# Altar of Fangs +10 — TIMED

17:41 · 0 deaths · affix 160, Fortified, Tyrannical

*2026-09-06 · 22:49 · `WoWCombatLog-090626_221415.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.

## 229,277 DPS and no deaths -- and the Wings/Execution Sentence macro shows up in the log as two abilities with identical cast counts and identical gaps.

Third key on the Herald of the Sun build and the third straight improvement in raw output: 109,626 damage per second two keys ago, 182,046 in the one before this, 229,277 here. No deaths, timed with four minutes to spare.

The composite grade did not move -- 79 then, 78 now -- and that is the scale behaving correctly rather than a plateau. The `damage` axis is scored against the other damage dealers in the same key, and this party had an Arcane Mage at 284,281 and a Demonology Warlock at 288,610. Being 80% of that median is a harder result than being 120% of the median in a group whose next-best was 189,246. The tool prints the caveat itself: a rank is not a measurement, and it moves when the player does not.

The interrupt axis is the one that genuinely improved, from 8 stops against 10 expected to 17 against 10. That is the largest single change on this player's sheet since the build swap.

What is left is the same short list it has been for two keys: Holy Power overcap, and a defensive that has never been pressed.

**What to change**

1. Spend Holy Power earlier. 26% overcap across three keys is the last unforced loss on this sheet, and it is the only item on this list that has not responded to anything yet.
2. Keep using Divine Protection -- 8 presses, 8 Shield of Vengeance absorbs, one for one. The remaining unused defensive is Word of Glory, at zero casts across three keys.
3. Keep the Wings/Execution Sentence macro exactly as it is. The log shows it firing both abilities on every press, sixteen times, with no cast lost to the global cooldown.
4. For the group: Blood Sacrifice was cast 48 times and stopped zero times, and Fetid Spit leaked 52 of 58. The party stopped 20% of what it could reach. This player is already above his share at 17 stops against 10 expected, so the fix is somebody else's kick.
5. Nothing to change on survival or mechanics. Zero deaths, and zero damage taken that comparable players avoided.

## The run

| | |
|---|---|
| on the clock | **17:41** — 15:58 fighting |
| deaths | **0** — timer agrees (0.06 implied) |
| party damage taken | **163,462,297** — 170,593/s while fighting |
| enemies killed | **139** |
| interrupts | **42/208** — 20% |
| dispels | **14/31** — 7,354,632 came through |

## Players

| player | spec | role | ilvl | DPS | HPS | taken/s | deaths | grade |
|---|---|---|---:|---:|---:|---:|---:|:---:|
| Blood DK | Blood DK | tank | 319 | 117,079 | 32,106 | 72,470 | 0 | **F** 45 |
| Disc Priest | Disc Priest | heal | 318 | 39,272 | 84,720 | 22,113 | 0 | **C+** 71 |
| Arcane Mage | Arcane Mage | dps | 316 | 284,281 | 658 | 18,244 | 0 | **B+** 83 |
| Hyporock | Ret Paladin | dps | 316 | 229,277 | 9,909 | 22,945 | 0 | **B** 78 |
| Demo Lock | Demo Lock | dps | 312 | 288,610 | 4,391 | 17,120 | 0 | **B-** 72 |

### Blood DK — Blood DK — F (45/100)

**Where the points went**

- **-14 interrupts (rank)** — scored 47: 8 stops vs 20 expected
- **-13 mitigation** — scored 53: 48% uptime of the 73% this kit can hold, 75% of worst windows covered
- **-12 utility** — scored 0: 0 used of ~4 the kit offered

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

- **survival− 100** [no charge] — 0 death(s)
- **mitigation 53** [w 27%] — 48% uptime of the 73% this kit can hold, 75% of worst windows covered
- **damage~ 53** [w 18%] — 117,079 dps, 44% of the average DPS
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 47** [w 27%] — 8 stops vs 20 expected (group stopped 36% of what it could reach, not scored here)
- **activity 52** [w 15%] — 90% engaged while alive in combat
- **utility 0** [w 12%] — 0 used of ~4 the kit offered
- _overcapped Runic Power: 392 of 5,907 generated (7%)_
- _never pressed: Anti-Magic Zone, Asphyxiate_

</details>

### Disc Priest — Disc Priest — C+ (71/100)

**Where the points went**

- **-11 response** — scored 54: put back 36% of the 72,086,970 that landed in the party's worst windows
- **-8 utility** — scored 23: 6 used of ~45 the kit offered
- **-5 dispel** — scored 69: 14/22 of what one dispeller could reach (31 landed

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

- **survival− 100** [no charge] — 0 death(s)
- **throughput 88** [w 34%] — covered 82% of the 117,072,658 that needed an outside heal (41% of the party's intake was self-covered or overkill); 28,220,540 absorbed
- **response 54** [w 25%] — put back 36% of the 72,086,970 that landed in the party's worst windows
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts** — n/a. no interrupt on the bar
- **dispel 69** [w 16%] — 14/22 of what one dispeller could reach (31 landed; the rest overlapped a debuff already being cleansed)
- **activity 96** [w 15%] — 96% engaged while alive in combat
- **utility 23** [w 10%] — 6 used of ~45 the kit offered
- _never pressed: Pain Suppression_

</details>

### Arcane Mage — Arcane Mage — B+ (83/100)

**Where the points went**

- **-8 damage (rank)** — scored 81: 284,281 dps, 110% of the other damage dealers' median
- **-8 activity** — scored 71: 93% engaged while alive in combat
- **-1 interrupts (rank)** — scored 97: 13 stops vs 6 expected

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

- **survival− 100** [no charge] — 0 death(s)
- **damage~ 81** [w 42%] — 284,281 dps, 110% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 97** [w 32%] — 13 stops vs 6 expected (group stopped 36% of what it could reach, not scored here)
- **activity 71** [w 26%] — 93% engaged while alive in combat
- **utility 0** [w 0%] — 0 used of ~41 the kit offered
- _never pressed: Ice Block, Spellsteal_

</details>

### Hyporock — Ret Paladin — B (78/100)

**Where the points went**

- **-16 damage (rank)** — scored 61: 229,277 dps, 80% of the other damage dealers' median
- **-4 activity** — scored 86: 96% engaged while alive in combat
- **-2 interrupts (rank)** — scored 95: 17 stops vs 10 expected

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

- **survival− 100** [no charge] — 0 death(s)
- **damage~ 61** [w 42%] — 229,277 dps, 80% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 95** [w 32%] — 17 stops vs 10 expected (group stopped 36% of what it could reach, not scored here)
- **activity 86** [w 26%] — 96% engaged while alive in combat
- **utility 95** [w 0%] — 23 used of ~49 the kit offered
- _never pressed: Blinding Light_
- _not counted as button presses (procs, ticks): Crusading Strikes_

</details>

### Demo Lock — Demo Lock — B- (72/100)

**Where the points went**

- **-13 interrupts (rank)** — scored 59: 2 stops vs 6 expected
- **-8 damage (rank)** — scored 82: 288,610 dps, 112% of the other damage dealers' median
- **-7 activity** — scored 73: 93% engaged while alive in combat

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

- **survival− 100** [no charge] — 0 death(s)
- **damage~ 82** [w 42%] — 288,610 dps, 112% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 59** [w 32%] — 2 stops vs 6 expected (group stopped 36% of what it could reach, not scored here)
- **activity 73** [w 26%] — 93% engaged while alive in combat
- **utility** — n/a. no utility cooldown with a measured recharge yet
- _overcapped Soul Shards: 16 of 622 generated (3%)_
- _never pressed: Mortal Coil_

</details>

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

## Where the time went

| | seconds | |
|---|---:|---|
| combat | 958 | 15:58 |
| routing | 94 | 1:34 |
| lead in | 16 | 0:16 |

## What the group left up

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

- Fetid Spit: 52 of 58 got through
- Blood Sacrifice: 48 of 48 got through
- Envenom: 21 of 37 got through
- Paralyzing Shots: 5 of 5 got through
- Toxic Breath: 5 of 5 got through
- Triple Shot: 4 of 4 got through
- Ravenous Stomp: 3 of 3 got through
- Rattle: 3 of 3 got through

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

- Envenom: 14x, up for 133s in total, 6,684,914 damage
- Regurgitate: 2x, up for 38s in total, 187,290 damage
- Paralyzing Shots: 1x, up for 6s in total, 482,428 damage

**Party damage eaten by shields on the enemies: 0.6% of what was dealt never landed (not graded)**

- 6,444,820 absorbed of 1,024,786,941 landed
- Ssscavenging: 5,529,502
- Evolved: 915,318
- on: Rav'i (5,529,502), High Evolutionist (915,318)

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

- Unstable Totem: 5/5 players, 326 hits, 14,140,548 (9% of party intake)
- Laced Edge: 5/5 players, 158 hits, 8,790,482 (5% of party intake)
- Rattle: 5/5 players, 70 hits, 6,888,202 (4% of party intake)
- Boneslicer: 5/5 players, 48 hits, 4,181,772 (3% of party intake)
- Synchronized Venom: 5/5 players, 132 hits, 4,135,477 (3% of party intake)
- Toxic Surge: 5/5 players, 55 hits, 2,495,058 (2% of party intake)

## Notes

### The macro is visible in the log

Avenging Wrath: 16 casts, first at 19 seconds, median gap 65 seconds. Execution Sentence: 16 casts, first at 19 seconds, median gap 65 seconds. Identical on all three counts.

That is what a single macro firing two abilities looks like from the outside, and it is worth stating because Avenging Wrath being off the global cooldown is the only reason it works -- the game's own tables give it a recovery category of 0 and a global cooldown of 0 milliseconds, while Execution Sentence sits on the normal category at 750 milliseconds. One press, both abilities, no lost cast.

The effect on Execution Sentence is the story. Three keys ago it was talented and pressed once in twenty-five minutes. It is now pressed exactly as often as Wings, which is as often as it can be. Wings uptime was 384 seconds of 958 in combat -- 40%, the same as the previous key and about the ceiling a 60-second cooldown with a 24-second window allows.

The combat potion is also being used now: four casts of Light's Potential at a median 337-second gap against a 300-second cooldown, so close to on cooldown for the whole key.

### Why the grade stayed flat while the damage rose 26%

This is worth understanding rather than reading as a stall. The `damage` axis divides output by the median of the OTHER damage dealers in the key, deliberately, so that it measures the player rather than the key level or the class. The consequence is that it also measures the company.

Previous key: 182,046 against a median of roughly 149,000, giving 120% and an axis score of 86. This key: 229,277 against a median of roughly 286,000, giving 80% and an axis score of 61. The raw number went up by a quarter and the axis fell by 25 points, because the other two damage dealers were an Arcane Mage and a Demonology Warlock both pushing past 284,000.

Neither number is wrong and neither is the whole answer. Read the axis when comparing this player against the field; read the raw output and the cast counts when asking whether they improved. Across three keys the cast counts have moved in one direction only.

### Interrupts, finally

17 stops against 10 expected for the role, scoring 95 -- up from 8 against 10 in the previous key. Rebuke was pressed 15 times at a median 45-second gap, against a 15-second cooldown, which is not maximal but is a large improvement on the 98-second median of the key before.

The party as a whole is still leaking badly: 42 of 208 stoppable casts stopped, 20%. Blood Sacrifice was cast 48 times and interrupted zero times. Fetid Spit leaked 52 of 58. Those are group failures rather than this player's -- he beat his expected share by 70% -- but they are why 133 seconds of Envenom stayed on the party for 6.7 million damage, and why the healer's sheet looks the way it does.

### The list that has not changed in three keys

Holy Power overcap: 26%, against 25% in the previous key and 13% before the build change. 318 of 1,205 generated Holy Power was thrown away. This is now the only unforced throughput loss on the sheet and it has survived two keys of being pointed at.

Personal defensives are being used: 8 Divine Protection and 3 Divine Shield, and the 8 Divine Protection presses produced 8 Shield of Vengeance absorbs. Word of Glory is still zero casts across three keys, which is the one self-heal on the bar that never comes off it.

Divine Arbiter continues to sit unspent -- 20 of 52 buffs ran their full 20-second duration, median hold 12.25 seconds, and 120 Divine Purpose procs produced only 52 Arbiters. That ratio has now been 61%, 44% and 43% across three keys. The set bonus states a new Arbiter cannot be granted while one is active, so the low conversion and the long holds are the same fact seen twice. What is still unresolved -- and was retracted on the previous key's record -- is whether any particular spender should be preferred while it is up.

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 2026-09-06T23:20:01 · schema 7 · written analysis: Claude (Opus 5), from the combat log and the archive*
