ARBITER
←SAT 29 AUG 2026 · 23:28 · KEY 139 OF 190→

The Blinding Vale

+12
Timed · +14 bosses killed0 deathsTyrannicalFortifiedXal'atath's Guile
Timer · The time allowed for the key. Beat it to upgrade the keystone.Kick · An interrupt that stops a cast.Personal · A defensive cooldown that only protects you.Cascade · Several deaths within seconds of each other.Leaked cast · An enemy cast that could have been interrupted and went off.Overcap · Resource generated while already full, so it was lost.Tyrannical · Bosses have 25% more health and hit up to 15% harder.Fortified · Trash has 20% more health and hits up to 20% harder.Xal'atath's Guile · Every death takes 15 seconds off the timer.

A deathless +12 — and what kept the tank alive was not the healing number but nineteen cleanses of one debuff, the twentieth of which cost 5,436.

Nothing went wrong in this key. Five players, four bosses, 128 enemies, and nobody died — on trash or on a boss. It is your third-best composite of the 48 graded keys on record, and the two above it are a Ruby Life Pools +12 and the Voidscar +13 you ran an hour earlier tonight. Two A grades in one night.

The interesting part is which axes got you there. Your raw healing coverage was middling by your own standards. What was exceptional was the dispelling, the amount of time you spent actually casting, and how hard you pushed when the party was under pressure. This was a key won on upkeep and attention rather than on throughput, and the deathless result says the upkeep was the right call.

There is one gap and it is not yours: the group let through a fifth of the casts it could have stopped, and almost all of that sits with one player.

Written by Claude (Opus 5) from the combat log and the archive. The numbers come from the log, and the text can be wrong.
BREAKDOWN FOR

Hyporock

Holy Paladin · Healer
HPS98.0K
DPS18.9K
Taken/s22.9K
Deaths0
iLvl311
Keep doing this

Nothing reached a solid score this key

Every scored part of this grade landed under 75. The change beside this is where to start.

Where the most points went

Healing: −8 points

Healed 77% of the damage that needed an outside heal.

Measured. Nobody has written advice for this key yet.
Last 8 keys in the archive

Above your usual

The Blinding Vale +13: B+ 8080BV+13Temple of Sethraliss +12: B 7878ToS+12Kings' Rest +13: C 6666KR+13Voidscar Arena +13: B- 7272VA+13Voidscar Arena +12: D 5353VA+12Murder Row +13: B 7676MR+13Voidscar Arena +13: A 9090VA+13The Blinding Vale +12: A 8989BV+12

89 is above your median of 77 over these 8 keys. Best: 90 on Voidscar Arena +13.

How the grade was built

◆ = 75, a solid key
Survival100−0
No deaths
Starts at 100. Each death takes points off.
Healing7634%
Healed 77% of the damage that needed an outside heal
The share of the damage that needed an outside heal that you healed.
Response9625%
Healed back 50% of what landed in the party's worst moments
How much you healed back during the party's worst damage windows.
Mechanics100−0
No avoidable damage that others in your role dodged · compared with this party
Damage you took that players in your role avoided.
Interrupts—not scored
No interrupt on the bar.
Casts you stopped, against how many your kick allowed.
Dispels10016%
The party's number, not yours: the group removed 30 of the 30 one dispeller could reach, and you removed 24
Harmful effects removed, against what one dispeller could reach.
Activity9615%
Casting or attacking 95% of your time alive in combat
The share of your time alive in combat that you spent casting or attacking.
Utility9010%
47 uses, about 77 were available
How often you used your spec's utility buttons, like stuns and immunities.

% = its share of the grade. Survival and mechanics carry no share: they start at 100 and only take points off. "Not counted" parts are shown for context and do not move the grade.

Your deaths

No deaths this key.
Nothing to review here.

The Run

The same for everyone in the group

The whole key, on the timer

a pull, brighter = more damage takendeath penaltya death, in class colour
timed 24:23
0:006:0512:1018:1524:20

Where the 24:23 went

fighting 22:53
Before the first pull0:03
Fighting22:53
Walking between pulls1:26

How it went

Nobody died.
  1. 24:32Timed with — to spare.

What to change, biggest first

  1. Nothing to change on the dispels — you took every one that was reachable. If the group wants the last of it, the second Toxic Spew round needs a second dispeller, not a faster you.
  2. Ask Demo Lock for kicks. One player took 1 of roughly 16 expected and that is most of the 20% of stoppable casts that got through.
  3. Holy Power overcap was 112 of 779 generated (14%), the same as your last key. Still the cheapest throughput available if you want one habit to tighten.
  4. Your coverage ran 77% against 87% on the Voidscar earlier tonight. It cost nothing here because this dungeon has no one-shot; on a key that does, that margin is what disappears.

Kick board stops against expected

expected
Prot Paladin44 / 32
Arcane Mage9 / 16
Arms Warrior21 / 16
Demo Lock1 / 16

What the group left up

Casts that went off
Lightspore Shot
11 of 18got through
Light Bolt
8 of 45got through
Seed Shot
1 of 12got through
Debuffs left up
Toxic Spew
3.30M5 times, 45 s up
Could have been dispelled and was not.
Bloodthorn Roots
717.5K2 times, 13 s up
Could have been dispelled and was not.
Spore Spines
5,4361 time, 7 s up
Could have been dispelled and was not.
Hit most of the party
Spouting Floret
11%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Oozing Xylem
8%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Bedrock Surge
4%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Grievous Thrash
3%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Eaten by enemy shields
Spiny Shield, Lightbloom Pollination
2.5%of the damage dealt
A normal key loses 0.4 to 2.5%.

What Each of You Takes Away

One thing to keep, one to change
Prot PaladinProt PaladinA-85
KEEP3 uses, about 5 were available
CHANGEDamage cost 8 points: 98.6K DPS, 54% below the other damage dealers
Open the breakdown ↑
HyporockHoly PaladinA89
CHANGEHealing cost 8 points: Healed 77% of the damage that needed an outside heal
Open the breakdown ↑
Arcane MageArcane MageB-75
KEEP218.4K DPS, 4% above the other damage dealers
CHANGEInterrupts cost 10 points: 9 stops, 16 expected
Open the breakdown ↑
Arms WarriorArmsC+71
KEEP21 stops, 16 expected
CHANGEDamage cost 20 points: 164.9K DPS, 31% below the other damage dealers
Open the breakdown ↑
Demo LockDemo LockC66
KEEP256.3K DPS, 34% above the other damage dealers
CHANGEInterrupts cost 27 points: 1 stops, 16 expected
Open the breakdown ↑

Notes

Where the numbers need a second look

What actually carried this key

**Dispel 100 — a perfect score, and the only one of its kind in 45 graded keys.** Arbiter does not score you against every dispellable debuff the dungeon applied; it scores you against what *one* dispeller could physically reach, given Cleanse's recharge and how much the debuffs overlapped. Thirty-eight landed, thirty were reachable, and you took all thirty.

Most of that was one spell. **Spore Spines went on the tank twenty times and you cleansed nineteen of them.** It is a stacking debuff — it re-applies and builds while it sits — so every cleanse reset a ramp rather than saving a fixed amount. The one instance you did not take ran 6.7 seconds and cost 5,436 damage, which is the correct measure of what missing it was worth.

**Activity 96 is the highest of your 48 keys.** This is the share of your time alive and in combat spent actually casting, with procs and passive ticks stripped out so a busy-looking spec cannot inflate it. Nineteen cleanses is nineteen global cooldowns spent on maintenance, and you still cast more consistently than in any key you have logged.

**Response 95** — whether your output rose when the party was in trouble rather than on average. Eighty million landed in the windows Arbiter marks as the worst of the run and you put back half of it. Fourth-best of 48.

The throughput number is not a criticism

**Throughput 76** is the one axis that reads ordinary, and it is worth saying plainly that it is not a fault here.

The axis divides your healing by the damage that actually *needed an outside heal* — after removing everything the party healed or shielded off itself, and everything that was overkill. Of the 159 million that met that bar you covered 77%. Across your 48 keys that ranks 22nd: squarely mid-pack, and well below the 87% you posted on the Voidscar +13 earlier tonight.

The obvious explanation is that a key where nobody dies does not demand full coverage, so the healer can afford to let health bars sit low. I checked that against the archive and **it is not true**: your ten deathless keys have a *higher* median throughput than your keys with deaths (78.8 against 74.5), and across all 48 the correlation between party deaths and your coverage is −0.19 — slightly the wrong way for that theory. So 76 is a real, ordinary reading and not an artefact of the key being clean.

What it means in practice: the party ran at lower health than in your best keys, and it never mattered, because nothing in this dungeon put a spike through a low bar. On a key with a one-shot in it that margin is what gets spent.

Where the group left something

**Interrupts: 79 of 99 stoppable casts stopped, 80%.** That is a decent group number hiding an uneven one. By expected share — how many each player should have taken, given what they had and how long they were on the mob — Arms Warrior took 21 against about 16 expected, the tank 44 against 32, Arcane Mage 9 against 16, and **Demo Lock took 1 against about 16**. That single gap is most of the 20% that got through, and it is what drops his key to a C despite the highest damage in the party.

The leaks themselves: Lightspore Shot 11 of 18 through, Light Bolt 8 of 45, Seed Shot 1 of 12. You have no interrupt on the bar, so this axis is dropped for you rather than scored — your four crowd-control stops are counted in the group total but the grade is not yours to carry.

**The dispels that did get through** were the two rounds of Toxic Spew, and they are the honest remainder. On the second round four players held it for the full nine seconds each — 3.3 million of the 3.9 million that came through all key. Cleanse recharges in about nine seconds, so one dispeller reaches one of those four. This is why the axis gave you 100 and still shows damage coming through: it was not reachable by you. The tank cleansed himself twice, which is the lever that exists.

One number on this page changed tonight

Worth flagging because it is prominent in the run table. The figure for damage from dispellable debuffs left up was being computed wrongly, and it was fixed while this key was being written up.

It used to sum the debuff's damage across the **whole key**, to every player who ever had a counted instance of it, and charge all of that to the instances that were missed. So a debuff you cleansed nearly every time reported the cost of the cleansed ones too — and the better the healer, the worse it read. On this key Spore Spines showed **4,768,593** against the one instance left up; the true cost of that 6.7-second window is **5,436**. The run's headline went from 10,188,798 to 3,876,300.

No grade moved — this number is reported, never scored — but if you compared it against anything earlier tonight, that is why it differs.