# Den of Nalorakk +11 — TIMED

25:49 · 1 death · affix 160, Fortified, Tyrannical

*2026-09-06 · 19:02 · `WoWCombatLog-090626_181702.txt`*

> **AI-WRITTEN ANALYSIS** — The numbers come from the combat log. The verdict and notes were written by an AI reading them, and can be wrong in ways the numbers cannot. Written by Claude (Opus 5), from the combat log and the archive.

**Tip:** Use a Mythic+ loadout with Radiant Glory

## Wings was a button in this loadout, not a passive: the first Avenging Wrath landed 18:31 into a 25:49 key, and that alone is about 9% of the missing damage.

This was a first Retribution key on a raid loadout, and the loadout is the story. Radiant Glory -- the talent that makes Avenging Wrath fire itself off Holy Power spending -- is not in the build that was loaded. Avenging Wrath was a manual button on a roughly 60-second cooldown, and it went unpressed for the first 18 minutes and 31 seconds of a 22-and-a-half-minute fight. Hammer of Wrath, which is only usable inside that window outside of execute range, has exactly the same shape: first press at 18:33. Execution Sentence, also talented and also a 60-second cooldown, was pressed once, at 23:29.

What is notable is that everything that did not depend on a cooldown button was already close to correct. The generators were pressed on cooldown all key, the spender choice between Divine Storm and Final Verdict splits almost perfectly along enemy count, and the press rate sat at 42 a minute with 94% engagement. This was not a rotation problem. It was three buttons that a Holy Paladin's muscle memory does not reach for, and a loadout that made two of them mandatory.

The rest of the gap is gear, and it is not small: the two-handed weapon is 23 item levels below the Holy weapon, and one trinket slot held a Dragonflight item.

**What to change**

1. Build and save a separate Retribution loadout for Mythic+ with Radiant Glory, so Avenging Wrath fires off Holy Power spending instead of needing a key. If the raid build has to stay, put Avenging Wrath somewhere the hand already goes and press it on cooldown -- 21 windows were available and 6 were used.
2. Put Execution Sentence on the bar. It is talented, it is a 60-second cooldown, and it was pressed once in 25 minutes.
3. Swap Ruby Whelp Shell out for anything current-season with Strength on it. It procced ten times and dealt no damage; that slot was empty in every way that matters.
4. Get a Retribution weapon closer to the 331 the Holy set is on. At 308 the two-hander is the largest piece of the gap that no amount of button-pressing recovers.
5. Move out of Devouring Rift. 95 ticks against 22-41 for everyone else is the only avoidable-damage habit in the key.
6. Change nothing about the generator cadence or the Divine Storm / Final Verdict split. Both are already at or near what the scale expects, and on a first key on the spec they are the parts worth protecting.

## The run

| | |
|---|---|
| on the clock | **25:49** — 22:27 fighting |
| deaths | **1** — timer agrees (0.72 implied) |
| party damage taken | **226,410,453** — 168,060/s while fighting |
| enemies killed | **142** |
| interrupts | **70/238** — 29% |
| dispels | **11/26** — 9,317,628 came through |

## Players

| player | spec | role | ilvl | DPS | HPS | taken/s | deaths | grade |
|---|---|---|---:|---:|---:|---:|---:|:---:|
| Doryhunky | Veng DH | tank | 317 | 109,323 | 37,379 | 66,233 | 0 | **A-** 87 |
| Resto Shaman | Resto Shaman | heal | 306 | 23,742 | 80,650 | 20,608 | 1 | **C+** 70 |
| Enh Shaman | Enh Shaman | dps | 317 | 209,783 | 2,996 | 23,391 | 0 | **A-** 86 |
| Frost DK | Frost DK | dps | 308 | 167,434 | 3,557 | 15,288 | 0 | **C+** 68 |
| Hyporock | Ret Paladin | dps | 315 | 109,626 | 6,354 | 20,215 | 0 | **C-** 62 |

### Doryhunky — Veng DH — A- (87/100)

**Where the points went**

- **-5 activity** — scored 68: 96% engaged while alive in combat
- **-3 utility** — scored 78: 1 used of ~4 the kit offered
- **-3 damage (rank)** — scored 86: 109,323 dps, 67% of the average DPS

<details><summary>All axes</summary>

- **survival− 100** [no charge] — 0 death(s)
- **mitigation 96** [w 27%] — 100% uptime of the 100% this kit can hold, 100% of worst windows covered
- **damage~ 86** [w 18%] — 109,323 dps, 67% of the average DPS
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 93** [w 27%] — 30 stops vs 22 expected (group stopped 36% of what it could reach, not scored here)
- **activity 68** [w 15%] — 96% engaged while alive in combat
- **utility 78** [w 12%] — 1 used of ~4 the kit offered
- _not counted as button presses (procs, ticks): Demon Spikes, Felblade, Fracture, Soul Cleave, Soul Fragment, Throw Glaive_

</details>

### Resto Shaman — Resto Shaman — C+ (70/100)

**Where the points went**

- **-7 interrupts (rank)** — scored 52: 8 stops vs 13 expected
- **-6 response** — scored 73: put back 44% of the 79,278,884 that landed in the party's worst windows
- **-5 dispel** — scored 65: 11/22 of what one dispeller could reach (26 landed

<details><summary>All axes</summary>

- **survival− 72** [−4.2 pts] — 1 death(s)
- **throughput 86** [w 29%] — covered 82% of the 124,263,295 that needed an outside heal (43% of the party's intake was self-covered or overkill)
- **response 73** [w 21%] — put back 44% of the 79,278,884 that landed in the party's worst windows
- **mechanics− 95** [−0.6 pts] — 1% of intake was damage comparable players did not take
- **interrupts~ 52** [w 15%] — 8 stops vs 13 expected (group stopped 36% of what it could reach, not scored here)
- **dispel 65** [w 14%] — 11/22 of what one dispeller could reach (26 landed; the rest overlapped a debuff already being cleansed)
- **activity 73** [w 12%] — 90% engaged while alive in combat
- **utility 100** [w 8%] — 29 used of ~4 the kit offered

</details>

### Enh Shaman — Enh Shaman — A- (86/100)

**Where the points went**

- **-7 activity** — scored 72: 93% engaged while alive in combat
- **-5 interrupts (rank)** — scored 84: 17 stops vs 13 expected
- **-2 damage (rank)** — scored 96: 209,783 dps, 151% of the other damage dealers' median

<details><summary>All axes</summary>

- **survival− 100** [no charge] — 0 death(s)
- **damage~ 96** [w 42%] — 209,783 dps, 151% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 84** [w 32%] — 17 stops vs 13 expected (group stopped 36% of what it could reach, not scored here)
- **activity 72** [w 26%] — 93% engaged while alive in combat
- **utility 76** [w 0%] — 1 used of ~39 the kit offered
- _never pressed: Earth Elemental_
- _not counted as button presses (procs, ticks): Crash Lightning, Doom Winds_

</details>

### Frost DK — Frost DK — C+ (68/100)

**Where the points went**

- **-14 interrupts (rank)** — scored 57: 3 stops vs 11 expected
- **-9 damage (rank)** — scored 78: 167,434 dps, 105% of the other damage dealers' median
- **-9 activity** — scored 65: 91% engaged while alive in combat

<details><summary>All axes</summary>

- **survival− 100** [no charge] — 0 death(s)
- **damage~ 78** [w 42%] — 167,434 dps, 105% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 57** [w 32%] — 3 stops vs 11 expected (group stopped 36% of what it could reach, not scored here)
- **activity 65** [w 26%] — 91% engaged while alive in combat
- **utility 87** [w 0%] — 1 used of ~5 the kit offered
- _overcapped Runic Power: 2,292 of 9,742 generated (24%)_
- _overcapped Runes: 2 of 276 generated (1%)_

</details>

### Hyporock — Ret Paladin — C- (62/100)

**Where the points went**

- **-23 damage (rank)** — scored 44: 109,626 dps, 58% of the other damage dealers' median
- **-7 activity** — scored 74: 94% engaged while alive in combat
- **-6 interrupts (rank)** — scored 81: 12 stops vs 11 expected

<details><summary>All axes</summary>

- **survival− 100** [no charge] — 0 death(s)
- **damage~ 44** [w 42%] — 109,626 dps, 58% of the other damage dealers' median
- **mechanics− 92** [−1.6 pts] — 2% of intake was damage comparable players did not take
- **interrupts~ 81** [w 32%] — 12 stops vs 11 expected (group stopped 36% of what it could reach, not scored here)
- **activity 74** [w 26%] — 94% engaged while alive in combat
- **utility 84** [w 0%] — 2 used of ~17 the kit offered
- _never pressed: Blessing of Protection, Blessing of Sacrifice, Blinding Light_
- _not counted as button presses (procs, ticks): Crusading Strikes, Divine Hammer, Empyrean Hammer, Sacrosanct Crusade_

</details>

*Axes marked ~ are ranked against the other players in this key, not measured on their own. Someone is always in the middle.*

## Deaths

1 death.

### Death · 24:05 · Resto Shaman · heal

**24:05 · Resto Shaman · heal** — killed by **Forceful Slam** for 1,022,894 from Nalorakk

took **1,416,728** · in **7.0 s** · health at the start **84%** · before the last hit **77%**

| when | what | damage |
|---:|---|---:|
| 6.8s before | Overwhelming Onslaught | 131,278 |
| 6.0s before | Overwhelming Onslaught | 131,278 |
| 4.9s before | Overwhelming Onslaught | 131,278 |
| at death | Forceful Slam (killing blow) | 1,022,894 |

**no defensive pressed** · 393,834 healed · Hyporock

## Where the time went

| | seconds | |
|---|---:|---|
| combat | 1,347 | 22:27 |
| routing | 179 | 2:59 |
| death penalty | 5 | 0:05 |
| lead in | 28 | 0:28 |

Costliest pulls — *Cost is the time the pull lost: a wipe loses the whole pull, a pull that held loses only its deaths.*

| pull | at | fighting | enemies | deaths | taken | cost |
|---:|---|---|---:|---:|---:|---:|
| 11 | 23:37 | 2:16 | 0 | 1 | 17,229,794 | 0:05 |

## What the group left up

**Casts that could have been interrupted and were not**

- Shoot: 47 of 49 got through
- Earth Bolt: 43 of 64 got through
- Starvation Effigy: 8 of 8 got through
- Feast of Misery: 8 of 8 got through
- Primal Echo: 6 of 6 got through
- Lightning Bolt: 5 of 22 got through
- Insatiable Hunger: 4 of 4 got through
- Bonespike Slam: 4 of 4 got through

**Debuffs that could have been dispelled and were not**

- Toxic Spores: 7x, up for 98s in total, 3,344,606 damage
- Glacial Torment: 5x, up for 48s in total, 2,925,010 damage
- Cryo Surge: 3x, up for 26s in total, 3,048,012 damage

**Damage one player took that similar players did not (check the raw hits before acting on this; a spell only one role can take looks the same)**

- Hyporock: 569,358 (mostly Devouring Rift)
- Resto Shaman: 368,375 (mostly Glacial Tomb)

**Party damage eaten by shields on the enemies: 1.5% of what was dealt never landed (not graded)**

- 14,150,970 absorbed of 963,072,318 landed
- Rumbling Ward: 14,150,970
- on: Terra Rumbler (14,150,970)

**Hit most of the party (not graded: everyone took it, so nobody is charged for it)**

- Hearty Bellow: 5/5 players, 154 hits, 11,986,412 (5% of party intake)
- Feast of Misery: 5/5 players, 168 hits, 11,702,636 (5% of party intake)
- Primal Echo: 5/5 players, 117 hits, 9,194,451 (4% of party intake)
- Overwhelming Onslaught: 5/5 players, 58 hits, 6,372,102 (3% of party intake)
- Frozen Tempest: 4/5 players, 70 hits, 4,940,431 (2% of party intake)
- Rumbling Ward: 5/5 players, 108 hits, 4,243,789 (2% of party intake)

## Notes

### The cooldowns, measured

Avenging Wrath was cast 6 times in 22:27 of combat, with observed gaps of 62 to 105 seconds -- so the effective cooldown in this build is about 60 seconds, and roughly 21 windows were available. The first press was at 18:31. Total uptime was 153 seconds, 11.4% of combat.

The windows are worth having. Damage inside Avenging Wrath ran at 170,956 per second against 121,472 outside it -- a 41% lift. Holding uptime near 35% instead of 11.4% works out to roughly +9% total damage for the key, which moves 109,626 DPS to about 120,000, and the share of the other damage dealers' median from 58% to about 63%. Real, and worth fixing, but it does not close the whole gap on its own.

Hammer of Wrath: 25 presses, first at 18:33. That is not an independent mistake -- outside of execute range it is gated on Avenging Wrath being up, so it recovers for free when Wings does.

Execution Sentence: talented, 60-second cooldown, one press at 23:29. About 20 presses were available. On a bar built for Holy it is easy to believe this one never had a key at all.

Cross-check from the same log: in Kings' Rest earlier the same night, on Holy, Avenging Wrath was pressed 14 times. The habit is there. It broke because the Retribution build was expected to press it automatically and did not.

### What was already right, and should not be changed

The generator cadence is close to the ceiling. Wake of Ashes: 46 casts, median gap 31 seconds against a 30-second cooldown. Divine Toll: 24 casts, median gap 62 seconds against 60. Blade of Justice: 150 casts. Across 22:27 of combat that is a button coming off cooldown and being pressed, all key.

Spender selection is better than most people manage on a class they know. Counting the distinct enemies the party was damaging within two seconds of each cast: Divine Storm was cast at three or more enemies 85% of the time and at one enemy 2% of the time; Final Verdict was cast at one enemy 77% of the time. That split is deliberate and correct, and it is the single hardest thing to get right on a first key.

942 real presses in 22:27 is 42 a minute, at 94% engagement while alive in combat, with Holy Power overcapped only 13%. Twelve interrupts against 11 expected for the role. Zero deaths. None of that needs attention.

### The gear brought to the key

The Retribution two-hander was Maze-roa, Warlord's Fury at item level 308. The Holy set worn an hour earlier in Kings' Rest was a 331 weapon and a 331 shield. For a melee spec, weapon item level is not one slot among sixteen -- it scales the strike damage that Final Verdict and Divine Storm are built on. 23 item levels behind is a meaningful share of the remaining gap and is not a play error.

The second trinket was Ruby Whelp Shell, item 193757 -- a Dragonflight trinket, three expansions old. It procced ten times in the key (Under Red Wings five times, Sleepy Ruby Warmth five times) and appears nowhere in the damage breakdown: zero damage contributed. Hex Lord's Dooming Idol was in that slot for the Holy key and came out for this one. Whatever current-season Strength trinket is in the bags is a free upgrade over an empty slot, which is what this effectively was.

### Small things, and the buttons that stayed on the bar

Devouring Rift, spell id 440313: 95 ticks taken for 795,426 damage, against 41 for the tank, 32 for the healer, 27 for the other melee and 22 for the death knight. One spell id, checked by raw tick count per player, so this is a real difference and not the usual over-exposure artifact. It is a ground effect, and the answer is to walk out of it -- 2.3 times the next-highest player in a melee slot is a positioning habit, not bad luck.

No personal defensive was pressed all key -- zero Divine Protection, zero Divine Shield -- and neither were Blessing of Protection, Blessing of Sacrifice or Blinding Light. Nothing was lost to that here -- zero deaths, and the healer's death at 24:05 came with no defensive of their own pressed either -- but a Retribution Paladin is carrying two party externals that cost nothing to press, and on a harder key that is the difference between a death and a scare.

Correction, 2026-09-06: an earlier version of this analysis said Shield of Vengeance was talented and never pressed, and told the player to start pressing it. There is no such button in 12.1. The talent is spell 1261562, flagged `Passive spell` and `Not In Spellbook`, and its own text reads "Divine Protection reduces damage taken by an additional 10% and casts Shield of Vengeance." Measured across three keys: 0 casts of Shield of Vengeance against 11 and 8 Divine Protection presses that produced exactly 11 and 8 Shield of Vengeance buffs. The grader has been fixed and these records re-graded; the line is gone from the measured half.

## Method

Each axis is scored 0 to 100 against what this run allowed, not against a fixed target. A player is only scored on things their spec can do. An axis that does not apply is left out and the other weights are scaled up. 100 means nothing was missed; a solid, even key usually lands near 75. Survival and mechanics carry no weight of their own: they start at 100 and take points off when something went wrong.

*Generated 2026-09-06T23:20:00 · schema 7 · written analysis: Claude (Opus 5), from the combat log and the archive*
