrace63% (53 of 84)10 of 844

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=191 runs with Stasis recorded
Into Stage One: Fury of the Serpent Mother, Stasis was banked with Dream Breath + Dream Breath + Temporal Anomaly and held 16s.
Log-verifiedn=124 runs with Stasis recorded
Into Stage Two: Children of the Doomscale, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 16s.
Log-verifiedn=33 runs with Stasis recorded
Into Intermission: The Shattering, Stasis was banked with Dream Breath + Temporal Anomaly + Echo and held 13s.
Log-verifiedn=20 runs with Stasis recorded
Into Stage Three: Ula'tek's Ascension, Stasis was banked with Dream Breath + Temporal Anomaly + Emerald Blossom and held 10s.
Thin sample: 20 runs with Stasis recorded.

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, 61,676,403
  • Rage of the Shackled, 24,133,411
  • Spectral Coils, 22,564,642
  • Mephitic Thrash, 22,419,360

Stage Two: Children of the Doomscale

  • Necrotic Vapors, 95,892,581
  • Rage of the Shackled, 20,561,623
  • Malignant Shell, 2,917,508
  • Deadly Venom, 2,774,927

Intermission: The Shattering

  • Necrotic Vapors, 33,687,930
  • Spectral Coils, 15,729,785
  • Falling, 2,058,701
  • Malignant Shell, 1,887,408

Stage Three: Ula'tek's Ascension

  • Necrotic Vapors, 25,395,560
  • Serpent's Bite, 3,759,076
  • Volatile Purge, 1,889,610
  • Caustic Waves, 1,681,487

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.