ARBITER
←TUE 01 SEP 2026 · 11:49 · KEY 131 OF 190→

The Blinding Vale

+13
Timed · +14 bosses killed3 deathsFortifiedTyrannicalXal'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.Fortified · Trash has 20% more health and hits up to 20% harder.Tyrannical · Bosses have 25% more health and hit up to 15% harder.Xal'atath's Guile · Every death takes 15 seconds off the timer.
TipCleanse Toxic Spew first and Spore Spines last

Everyone caught Bloodthorn Roots the same number of times; Shadow Priest held his eleven times longer, because the cleanse cooldown went to the cheapest debuff in the key.

Timed with a minute and a half to spare, and the three deaths are the whole story of where the rest of it went: at +13 each one adds fifteen seconds, so 0:45 of the 26:35 was death penalty.

Two of those three were one moment. On the 19:18 pull a Sporeblight Belcher landed Belch Spores twice, a second and a half apart, into a party already ground to 40-70% by Spouting Floret. The first wave took 475-678k off four people; the second killed the two who had nothing left to press. That pull cost 0:30 by itself. The other death, Shadow Priest at 16:59, was a 1.05M six-second window with no defensive pressed and 170k of healing reaching him.

Hyporock's own sheet needs nothing fixed. Output rose 3.3x when damage landed, the long idle stretches sat in quiet time almost without exception, and every cleanse one dispeller could physically reach was taken.

The thing worth changing is not how many cleanses were cast but which debuff they were spent on, and that is worth roughly 9M of party damage.

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
HPS102.8K
DPS20.2K
Taken/s26.4K
Deaths0
iLvl314
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.

Best grade of the last 8 keys in the archive
Where the most points went

Healing: −7 points

Healed 79% of the damage that needed an outside heal.

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

Your best of the last 8

Altar of Fangs +12: C+ 7070AoF+12Altar of Fangs +13: B+ 8282AoF+13The Blinding Vale +13: B- 7575BV+13Temple of Sethraliss +13: C+ 6969ToS+13Altar of Fangs +13: C+ 6969AoF+13Kings' Rest +14: B+ 8383KR+14Murder Row +14: D+ 5959MR+14The Blinding Vale +13: A 8989BV+13

89 is above your median of 73 over these 8 keys. It is the best of them.

How the grade was built

◆ = 75, a solid key
Survival100−0
No deaths
Starts at 100. Each death takes points off.
Healing8034%
Healed 79% of the damage that needed an outside heal
The share of the damage that needed an outside heal that you healed.
Response9125%
Healed back 49% 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 37 of the 37 one dispeller could reach, and you removed 33
Harmful effects removed, against what one dispeller could reach.
Activity8615%
Casting or attacking 93% of your time alive in combat
The share of your time alive in combat that you spent casting or attacking.
Utility9910%
66 uses, about 82 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 26:36
0:006:3813:1619:5426:32

Where the 26:36 went

fighting 24:18
Before the first pull0:05
Fighting24:18
Walking between pulls1:27
Death penalty0:45

How it went

  1. 16:59Shadow Priest to Grievous Thrash from Spirit Bear. No defensive pressed.
  2. 19:40CascadeDevourer DH and Ele Shaman in the same second, both to Belch Spores. 1 of 2 with no defensive pressed.
  3. 25:59Timed with — to spare.

What to change, biggest first

  1. Cleanse priority in Vale is Toxic Spew, then Bloodthorn Roots, then Spore Spines -- rank by damage per second of uptime, not by what is up most often.
  2. Stop reflexively cleansing Spore Spines off the tank. It took 22 of 33 cleanses and is the cheapest debuff in the dungeon; the tank finished with zero deaths and 97% mitigation uptime.
  3. Ask Shadow Priest to confirm Mass Dispel is bound. Bloodthorn Roots lands on the whole party, a second dispeller is worth around 9M here, and he took 57 of the 154 ticks himself.
  4. Belch Spores gives about four seconds between the cast finishing and the first wave, and it reached players on only 3 of 10 casts this key -- it is dodgeable. Call it, or hold a party cooldown for the second wave rather than the first.
  5. Nothing to change on output. Throughput and response were both above what the scale expects, the surge ratio is 3.34x and the idle time is in the right place -- this is the shape to keep.
  6. Watch the Holy Power overcap inside damage windows: 57 of the 155 wasted fell in the worst quarter, worth about nineteen Light of Dawns.

Kick board stops against expected

expected
Prot Warrior17 / 33
Devourer DH18 / 17
Ele Shaman26 / 17
Shadow Priest9 / 17

What the group left up

Casts that went off
Light Bolt
13 of 52got through
Lightspore Shot
2 of 13got through
Light Bolt Volley
1 of 11got through
Debuffs left up
Bloodthorn Roots
9.43M14 times, 121 s up
Could have been dispelled and was not.
Toxic Spew
3.68M6 times, 46 s up
Could have been dispelled and was not.
Spore Spines
960.7K1 time, 28 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
9%of all damage taken
Hit 5 of 5. Everyone took it, so nobody is charged.
Bloodthorn Roots
5%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.
Eaten by enemy shields
Spiny Shield, Lightbloom Pollination
1.9%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 WarriorProt WarriorC+71
KEEPDefensives up 97% of what your kit can hold; 100% of the worst moments covered
CHANGEInterrupts cost 14 points: 17 stops, 33 expected
Open the breakdown ↑
HyporockHoly PaladinA89
CHANGEHealing cost 7 points: Healed 79% of the damage that needed an outside heal
Open the breakdown ↑
Devourer DHDevourer DHB80
KEEP249.4K DPS, 27% above the other damage dealers
CHANGEInterrupts cost 6 points: 18 stops, 17 expected
Open the breakdown ↑
Ele ShamanEle ShamanB76
KEEP26 stops, 17 expected
CHANGEDamage cost 13 points: 200.9K DPS, 10% below the other damage dealers
Open the breakdown ↑
Shadow PriestShadow PriestD55
KEEPCasting or attacking 94% of your time alive in combat
CHANGEDamage cost 14 points: 192.8K DPS, 14% below the other damage dealers
Open the breakdown ↑

Notes

Where the numbers need a second look

The roots are a dispel problem, not a standing-in-it problem

Arbiter charges Shadow Priest 5,124,626 of "over-exposure" -- damage comparable players did not take -- and that is most of why his mechanics score is 54 and his grade a D. The damage is real. The reading is not.

Bloodthorn Roots carries two spell ids: 1259365 is the debuff, 1237330 is the damage. Split them apart and the applications are almost identical across the party:

  player         roots applied   damage ticks     damage
  Shadow Priest                      6             57  6,085,493
  Devourer DH                      6             44  3,836,645
  Prot Warrior                   6             35  1,644,886
  Ele Shaman                6             13  1,486,446
  Hyporock                   5              5    572,912

Of the 154 damage ticks in the key, 154 landed on a player who was carrying the debuff at that instant and 0 landed on anyone who was not. So the tick count is not a measure of where somebody stood -- it is a measure of how long the root stayed on them. Shadow Priest was rooted the same six times as everyone else and was cleansed once. Hyporock was rooted five times, cleansed himself twice, and ate five ticks.

Read the mechanics score with that in front of you. The axis is doing exactly what it is designed to do and it is still the wrong lens here: the cohort comparison is valid, but the mechanism behind the gap is a dispellable debuff nobody removed, which is a party finding filed under one player's name.

Which debuff deserves the cooldown

The dispel axis reads 100 -- 37 of the 37 that one dispeller could physically reach, given that Cleanse recharges in about nine seconds and up to five cleansable debuffs can be live at once. That number is honest, and it is a ceiling on count. It says nothing about allocation, and allocation is where this key was decided.

The 33 cleanses went: Spore Spines 22, Bloodthorn Roots 9, Toxic Spew 2. By target, 24 of the 33 went to Prot Warrior.

Rank the three by what they cost per second they are up, which is the number that should decide a contested cooldown:

  debuff             uptime      damage    per second up
  Toxic Spew            16s   4,666,805          291,986
  Bloodthorn Roots      64s  13,626,382          213,764
  Spore Spines         205s   7,307,486           35,644

Spore Spines is six times cheaper per second than the roots and eight times cheaper than Toxic Spew, and it took two thirds of the cleanses. It is up almost constantly on the tank, which is exactly why it feels urgent and exactly why it should lose the race: it will still be there in nine seconds, and the tank was never in danger -- zero deaths, 97% mitigation uptime.

There is a second dispeller available. Shadow Priest' loadout carries Mass Dispel, which strips a Magic effect from up to five allies at once and is the right shape for a root that lands on the whole party. He pressed it zero times. Worth one line of confirmation with him first -- a loadout entry is read out of COMBATANT_INFO and is not proof the spec grants the button.

The double Belch Spores, second by second

The Belcher started casting at 19:34 and finished at 19:35. The damage did not arrive until 19:38.9, and then again at 19:40.4 -- one cast, two waves, a second and a half apart.

Going in, Spouting Floret had been ticking about 200k on everyone every two seconds and the party sat at 40-70%. First wave: Devourer DH to 218k, Shadow Priest to 121k, Ele Shaman to 315k, Hyporock to 301k. Shadow Priest pressed Dispersion half a second later and took 162k on the second wave instead of 500k. Hyporock pressed Aura Mastery 0.04 seconds before it and finished on 42,455 health out of 792,740. Devourer DH pressed Blur in the same instant the hit landed. Ele Shaman pressed nothing and took Reincarnation afterwards.

The healer half of that window is not fixable. Even with the party-wide reduction applied to both waves, Devourer DH's 1,138,486 still exceeds what he had plus everything that reached him. The fixable half is upstream: the same spell was cast ten times in this key and reached players on only three of them, so it is dodgeable, and there were roughly four seconds between the cast finishing and the first wave landing.

What I checked on the healer that turned out fine

Three things looked like leaks in the tables and are not, and they are written down here so they do not get re-investigated.

Shield of the Righteous took 270 of the 630 Holy Power spent -- 43%, against 360 into Light of Dawn and Eternal Flame together. That reads as healing diverted into a personal button. It is not: only 6% of its 141 casts fell in the worst-damage quarter of the key, against 25% for a button pressed at random and 66% for Light of Dawn. It is a downtime dump, which is what it should be, and it returned 231,415 mana on the way.

The old holding habit is gone. Healing output in the worst quarter of the key ran 3.34x the rate everywhere else. Nineteen gaps over four seconds add up to 172 seconds, and exactly one of them -- five seconds -- sits inside that worst quarter. Idle placement, not idle total, is the tell, and this is as clean as it gets.

Beacons are fine. Virtue was pressed 61 times and reached all five players; the Savior beacon moved as it should. No placement change.

The one genuine item: 155 Holy Power overcapped of 790 generated, and 57 of those 155 fell inside the worst windows rather than the 39 a flat spread would put there. At 260k effective per Light of Dawn that is about nineteen casts, roughly 5M -- small next to the 9M sitting in the roots, but it is the only output-side number in the key with anything under it.