ARBITER
←SUN 30 AUG 2026 · 08:10 · KEY 138 OF 190→

Altar of Fangs

+12
Timed · +13 bosses killed2 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.

You timed this one and healed it worse than the +13 you lost — 23 Envenoms landed here against 9 there, and ten of them stayed on the party for 77 seconds.

This key is graded C+ 70.3 for you, against B+ 81.5 for the depleted +13 half an hour later. That is not a scoring quirk. You healed less here, against a load that was very slightly heavier per second: the party took 228,433 damage a second while fighting, against 213,595 in the +13, and your output was 111,464 healing a second against 126,990. The grade is reading something real.

Whose fault: mostly not yours, but not nothing. The two deaths are not yours in any sense — both are Ret Paladin, and both are one-shots. Septic Spatter at 5:04 killed him in 0.0 seconds and Axegrinder at 23:28 in 0.2, no defensive pressed in either, and there is no healing that reaches a window that short. Ignore them when you read your own sheet.

What is worth your attention is Envenom, and most of that is upstream of you too.

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
HPS111.5K
DPS19.2K
Taken/s32.5K
Deaths0
iLvl311
The strongest part of your grade

Casting or attacking 96% of your time alive in combat

Activity scored 96. A solid, even key lands near 75.

Where the most points went

Healing: −12 points

Healed 73% of the damage that needed an outside heal.

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

Below your usual

Temple 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+12Altar of Fangs +12: C+ 7070AoF+12

70 is below your median of 74 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.
Healing6634%
Healed 73% of the damage that needed an outside heal
The share of the damage that needed an outside heal that you healed.
Response5425%
Healed back 37% of what landed in the party's worst moments
How much you healed back during the party's worst damage windows.
Mechanics92−1.1
2% of the damage you took was damage others in your role avoided · 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.
Dispels8116%
The party's number, not yours: the group removed 21 of the 23 one dispeller could reach, and you removed 19
Harmful effects removed, against what one dispeller could reach.
Activity9615%
Casting or attacking 96% of your time alive in combat
The share of your time alive in combat that you spent casting or attacking.
Utility7810%
40 uses, about 76 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 25:08
0:006:1712:3418:5125:08

Where the 25:08 went

fighting 22:27
Before the first pull0:11
Fighting22:27
Walking between pulls2:00
Death penalty0:30

How it went

  1. 5:04Ret Paladin to Septic Spatter from Venom Leech. No defensive pressed.
  2. 23:28Ret Paladin to Axegrinder from Zul'jan. No defensive pressed.
  3. 24:47Timed with — to spare.

What to change, biggest first

  1. Raise Envenom with the group rather than with yourself. Twelve of the sixty-five stoppable casts got through here against two of thirty-eight in the +13, and that difference is worth more to you than any healing change on this key.
  2. When Envenoms do stack up past what one cleanse cooldown can reach, stop trying to catch up on them — you were already at 91% of capacity. The nine you could not reach were not gettable.
  3. Nothing to change on the two deaths. Both were sub-quarter-second one-shots on the same player with no defensive pressed; there is no healing answer to either.
  4. Holy Power overcap 145 of 787 generated (18%), a touch higher than your usual 16%. Minor, but it is the only thing on your own sheet with room in it.

Kick board stops against expected

expected
Blood DK16 / 34
Arms Warrior29 / 17
Ret Paladin22 / 17
Ele Shaman14 / 17

What the group left up

Casts that went off
Envenom
12 of 65got through
Mass Envenom
1 of 10got through
Debuffs left up
Envenom
4.05M10 times, 77 s up
Could have been dispelled and was not.
Paralyzing Shots
922.6K1 time, 6 s up
Could have been dispelled and was not.
Hit most of the party
Unstable Totem
9%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Rattle
6%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Laced Edge
5%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Synchronized Venom
4%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Eaten by enemy shields
Ssscavenging, Evolved
0.8%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
Blood DKBlood DKB-73
KEEP192.9K DPS, 12% below the other damage dealers
CHANGEInterrupts cost 13 points: 16 stops, 34 expected
Open the breakdown ↑
HyporockHoly PaladinC+70
KEEPCasting or attacking 96% of your time alive in combat
CHANGEHealing cost 12 points: Healed 73% of the damage that needed an outside heal
Open the breakdown ↑
Arms WarriorArmsA-87
KEEP29 stops, 17 expected
CHANGEDamage cost 5 points: 254.4K DPS, 25% above the other damage dealers
Open the breakdown ↑
Ret PaladinRet PaladinB-74
KEEPCasting or attacking 97% of your time alive in combat
CHANGEDamage cost 10 points: 216.9K DPS, level with the other damage dealers
Open the breakdown ↑
Ele ShamanEle ShamanC+71
KEEPCasting or attacking 95% of your time alive in combat
CHANGEDamage cost 16 points: 188.7K DPS, 20% below the other damage dealers
Open the breakdown ↑

Notes

Where the numbers need a second look

The Envenom difference

Envenom is the High Evolutionis cast that matters in this dungeon: it is interruptible going out and dispellable once it lands, so it can be stopped twice. Both keys, same morning, same dungeon:

                            +12 timed     +13 depleted
  casts started               89            56
  casts that completed        23             9
  debuffs left up             10             4
  seconds they were up        77            32
  damage they did      3,934,495     1,821,160

So two and a half times as many got through here, and they did more than twice the damage. The group's interrupt rate tells the same story from the other end: 86 of 99 stoppable casts stopped in this key (87%), against 72 of 75 in the +13 (96%).

You have no interrupt on a Holy Paladin, so none of that first half is yours. What is yours is the cleanse, and there the log clears you as well: 32 dispellable debuffs landed and you removed 21. A dispel has a cooldown, so one dispeller could only physically reach 23 of the 32 — you got 21 of those 23, which is 91% of your actual capacity. The nine that were never reachable are what happens when twelve extra Envenoms arrive at once.

Why that shows up in your grade

Nearly 4M of Envenom damage that did not have to happen becomes damage you then have to heal, and it lands on the two axes that carry 59% of your grade:

  • Throughput 66 — of the 181,381,717 that needed a heal from somebody other than the player taking it, you covered 73%. In the +13 you covered 80% of a bigger number.
  • Response 54 — of the 101,217,339 that landed during the party's worst eight-second windows, you put back 37%. In the +13 it was 50%.

Neither of those is a disaster. The scale is cut so a competent key lands near 75, so a 70.3 is a slightly below-average key and not a bad one. But the comparison is the useful part: the same player, the same dungeon, ninety minutes apart, eleven points of composite between them, and the clearest thing separating the two runs is how many Envenoms the group let land.

The rest of the key

It was a clean, fast run otherwise: 25:08 on the timer, only 0:30 of it lost to death penalty, 2:00 of routing, and no wipes. Arms Warrior's A- is the honest top sheet — 125% of the other damage dealers' median and 29 interrupts.

Blood DK's mitigation reads 59, which is worth a word so it is not misread: it means 66% uptime on defensives against the 76% that Blood DK kit can actually hold, not that he played badly. His interrupts axis reads 54 for a similar reason — 16 stops against 34 expected of a tank in a key with 99 stoppable casts.