Low Pressure progression night 14 September 2026 Nek'zali the Soulcoiler · Mythic 15 pulls · best 6.68% nVtMWTA7rCXag2h6

Nek'zali, 15 pulls, and a well two teams cannot cover.

Soul Exhaustion lasts 60 seconds and starts when you climb out. In Stage Two the Drowned Echo comes back every 40. That leaves a two-team rotation about 9 seconds short on every cycle. Across 15 pulls it broke three times, on the three pulls that got deep enough to meet it.

15pulls on Nek'zali
6.68%best of the night
2well teams, every pull
3pulls where the rotation ran out of people
9Echoes the longest pull had to cover
The issue On three pulls the well rotation ran out of divers. Whole teams went down while still locked out, taking 300% extra from everything the well does, and each of those pulls was over within 128 seconds of the first one going in early.
Why A dive costs 89 seconds: 29 in the water and 60 locked out behind Soul Exhaustion. In Stage Two the Echo returns every 40 seconds, so two alternating teams get a turn every 80. That is 9 seconds short on every cycle and no amount of discipline closes it. The same two teams never missed across the other 12 pulls, where the Echo comes slowly enough for the rotation to work.
The fix Not a third team: all four day-one kills ran two. Stage Two is the only part of this that matters, because the Echo schedule is anchored to it. The kills finish Stage Two in 129 seconds, which puts the last Echo 18 to 21 seconds from the kill so they burn it rather than diving it. Here Stage Two ran 162, the last Echo woke with 54 seconds still to play, and it had to be dived by a team that was still locked out.
The arithmetic

What a dive costs, and when the fight can afford it

Grasping Depths wakes a Drowned Echo in the Soulcoil Well and drags the raid towards it, ticking shadow damage on all twenty players until the Echo is dead. Killing it means sending people down. Climbing back out applies Soul Exhaustion, which for 60 seconds adds 300% to anything the well does to you, so the same five cannot simply go again.

That makes a dive cost 89 seconds rather than 29: about 29 in the water until the Echo dies, then 60 locked out. Whether two teams can cover that depends entirely on how often the Echo comes back, and the fight answers that differently in each stage. All three bars are on the same scale.

What one dive costs you 29s in the well + 60s locked out = 89s
29s in the well
60s Soul Exhaustion
Stage One and the intermission: an Echo every 71 to 113s two teams, so your turn comes back after 142s at worst
89s of cycle
53s slack
Works, and this is most of the fight
Stage Two: an Echo every 40s two teams, so your turn comes back after 80s
80s until you're called again
9s short
Impossible: you are still Exhausted when the Echo spawns

So nothing is wrong with two teams for most of the fight, and every one of the day-one kills further down runs exactly that. Only the last stretch is short, which is also the stretch a kill spends the least time in. The rest of this page is about what happened in it.

The night

The three pulls that ran out of divers

Every pull of the night on one clock, in the order they were pulled. Bar length is how long the pull lasted and the figure on the right is how much boss was left, so a long bar and a low number is a good pull.

Echo wakes Ritual of Awakening Entered while Exhausted

Most pulls never got past a fifth Echo, and the rotation held through all of them, which is what two teams at the Stage One cadence looks like when it works. The three pulls that lived to see 8 or 9 Echoes are the ones where whole teams went in early, every time in the last window before the wipe.

PullEndedEchoesEarly entriesFirst early entryWipe followed
319.31%82391.3s, Darkowlmaste, 3.8s early128s
1214.28%94488.7s, Blossy, 8.3s early77s
156.68%85458.9s, Blossy, 7.6s early53s

On the counting. Another two pulls show a single diamond, one person going in early on their own, which is a mistake rather than the rotation running out of people. Everything else that looks like an early entry happens after five or more of the raid are already dead. That is the wipe dragging corpses into the water rather than a call, and it is not counted against anybody.

The best pull

Where the rotation came apart

Pull 15, 8:32, ended at 6.68%. Every well trip and every lockout, read straight from the aura events rather than inferred. A violet band is an Echo that is up, which is time somebody has to be in the water.

In the well In the well while Exhausted (+300% damage) Soul Exhaustion lockout Grasping Depths window Death

The last band never ends. The Echo that woke at 458s was still alive when the raid died, and Grasping Depths ticked on everyone for 53 unbroken seconds.

The evidence

Every amplified hit in the pull

An Exhausted diver is visible in the damage alone, without reading a single aura: the hit lands at roughly 3.5 times its unmitigated value. The whole pull contains seven of them.

TimePlayerAbilityTakenUnmitigatedRatio
415.0sArúgálSoulcoil Well419,402119,010×3.52
464.5sBlossyImmortal Coil209,74258,338×3.60
465.5sBlossyImmortal Coil207,57958,338×3.56
467.7sIttoImmortal Coil206,06258,338×3.53
468.7sIttoImmortal Coil206,79358,338×3.54
469.8sIttoImmortal Coil190,73858,338×3.27
470.2sKrokhocImmortal Coil208,35958,338×3.57

A clean Immortal Coil tick costs about 52,000 and an Exhausted one 208,000, which is the difference between a dive and a death.

How the kills do it

Four day-one kills, none of them on three teams

The earliest public Mythic kills on record, all four from 2 September, the first day the difficulty opened. Every one of them ran two teams, the same as this raid does. Between them they took no Soul Exhaustion penalties at all.

Echo up, team in the water Echo up, nobody in the water Ritual of Awakening Entered while Exhausted

Two teams works for them because a 416-second kill only ever asks for six dives. Their cadence compresses the same way this one does, but the 40-second regime only lasts for the last two Echoes, and two teams covers exactly two. Then the boss dies.

Three of the four never dive the final Echo at all. It wakes around 397s, they leave it alive, eat Grasping Depths for seventeen to twenty seconds, and kill the boss through it. The last Echo is something they outrun rather than solve.

Where the 96 seconds go, and which of them count

MilestoneDay-one killsYour best pullDifference
Boss to 50% (Ritual begins)156.3s177.8s+21.5s
Ritual of Awakening length130.3s171.7s+41.4s
Stage Two begins286.6s349.5s+62.9s
Fight ends415.5s512.0s+96.5s
Echoes the raid must survive6 to 78+1

Only some of that gap bears on the well. The first Echo of Stage Two wakes about 29 seconds after Stage Two starts and they come every 40 after that, for every raid here, kills included. The schedule is anchored to the stage rather than to the pull, so a faster Stage One or a shorter Ritual moves the whole fight earlier without changing a single thing about the rotation. Stage Two's own length is the only input the well rotation has.

Stage TwoDay-one killsYour best pull
Length129s162s
Echoes it contains2 or 33
Last Echo to the end of the fight18 to 21s54s
Damage onto the boss, per second2.42M/s1.69M/s

So both sides meet the same Echoes. The difference is where the last one lands. It arrives 18 to 21 seconds from a kill, so three of the four leave it alive and burn the boss down through it, and the fourth finished Stage Two before a third Echo could wake at all. Either way the rotation is never asked for a third turn. Here the last Echo woke with 54 seconds still to play, far too long to stand in, so it was dived by the only team whose turn it was, and they were 9 seconds short.

Stage Two damage, side by side

Which raises the obvious question of why Stage Two runs long, and the answer is not the one you would guess. Damage in Stage Two only, measured in the window rather than worked back from her health bar.

Stage TwoDay-one killsYour best pull
Total raid damage374 to 396M400M
Of it, onto the boss310 to 314M274M
Share that reached the boss79 to 83%68%
Share into Restless Amani12 to 16%26%
Damage uptime84.1 to 97.5%85.0%

You do more total damage in Stage Two than any guild that killed it. 400M against their 374 to 396M, and the boss still lives, because 26% of it goes into Restless Amani rather than 12 to 16%.

The obvious objection is that a longer stage meets more adds by definition, so measure the same stretch: the first 129 seconds of Stage Two, which is a whole Stage Two for them. 27% into adds against their 12 to 16%, and 1.77M a second onto the boss against their 2.42M. Matching the clock barely moves it, so the add tax is not a consequence of the fight running long. In that same window this raid kills 33 Restless Amani to their 18 to 29, at 2.8M of damage each against their 2.1 to 2.9M: more of them, and each one costing at the upper end of what they pay.

Uptime is not the explanation. The Hex Pistols killed this on 84.1% uptime, against 85.0% here, and still put 2.46M a second into the boss against 1.69M. The difference is which target the damage landed on.

What she has left when Stage Two opens

One assumption worth checking, since everything above rests on it. The Ritual is gated at exactly half: 349M of damage went into her before it here, against 350 to 352M for the kills, which is 50% of a 697.1M health bar to within a percent for all five. She is not immune while tethered though. 28M landed on her during the Ritual here and 33 to 37M for them, so Stage Two opens at 46.0% rather than a clean 50, against 44.7 to 45.3% for the kills. That is the one figure on which this night starts slightly behind, and it is worth about four seconds.

Same plan, different clock

The same strategy, run slower

Composition, gear, who dives, when they lust, how they handle the adds: set this night beside the four kills and almost all of it matches.

WhatDay-one killsThis nightVerdict
Raid composition2 / 4 / 14 or 2 / 3 / 152 / 4 / 14identical
Well team shape4 DPS + 1 healer4 DPS + 1 healeridentical
Number of well teams22identical
Luston Stage Two (290 to 302s)on Stage Two (353s)identical call
Median item level318320you’re ahead
Soulcoiler’s Curse let through0 of 13 to 182 of 18slightly behind
Echo wakes to first diver in+1.0s typical-0.9s typicalyou’re ahead
Raid damage2.64M/s2.21M/s−16%
Damage uptime92.6%85.6%−7 pts

Same plan, better gear, faster reactions, and 16% less damage. The gap is not tactical knowledge and it is not loot. It is time on target.

Two health pools that do not move

The Echoes of Jawae are a fixed 198.9M pool, and every raid here did exactly that number, which turns the intermission into a stopwatch. The kills spent 130.3 seconds on it and this night spent 171.7, the same damage taking 32% longer. Nek'zali herself is 697.1M. The kills all did precisely that, and this raid did 650.5M before it died.

What the lost time costs

Grasping Depths damage taken, per player, across the whole pull:

Shattered2.2M per player · kill
 
Snowblind2.6M per player · kill
 
The Hex Pistols2.6M per player · kill
 
Epoch3.0M per player · kill
 
This night, pull 156.0M per player · wipe
2.7× the best kill

Grasping Depths ticks on all twenty players for every second an Echo is up, and two windows went uncovered. The healers paid roughly 3.4M extra per player for time nobody was in the water, and that healing comes out of the damage that would have shortened the fight. That is the spiral: the slower the fight, the more Echoes, and the more Echoes the slower it gets.

The call

What to change before next week

The obvious fix is a third well team. The kill logs say that is the wrong first move: nobody who killed this on day one used three, and this rotation's shape already matches theirs. In priority order:

Don't dive the last Echo

Free, and available next pull. Three of the four kills leave the final Echo alive and burn through Grasping Depths for the last twenty seconds or so. The last Echo of pull 15 was dived and never killed, so that window ran 53 seconds anyway. The burn cost was paid and the divers were lost with it.

Shorten Stage Two, not the rest

Stage Two needs to run about 129 seconds instead of 162 for the last Echo to be burnable, which is roughly 44% more damage on the boss once she is targetable again. Time saved in Stage One or the Ritual does not help here: it moves the fight earlier without moving a single Echo relative to the stage.

Keep two teams

The alternation and the entry timing here are better than all four kill logs, and the team shape already matches theirs exactly. A third team is a stopgap for a 512-second fight rather than the target.

Send somebody to the intermission Echo

Separate problem, same night. An Echo wakes during the Ritual and nobody goes down for it. On pull 15 that cost 42 seconds, and seven pulls of the night show the same gap; the kills answer theirs in 0.8 to 2.2 seconds. It is pure Grasping Depths on twenty players, and most of the difference in the healing bars above.

Four seconds early is survivable, eight is not

Immortal Coil ramps for about 4.6s before it bites, so entering a few seconds early can cost nothing at all. Entering eight seconds early killed Blossy and Itto. If somebody has to go in hot, that is the budget.