# Voidscar Arena +16 — ABANDONED

9:09 · -70% over the 30:00 par · 6 deaths · Fortified, Tyrannical, Xal'atath's Guile

*2026-10-03 · 13:44 · `WoWCombatLog-100326_133614.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 5.5), from the combat log and the archive.

**Why it failed:** Missed mechanic: stood on each other's Nether Dash lines (Hyporock, Prot Paladin, Arms Warrior)

## Taz'Rah wiped the key because people stood behind each other on the shades' dash lines in all three waves.

The trash went cleanly, with no deaths before the first boss. On Taz'Rah, each of the three Nether Dash waves put one player on somebody else's line. In the second wave Prot Paladin and Arms Warrior stood one behind the other and each took both dashes. Arms Warrior died and Hyporock brought him back.

In the third wave Hyporock stood a few yards closer to the shades than Prot Paladin and Arms Warrior and took all three dashes. The puddles from that wave dropped on the wall where the group stood. Void Blast knocked Prot Paladin deeper into them and he died. Without a tank the boss killed the other three in 14 s, with Taz'Rah still above half health.

Nobody was unlucky here. Every death traces back to where people stood relative to the shades.

**What to change**

1. Before each dash wave, everyone stands in a row across from the shades, nobody in front or behind.
2. Take dash waves on the far side of the room from the shades, then step off before the puddles drop.
3. Hyporock: Divine Protection on a dash wave. Arms Warrior: Die by the Sword or Spell Reflection on every wave.
4. Prot Paladin: drag the boss off the puddles before Void Blast so the knockback lands on clean floor.

## The run

| | |
|---|---|
| on the clock | **9:09** — 8:19 fighting |
| deaths | **6** |
| party damage taken | **133,784,482** — 267,998/s while fighting |
| enemies killed | **46** |
| interrupts | **22/30** — 73% |

## Players

| player | spec | role | ilvl | DPS | HPS | taken/s | deaths | grade |
|---|---|---|---:|---:|---:|---:|---:|:---:|
| Prot Paladin | Prot Paladin | tank | 326 | 100,506 | 58,519 | 81,028 | 1 | **C** 67 |
| Resto Shaman | Resto Shaman | heal | 323 | 29,832 | 145,702 | 46,358 | 1 | **B+** 82 |
| Arcane Mage | Arcane Mage | dps | 326 | 276,924 | 1,266 | 35,247 | 1 | **B** 77 |
| Hyporock | Ret Paladin | dps | 325 | 286,034 | 10,916 | 36,181 | 1 | **B-** 76 |
| Arms Warrior | Arms | dps | 323 | 250,666 | 15,355 | 45,040 | 2 | **C** 67 |

*Gear and M+ score are from Raider.IO. No Warcraft Logs percentiles: not on warcraft logs (nobody uploaded this key).*

### Prot Paladin — Prot Paladin — C (67/100)

*M+ score 3,383*

**Where the points went**

- **-12 interrupts (rank)** — scored 64: 7 stops vs 10 expected
- **-10 mitigation** — scored 71: 91% uptime of the 100% this kit can hold, 100% of worst windows covered
- **-5 activity** — scored 71: 96% engaged while alive in combat

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

- **survival− 86** [−2.8 pts] — 1 death(s)
- **mitigation 71** [w 33%] — 91% uptime of the 100% this kit can hold, 100% of worst windows covered
- **damage~** — n/a. 100,506 dps, 37% of the average DPS; not scored, because a tank's damage can only be compared with other tanks (Warcraft Logs), not with this party's damage dealers
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 64** [w 33%] — 7 stops vs 10 expected (group stopped 96% of what it could reach, not scored here); pressed 3x: 1 on casts already stopped, 1 on nothing casting; 2 of those wasted the kick and a cast got through before it came back
- **activity 71** [w 19%] — 96% engaged while alive in combat
- **utility 79** [w 15%] — 2 used of ~8 the kit offered
- _overcapped Holy Power: 40 of 338 generated (12%)_
- _never pressed: Blessing of Sacrifice, Blinding Light, Cleanse Toxins_

</details>

### Resto Shaman — Resto Shaman — B+ (82/100)

*M+ score 3,374*

**Where the points went**

- **-8 interrupts (rank)** — scored 54: 3 stops vs 5 expected
- **-4 activity** — scored 72: 90% engaged while alive in combat
- **-3 response** — scored 89: put back 48% of the 86,738,292 that landed in the party's worst windows

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

- **survival− 86** [−2.1 pts] — 1 death(s)
- **throughput 97** [w 34%] — covered 92% of the 73,739,720 that needed an outside heal (42% of the party's intake was self-covered or overkill); 3,917,124 absorbed; NOTE this key needed 134,408/s of healing, more than 95% of the 55 keys this scale was built from (cut-off 130,287/s, median 90,211/s). The score is a floor: no healer in that set has covered this much
- **response 89** [w 24%] — put back 48% of the 86,738,292 that landed in the party's worst windows
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 54** [w 18%] — 3 stops vs 5 expected (group stopped 96% of what it could reach, not scored here)
- **dispel** — n/a. too few known-dispellable debuffs to judge
- **activity 72** [w 15%] — 90% engaged while alive in combat
- **utility 100** [w 10%] — 13 used of ~6 the kit offered
- _never pressed: Purge_

</details>

### Arcane Mage — Arcane Mage — B (77/100)

*M+ score 3,358*

**Where the points went**

- **-10 damage (rank)** — scored 76: 276,924 dps, 100% of the other damage dealers' median
- **-7 interrupts (rank)** — scored 77: 2 stops vs 2 expected
- **-3 activity** — scored 89: 97% engaged while alive in combat

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

- **survival− 86** [−2.5 pts] — 1 death(s)
- **damage~ 76** [w 42%] — 276,924 dps, 100% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 77** [w 32%] — 2 stops vs 2 expected (group stopped 96% of what it could reach, not scored here); pressed 4x: 2 on casts already stopped
- **activity 89** [w 26%] — 97% engaged while alive in combat
- **utility 0** [w 0%] — 0 used of ~21 the kit offered
- _never pressed: Alter Time, Greater Invisibility, Remove Curse, Spellsteal_

</details>

### Hyporock — Ret Paladin — B- (76/100)

*M+ score 3,428*

**Where the points went**

- **-8 activity** — scored 71: 93% engaged while alive in combat
- **-8 damage (rank)** — scored 82: 286,034 dps, 113% of the other damage dealers' median
- **-5 survival** — scored 72: 1 death(s)

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

- **survival− 72** [−5.0 pts] — 1 death(s)
- **damage~ 82** [w 42%] — 286,034 dps, 113% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 87** [w 32%] — 5 stops vs 4 expected (group stopped 96% of what it could reach, not scored here); pressed 6x: 1 on casts already stopped
- **activity 71** [w 26%] — 93% engaged while alive in combat
- **utility 84** [w 0%] — 4 used of ~36 the kit offered
- _never pressed: Blinding Light, Cleanse Toxins_
- _not counted as button presses (procs, ticks): Crusading Strikes_

</details>

### Arms Warrior — Arms — C (67/100)

*M+ score 3,360*

**Where the points went**

- **-14 damage (rank)** — scored 67: 250,666 dps, 88% of the other damage dealers' median
- **-8 activity** — scored 70: 92% engaged while alive in combat
- **-7 survival** — scored 61: 2 death(s)

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

- **survival− 61** [−7.0 pts] — 2 death(s)
- **damage~ 67** [w 42%] — 250,666 dps, 88% of the other damage dealers' median
- **mechanics− 100** [no charge] — 0% of intake was damage comparable players did not take
- **interrupts~ 86** [w 32%] — 5 stops vs 4 expected (group stopped 96% of what it could reach, not scored here); pressed 5x: 2 on casts already stopped
- **activity 70** [w 26%] — 92% engaged while alive in combat
- **utility 0** [w 0%] — 0 used of ~2 the kit offered
- _overcapped Rage: 144 of 725 generated (20%)_
- _never pressed: Rallying Cry_

</details>

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

## How to improve

**Prot Paladin — Prot Paladin**

In the second wave you and Arms Warrior were 7 yd apart on the same line from the shades, so you each took the other's dash. After the third wave the puddles dropped on the west wall right behind you. Void Blast then knocked you into them and Void Fissure did most of the damage that killed you. Move the boss off the wall as the puddles appear, so the knockback lands you on clean floor. Guardian of Ancient Kings was ready all pull and never got pressed.

**Resto Shaman — Resto Shaman**

For the first wave you stood about 7 yd from where the shades spawn, in the middle of the room, and Prot Paladin's line went through you. Take the first wave at the wall with everyone else. Your puddle then lands at the wall too, instead of mid-room where it also gives the second wave a scattered starting point.

**Arcane Mage — Arcane Mage**

In the first wave you stood mid-room instead of at the wall. That put one shade, and its puddle, in the middle for the rest of the fight. Otherwise nothing to change. You died to boss melee after the tank went down.

**Hyporock — Ret Paladin**

In the third wave you stood about 11 yd nearer the shades than Prot Paladin and Arms Warrior, so both of their lines went through you. Stand level with them, not in front. Divine Shield at 54 s cleared the second-wave DoT while you battle-rezzed Arms Warrior, which was a good call, but it left nothing for the next wave except Divine Protection, and that never got pressed.

**Arms Warrior — Arms**

You died in the second wave to your own dash plus Prot Paladin's, with no defensive pressed. Die by the Sword was ready. In the third wave you used Spell Reflection, took only your own dash and lived. Do that every wave. And don't stand directly behind the tank as seen from the shades.

### As a group

Before each dash wave, look at the shades and stand in a row across your view of them, with nobody in front of or behind anyone else. Take the first wave at the wall, all on one side. After that, take each wave on the far side of the room from where the shades sit. In the third wave the group went only a quarter of the way round. The wall there runs at an angle to the lines, so spreading along it put people behind each other. Step off the wall once the dashes land, because the puddles drop on that spot a few seconds later.

### The comp

The comp was fine for this boss. Two paladins and a warrior all bring personal defensives that blunt a dash wave, and most of them sat unused.

## Deaths

6 deaths in 2 separate incidents. The wipe at 8:16 (5 deaths in 33s) was the big one.

**What was landing while people died** — Counts only the seconds before each death, not the whole key.

| spell | in | damage | killing blows |
|---|---:|---:|---:|
| Melee | 4 of 6 | 3,543,414 | 3 |
| Nether Dash | 3 of 6 | 2,905,384 | 2 |
| Dark Bloom | 5 of 6 | 2,160,664 | — |
| Void Fissure | 1 of 6 | 1,797,851 | 1 |
| Void Blast | 1 of 6 | 817,654 | — |
| Spirit Link | 1 of 6 | 158,238 | — |

### Death · 7:40 · Arms Warrior · dps

**7:40 · Arms Warrior · dps** — killed by **Nether Dash** for 105,805 from Ethereal Shade

took **1,484,444** · in **14.9 s** · health at the start **55%** · before the last hit **2%**

| when | what | damage |
|---:|---|---:|
| 14.5s before | Dark Bloom | 426,404 |
| 0.5s before | Nether Dash | 529,020 |
| at death | Nether Dash (killing blow) | 529,020 |

**no defensive pressed** · 454,371 healed · Hyporock, Resto Shaman, Prot Paladin

### Full wipe · 8:16 · 5 deaths in 33s — Hyporock went first

**8:16 · Hyporock · dps** — killed by **Nether Dash** for 91,171 from Ethereal Shade

took **2,203,653** · in **14.9 s** · health at the start **47%** · before the last hit **3%**

| when | what | damage |
|---:|---|---:|
| 14.5s before | Dark Bloom | 521,327 |
| 1.9s before | Nether Dash | 479,841 |
| 1.4s before | Nether Dash | 470,245 |
| 0.9s before | Nether Dash | 94,050 |
| 0.5s before | Nether Dash | 91,170 |
| at death | Nether Dash (killing blow) | 547,020 |

**no defensive pressed** · 1,160,670 healed · Resto Shaman, Prot Paladin

**8:34 · Prot Paladin · tank** — killed by **Void Fissure** for 243,113 from Ethereal Shade

took **2,942,497** · in **8.0 s** · health at the start **83%** · before the last hit **13%**

| when | what | damage |
|---:|---|---:|
| 7.8s before | Void Fissure | 210,597 |
| 6.0s before | Void Fissure | 288,697 |
| 5.8s before | Void Blast | 817,654 |
| 3.0s before | Void Fissure | 220,653 |
| 1.0s before | Void Fissure | 243,113 |
| at death | Void Fissure (killing blow) | 243,113 |
| | 9 smaller hits | 918,670 |

**no defensive pressed** · 1,548,260 healed · Resto Shaman

**8:38 · Arcane Mage · dps** — killed by **Melee** for 807,550 from Taz'Rah

took **1,538,446** · in **1.7 s** · health at the start **79%** · before the last hit **39%**

| when | what | damage |
|---:|---|---:|
| 5.6s before | Spirit Link | 114,310 |
| 1.7s before | Spirit Link | 158,238 |
| 1.5s before | Refraction | 10,799 |
| 0.8s before | Dark Bloom | 544,843 |
| 0.6s before | Refraction | 17,016 |
| at death | Melee (killing blow) | 807,550 |
| | 2 smaller hits | 4,622 |

Prismatic Barrier · 258,255 healed · Resto Shaman

**8:42 · Arms Warrior · dps** — killed by **Melee** for 705,142 from Taz'Rah

took **1,591,552** · in **6.5 s** · health at the start **71%**

| when | what | damage |
|---:|---|---:|
| 6.4s before | Dark Bloom | 229,161 |
| 1.8s before | Melee | 657,249 |
| at death | Melee (killing blow) | 705,142 |

**no defensive pressed** · 687,930 healed · Resto Shaman

**8:48 · Resto Shaman · heal** — killed by **Melee** for 615,072 from Taz'Rah

took **1,650,428** · in **12.5 s** · health at the start **51%**

| when | what | damage |
|---:|---|---:|
| 12.2s before | Dark Bloom | 438,929 |
| 3.9s before | Melee | 277,519 |
| 2.0s before | Melee | 318,908 |
| at death | Melee (killing blow) | 615,072 |

**no defensive pressed** · 673,804 healed · all their own

## Where the time went

| | seconds | |
|---|---:|---|
| combat | 499 | 8:19 |
| routing | 16 | 0:16 |
| death penalty | 90 | 1:30 |
| lead in | 13 | 0:13 |

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 |
|---:|---|---|---:|---:|---:|---:|
| 3 | 6:51 | 1:57 | 0 | 6 | 37,384,945 | 3:27 |

*Under each pull: who pulled, where the healer was (from their nearest cast), and which cooldowns were still recharging.*

- pull 3: opened by Prot Paladin (Avenger's Shield on Taz'Rah); healer Resto Shaman 40 yd away; on cooldown: Hyporock Divine Shield 27s, Lay on Hands 18s; Resto Shaman Spirit Link Totem 92s; Prot Paladin Blessing of Spellwarding 284s; Arcane Mage Ice Cold 28s, Prismatic Barrier 8s

## Defensives · Hyporock

| button | presses | most the cooldown allowed | on you | on others |
|---|---:|---:|---:|---:|
| Divine Protection | 4 | 9 | 4 | 0 |
| Divine Shield | 2 | 3 | 2 | 0 |
| Lay on Hands | 1 | 4 | 0 | 1 |
| Blessing of Protection | 1 | 2 | 1 | 0 |
| Blessing of Sacrifice | 2 | 5 | 0 | 2 |
| Health potion | 2 | 2 | 2 | 0 |
| Stoneform | 1 | 5 | 1 | 0 |

- Divine Protection: 0 of 4 went out before a real hit.
- Divine Shield: 2 of 2 blocked hits, cleared a debuff or met real damage.
- Stoneform: 1 of 1 blocked hits, cleared a debuff or met real damage.
- Lay on Hands on others: Arcane Mage at 38% (3:20).

**To look at**

- Divine Protection met little damage 2 of 4 times: 0:31, 1:50.

<details><summary>Every press</summary>

- 0:21 Blessing of Protection at 55% health: met real damage (cleared Savage Leap (bleed))
- 0:31 Divine Protection at 86% health: met little damage
- 0:46 Blessing of Sacrifice on Arcane Mage at 39%, moved 242,577 to you
- 1:50 Divine Protection at 82% health: met little damage
- 2:24 Health potion at 52% health: met little damage
- 3:12 Blessing of Sacrifice on Arms Warrior at 83%, moved 131,130 to you
- 3:20 Lay on Hands on Arcane Mage at 38%, healed 375,420
- 3:26 Divine Shield at 81% health: cleared a debuff (cleared Savage Leap (bleed))
- 3:37 Divine Protection at 71% health: met real damage
- 3:44 Stoneform at 85% health: cleared a debuff (cleared Savage Leap (bleed))
- 4:54 Divine Protection at 61% health: met real damage
- 7:26 Health potion at 62% health: met little damage
- 7:44 Divine Shield at 43% health: cleared a debuff (cleared Nether Dash)

</details>

## What the group left up

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

- Lava Bolt: 6 of 17 got through
- Demoralizing Shout: 2 of 4 got through

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

- Fel Steps: 5/5 players, 171 hits, 11,163,182 (8% of party intake)
- Insidious Aura: 5/5 players, 48 hits, 11,134,601 (8% of party intake)
- Thundering Storm: 5/5 players, 49 hits, 9,470,070 (7% of party intake)
- Searing Magma: 5/5 players, 65 hits, 4,104,301 (3% of party intake)
- Dark Bloom: 3/5 players, 10 hits, 3,559,926 (3% of party intake)
- Null Eruption: 4/5 players, 20 hits, 2,537,608 (2% of party intake)

**Aimed at most of the party (the targeted player is not charged; hits on anyone else could have been avoided)**

- Nether Dash: 5/5 players, 246 hits, 20,720,412 (15% of party intake); 5 of 20 hits were on somebody other than the target: Hyporock 2, Arms Warrior 1, Resto Shaman 1, Prot Paladin 1
- Savage Leap: 4/5 players, 146 hits, 19,520,140 (15% of party intake)
- Forked Lightning: 4/5 players, 33 hits, 6,075,421 (5% of party intake)

## Notes

### The mechanics score misses the avoidable dashes

Arbiter excuses Nether Dash for everyone because the enemy picks each target. But 5 of the 20 dash landings were lines aimed at somebody else: Hyporock 2, Arms Warrior 1, Resto Shaman 1, Prot Paladin 1. Those are the avoidable part, and they caused the first two deaths. This comes from the dash cast targets and hit positions in the combat log. Shades start each wave from where their last target stood, and all 5 clipped players were within 2.5 yd of another player's line.

## 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 2026-10-03T14:43:40 · schema 11 · written analysis: Claude (Opus 5.5), from the combat log and the archive*
