---
title: 'Preservation Season 3 Changes, Tier Set, Stats, Talents, and More!'
source: 'https://youtube.com/watch?v=40YGd9pCS48'
video_id: '40YGd9pCS48'
date: 2026-07-28
duration_sec: 1833
---

# Preservation Season 3 Changes, Tier Set, Stats, Talents, and More!

> Source: [Preservation Season 3 Changes, Tier Set, Stats, Talents, and More!](https://youtube.com/watch?v=40YGd9pCS48)

## Summary

This video covers the Season 3 changes for Preservation Evoker in World of Warcraft, including new talents, tier sets, stat priorities, and talent builds. The creator shares updated opinions and recommendations for both raiders and Mythic+ players.

### Key Points

- **Unshakable talent** [00:42] — Unshakable makes empowered spells 10% more effective and prevents knockback while charging. It's now baseline with two charges of Reversion.
- **Tempo Charged tier set** [01:22] — Temporal Compression increases damage/healing of next empowered spell by 5% per stack, up to 20%. Stacks up to 4 times, making empowered spells cast faster.
- **Time Dilation choice nodes** [02:46] — Two new choice nodes: Delay Harm (15% of delayed damage absorbed) and Just in Time (10 seconds off cooldown and second charge). Just in Time is recommended for most situations.
- **Patch notes healing changes** [05:30] — All healing reduced by 4%. Emerald Blossom healing +25%, Dream Breath healing -20%, Dreamflight healing +150% (diminishing after 5 targets). Temporal Anomaly absorption +330% (diminishes beyond 5 targets).
- **Temporal Anomaly buff** [07:27] — Temporal Anomaly shield increased by 330% and diminishes beyond 5 targets. Makes Preservation feel smoother and provides significant shielding.
- **Chrono Warden tier set** [10:57] — Two-set: Tip the Scales cooldown reduced by 60 seconds (1 minute cooldown). Four-set: Temporal Burst causes Chronoflames to strike 2 additional targets with 15% extra damage/healing and increases essence ability damage/healing by 30%.
- **Stat priority for raiders** [14:32] — Main stat > Mastery > Critical Strike > Haste > Versatility. Mastery gives most healing per point. Haste is flexible but not critical due to long Echo duration.
- **Haste recommendations** [18:14] — Haste reduces GCD and hasted cooldowns. Recommended to have some but not excessive. 16% haste feels good. Avoid crit/haste in high keys.
- **Versatility for dungeons** [20:49] — Versatility increases damage/healing and reduces damage taken. Useful in Mythic+ for more damage and survivability. Keep a vers/mastery ring for dungeons.
- **Innate Magic talent** [22:29] — Innate Magic is good only with high haste. Otherwise, points better spent elsewhere like Terror of the Skies or Fire Within.
- **Energy Loop talent** [24:47] — Energy Loop recommended for pug players to manage mana. In coordinated groups, may not be needed. Can reallocate point.
- **Flow State talent** [26:18] — Flow State feels good with Chrono Warden tier set due to high haste and cooldown reduction. Might enable fast spell rotation.

### Conclusion

Preservation Evoker is in a strong spot for Season 3 with many viable builds. For Mythic+, Chrono Warden is highly recommended, while Flame Shaper may still have a place in raid. Stat priority varies by content, and players should experiment with talents to find what works best.

## Transcript

the healer and this video is going to be a little bit different. We're going to be going over the tier set, the changes, the patch notes and talents and stats one more time because my opinions have changed on the matter. But if you're
looking for a preservation guide on how to actually play, I did just make one and it'll be linked down below. It's great for following along and learning how to play pres. and I'll try to make sure that the talents are updated both
in that video description and here. When you're ready to check out the changes, come back to this video, of course. But let's dive right into it. Let's start evoker. Starting off with Unshakable.
charges of reversion. Thankfully, that is now baseline, so you have two charges of reversion. Unshakable says that our empowered spells are 10% more effective. And while charging a healing empowered spell, you cannot be knocked back. I
love this. It gives us some inherent power, buffing up our empowered spells. preservation is pretty important. It sucks when you get knocked back in the middle of a heal. So, this will allow players to more effectively secure their
position and then still land a gigantic heal when they need it and not have to worry about it being interrupted. Well, at least by knockback. Down here, we have tempo charged. This is our tier set from season 1. Temporal compression
increases the damage or healing of your next empowered spell by 5% per stack. For the uninformed, temporal compression reads that each cast of a bronze spell causes your next empowered spell to reach maximum level in 10% less time.
This stacks up to four times, and it does make you cast significantly faster on those empowered spells. So, you can get a maximum of 20% bonus damage or healing out of your empowered spells. This alone is a pretty nice buff to
preservation and allows the empowered spells to be stronger and to have some benefit for ramping or using your other tools between empowered spells, which is a good gameplay loop to enforce or to emphasize rather not enforce. Uh, so
this is a great one. We love this talent. Now, you might be wondering, actually here now. It's a choice note and it's a little more available on the tree. So, Stasis is here. It's the same as it was before, and I recommend you
all learn how to use it. But temporal artificer has gotten an extra 60 seconds off its cool down, making your rewind a 2minut. Now, I'm going to be honest, if recommend stasis, but having an alternative to stasis as a 2minut is a
nice call. Furthermore, in raid, there might be actually a good use for this as having a 2minut rewind could really be helpful during Prague. So, I really like this change. I think it's a good one overall. Now, next up on our changes, we
actually have a new choice node, or rather two new choice nodes for time icon, I think they're actually the same names, too. So, time dilation is normally a 60-second cool down that reduces damage by 50%. All the reduced
damage is instead dealt as damage over time over the next 10.4 seconds. This is incredibly easy for preservation to heal. So, this is basically just a 50% DR on a 60-second cooldown, which is awesome, and it's a really powerful
cooldown at that. So, the two new choice nodes will change what it can do. Delay harm says that 15% of delayed damage from time dilation is instead absorbed. While over here, just in time not only knocks 10 seconds off the cooldown of
time dilation, making it a 50-second, it gives you a second charge. Now, 99 out of 100 times you're running this one just in time. I I don't need to really explain it, do I? Two charges of one of the best defenses in the entire game is
crazy powerful. And if you do use it on the same target, note that you just refresh the timer on the target. So, you don't necessarily want to use it on the they're, I don't know, they're getting obliterated for like 20 seconds in a
you can use it to protect multiple targets. very quickly in rapid succession or just as a more commonly up defensive so that you can cycle your own amazing talent. So, you might be wondering, what the hell's the point of
delay harm? Well, let me tell you, 15% of delayed damage from time dilation is damage is still going to go through. bazillion damage to your tank, and when you hit time dilation, they're going to
take 90% of their health bar and live. That means that um the other massive instantly. So, you might be able to keep them alive, but you're gonna have to trying to keep themselves alive and you're not going to be able to heal
anyone else very effectively. And yeah, you see what I mean? It's kind of hard scenario. Delay harm will allow them to survive a little bit better at the cost of not having an extra charge. That being said, for world record level keys
where maybe there's a scenario where delay harm could save the tank's life or scenario where you want to have your tank survive something they absolutely shouldn't. And delay harm might be the ticket to making that happen. That being
said, if you're lost here, just take just in time, too. Two charges of this just in time, too. Two charges of this is crazy. I'm still not really over it. going to go through this kind of quick cuz a lot of this are things like the
new talents. So, let's start with the actual patch nodes. All healing has been reduced by 4%. Probably just a a nerf because of all the buffs we got to keep us in line. So, that's fine. Emerald Blossom's healing has been increased by
25%. This is fantastic, and I really hope some blossom builds are online. I've always wanted to make a good dungeon blossom build, and I'm hoping That being said, raiders who enjoy Blossom builds, let me know if
anything's coming online. Between Enkindle on Flame Shaper and the new tier set on Chrono Warden, I'm really hopeful that there's something viable here, but we'll wait and see. Dream Breath healing has been reduced by 20%,
but note with unshakable and tempo charged, it's actually capable of getting 10% stronger than it was last patch. So, this is probably more to keep preservation in line or rather flame shaper in line so it doesn't become
overly broken with those buffs. That being said, Dream Breath hasn't been very strong this season or this expansion actually. And outside of Flame Shaper, it's more like an auxiliary heal that helps you out in the background
rather than a major healing spell. In fact, the Chron Flames you get off of it on Chrono Warden are almost more helpful than the whole Dream Breath. So, this isn't a huge deal and we'll be playing around it in the talents for sure.
Dreamfight healing has been increased by 150% and it no longer is 100% stronger outside of raid. Instead, it diminishes after five targets. All the healers have been hit with this. There's been a lot of changes like this and they're all
good changes for the most part, right? Five target content allowing moves to be Fantastic. So, hopefully with the healing increase, it's even better in dungeons and maybe see some usage. I I'll put it into my weird builds list
that I will try out in another video. Aversion has two charges which we talked about. Temporal artificers that rewind to two-minute talent that we talked about earlier. Temporal anomaly absorption increase by 330% and then
reduce beyond five targets and it diminishes more sharply. Let me just show you this one real quick. I'm at 685 item level. You can see all my stats there and I'm getting like a 1 million shield on the first five targets. It's a
lot of healing. This isn't the most accurate healing breakdown I've ever temporal anomaly is doing an absurd amount of my healing, and I think it's really good that it is. It'll do less than other things with more incoming
damage. Again, this wasn't the hardest healing I've ever had to do in my life, but I need that to be known. Temporal Anomaly being so much stronger actually makes preservation feel a lot smoother and in combination with our other
talents, you're going to find that it really does make the difference and it feels great to have. So enjoy temporal anomaly actually being a shield again. There were some changes to flame shaper up here in the hero talents, but a lot
devastation. So I'll give you the important bits. And golf now just does more healing on its own. And it's been nerfed for how hard it scales with periodic effects. So instead of being 50% stronger with every heal over time,
it's now 20%, but the base value is higher. That's good. Engulf only works if a fire breath or dream breath is active on the target. So you can't accidentally miss, which I honestly think is really nice for like newer
players trying to learn flame shaper. Fulminous roar, no longer decreasing the duration of fire breath or dream breath is actually huge. By the way, that was talent was that you were losing your fire breath and your dream breath tick
so quickly that you couldn't use them as effective heals all the time. I much prefer this and this is great. Inner flame and essence bomb as part of your tier set. So, you're about to hear about that and it was nerfed from the PTR and
that and it was nerfed from the PTR and that's all you really have to know here. and let's actually start with flame shaper seeing as we just talked about it. On the flame shaper side of things, the two set reads that engulf stokes
your inner flame, increasing your damage and healing over time by 25% and increasing your chance to gain essence burst by 50% for 12 seconds. Stacks up to two times and multiple applications may overlap on its own. That's that's
pretty good, right? Better dream breath healing and damage on your fire breath is quite nice, right? You can level one fire breath and get a nice damage tick out of it. Great. 10 out of 10. It works, right? The four set says that
flame fires an essence bomb at your target, healing nearby allies for an amount, and then it's reduced beyond five targets. I'm not sure how good the essence bomb is going to be. Now, after
scaling and whatnot, it is a decent heal. I think the best part about it is that if you've already been healing and you consume an essence burst, then it does some initial healing and maybe that makes your smart healing more effective.
or if you've just done a big consume flame, it'll hopefully smart heal after the healing and then provide some pretty efficient healing. But I don't think it's very powerful on based on the tool tip and based on my testing. Also, it
sounds like you can like machine gun these things out. But I was only ever able to get one essence bomb per essence like inner flame, excuse me. And so I'm not sure if that was a bug or if it wasn't working as intended or if that is
the intention or if I just did something horribly wrong. I don't plan on raiding much this season. So you'll have to tell me how it feels in raid raiders. But I healing over time on dream breath and getting those bigger consume flames that
in raid regardless just with that two set alone. Okay, let's move over to chronowarden. On the chrono warden side of things, the two set reads that tip the scales cool down is reduced by 60 seconds. So a one
minute tip the scale sounds fun, right? But at first it might not sound too powerful. But I want to remind everyone returning to the spec about temporal burst. Hitting tip the scales overloads you with temporal energy, increasing
your haste, movement speed, and cooldown recovery rate by 30%, decreasing over 30 seconds. This is pretty powerful. And when you combine this with other effects, even things such as flow state, there's a real chance that you're
cooling down your moves incredibly fast and you're casting quickly and you're getting a lot done very fast. Furthermore, Primacy states that when you use Spirit Bloom and you get the Spirit Bloom heal over time on people,
you gain 3% haste up to 9% and that is flat. All of this is flat haste, meaning it scales incredibly hard with your cooldowns. There's a lot of healing to do when you hit tip the scales and this window is roughly 20some seconds as the
last 10 seconds it'll fall off pretty hard but this is a great tier set just from that alone and I already was really excited to play it but I think the four piece really sells it. Temporal burst causes Chronoflames to strike two
additional targets and repeat 15% additional damage or healing up to a maximum of blah and increases essence and ability damage and healing by 30%. healing means that your disintegrates hit harder and the heal on your echo
hits harder. It wasn't actually on the PTR affecting the percentage of the echo, just the spot heal of the echo, which isn't a bad thing. and potentially a blossom build here again to mention, but I actually think revisit that first
part. Extra Chronoflame damage and healing is a pretty big deal. Especially if you just slammed a bunch of big AOE healing, you like ramped a whole party just topping people off with your chronoff flames. There's a real chance
additional chronames puts in a ton of work. And it is doing an extra 15% like repeat damage or healing just like Chronoflame does. I love this. If you
actually play into the faster casting times that you'll have and the haste bonuses and everything, you're going to get out a lot of these chronoflames in between your bigger healing windows, allowing you to really spot heal very
efficiently. A little a mix of smart healing and spot healing is awesome, and I think that's a really cool niche to have in raid. But in dungeons, it'll getting that bonus damage and that bonus healing just because you're sending out
living flames between your other casts. So, I really like this tier set. For than flame shaper if I had to take a guess. I'm not sure. But for mythic plus, this is absolutely goated and it feels incredible to play with and I'm so
excited for you all to get your hands on it. That being said, the reason I'm it's important to mention this is I don't plan on raiding. I'm going to do an initial clear with my guild just to make sure I get the vault slots, but
raiding and it takes up a lot of my time and I can't make as many videos because I'm spending so much time raiding and trying to organize raid things when I need to also be doing other things with my content. So, I've decided to take a
step back. I'm going to be tanking one of our community nights, but that'll be for the tanking video. And you know, one of those is coming. Okay, let's talk about stats really quick. My thoughts on this have changed and I'm going to
deliver this for the raider, as in the stat pry list for the raider. I'm going to have to mention this multiple times, but for the mythic plus and delver, our stats are so flexible in preservation. You could bring me almost any amount of
stat weights and I would tell you that it's probably fine. The only thing we want to avoid is like high haste, high crit, as that's going to be a little detrimental to the heals. But if you're coming over from Devastation Evoker and
you have high crit, high haste, don't worry. While starting out, you're still going to heal just fine. I just wouldn't recommend pushing world record keys with those stat weights. That being said, let's get into it. Main stat is the way
to go. Intellect is everything, and if you can get an item upgrade that gives you more intellect, it's almost always worth it. Outside of your trinkets and customize however you like. And don't worry about main stat. And with your
jewelry, it doesn't have main stat. It's mostly for affecting your secondary of gear and you got a mythic replacement, you should be putting on the mythic replacement every single time. Same with hero gear. Now, when
you're in the hero and mythic territory, you might want to run a sim or test how much healing you lose. If, say, going from hero to mythic drops a ton of give it a second thought. But if you're ever going into that hero or mythic
territory, you should probably always, always, always upgrade for main stat. Next up on the list is mastery. Mastery is the bang for the buck healing stat. This is going to get you the most amount of healing per stat point. Mastery says
that your healing done to allies is increased by mastery percentage while their health percentage is lower than your own. I believe if you're the same health percentages, it will work. If you are 1% lower, it will turn off. If you
are 1% higher than the middle, turn on. There's no scaling here. It's either on or it's off. Mastery is super important. You always give yourself mastery, and playing around mastery, even if you didn't stat for it, is the very vital
part of your healing on preservation. That being said, for the raider, this is your highest stat for sure. This or maybe critical strike chance are going to be your top slot every single time because you just get so much value out
of it. That being said, again, the dungeon goer, you're going to have a smattering of other stats, and mastery does not need to be your highest, but if it is, that isn't the end of the world. Just note that mastery is really, really
useful, but it doesn't help you stay alive any better. So, while good, you'll want different stats backing you in dungeons. And for raiders, just keep a Whenever you want to play with your stats and do some mythic plus, you can
something a little more comfortable for that content. But if you went in with part, you'll be clearing tens and twelves like it's nothing if you were capable of doing that in the first place. Critical strike chance doubles
your effectiveness of spells. So if you hit a crit damage, it's double damage. healing. And because we deal with big numbers, big numbers doubled our very large numbers. Critical strike is a good stat. If, in fact, if you want to run
high crit in every build you run in this game, go for it. You wouldn't be wrong for it. As long as critical strike has a stat to play with like some raw healing and versatility or mastery, you're going to get a lot out of it. And that's why
highest stats for raiders. Now, in dungeons, you can get away with a lower crit. My 16% here might seem a little low to some of you, but in dungeons, that's totally fine. It's as you hit those 10 20some target counts of raid,
having that extra critical strike chance goes an extremely long way. So, always make sure you're running a high crit if you're a raider. Haste is up next. bit of haste in your build. There's nothing wrong with it, and it'll help
you ramp. Dungeon goers, haste can feel really good, but hear me out on this one. Haste reduces your global cooldown, making your spell cast faster. It doesn't reduce it too significantly, but you can go from like a 1.8 to 1.6 or
you can go from like a 1.8 to 1.6 or even a 1.5 second cast time with enough haste. Haste will also reduce the cooldown of anything with green text on hasted cooldown. As you can see, its recharge rate is listed as green.
Reversion, temporal anomaly, invert embrace are all hasted cooldowns, as well as engulf on flame shaper. Your essence will also recharge faster with haste. Haste is actually good for that
reason. Yeah, acting faster can be really useful, especially in the dungeon environment, but for raids, getting extra essence back is going to allow you to ramp a little bit quicker and a little bit easier. Furthermore, we do
have a talent that will directly affect our essence regeneration rate with an eight magic. But note, while this does go to 10%, it's not very useful without some haste backing it. So, raiders, you will have a little bit of haste, and you
get a little more essence per second. so that you can with any luck get more of them out and do a bigger heal. The reason I don't recommend haste sometimes is that at the start of an expansion, your stats are at a bit of a premium and
asking for haste is quite the ask when you need your other stats so desperately in order to get the most bang for the buck. So, in a season 1 scenario, haste might be at a premium and you don't run a lot of it. But, as the seasons go on,
that it's possible to run a chunk of it. and you should if you're in mythic plus though you really don't need to run a lot of haste and even in raid you can get away with it. The reason is that well echoes last for 18 something
seconds on target. This means that you have all the time in the world to time your spell and it isn't about a high haste value to charge up spirit bloom and let it go the moment the damage hits. So my recommendation is run haste
for whatever feels comfy if you have the stats to allocate for it. I'm running a It's not decently high. It's only at 16%. And this feels pretty good. I could lower this. I could raise this and it would be totally fine. Just try not to
run crit haste in super high keys as that's kind of a recipe for disaster. Evoker and you have a lot of crit and haste, don't worry about it. As you get shift a little bit and it'll work out a little better for you. But you're not
going to be like dead in the water running crit haste. But having haste to back your other stats usually makes more sense. Versatility is the last one to increases your damage and healing done by versatility percentage amount and
then decreases damage taken by half of that amount. So at 22% verse, I'm doing 22% more damage and healing and I'm taking 11% less damage. Versatility is you can proc your mastery and hit a really fat heal. Even with just a
defensive running, that might be all you need to get the big heal out. But in dungeons, extra damage and healing that don't require your mastery goes a pretty long way. As well as taking less damage lets you proc your mastery a little more
often without having to worry about it. So, I recommend having some versatility in dungeon. Keep a ring around. If you find like a verse mastery ring or great. Swap it in for when you're doing dungeons. I don't recommend doing
in raid you might be able to get away with it just fine. Once more from the top though, raiders, it goes main stat, mastery, critical strike chance, then haste, dump your versatility. For the dungeon and the delvers, it's going to
be mix and match the stats. be wary of too much haste obviously when you could be running other stats, but versatility, mastery, and critical strike chance are play around with them any way that you like. There's a lot of viable ways to
stat your preservation evoker. So, don't be weirded out if you're like, "Oh, my I'm running a low crit right now. This is weird, and it still feels fine. I wanted to really test out the values." So, give it a shot yourself and have
some fun with it. All right, let's talk about talents. Before I talk about my note on the left side, innate magic. I see a lot of you running this and then the value out of it. I just want to be clear, innate magic is a good talent,
chunk of haste. But if you're not running a high haste build, this is a wasted two points as your essence regenerating 10% faster doesn't mean anything if you don't have enough haste to regenerate your essence quicker. So,
my recommendation is to put the points elsewhere. Right now, I've been having a lot of fun with Terror of the Skies for more CC and grabbing Fire Within for having that 1 minute renewing blaze. This might work out well for you. But if
run in eight magic, you don't need much haste to make it work. I was running it at 16% haste in dungeons and it felt pretty good. And I know raiders run it wanted to get that one out of the way as usually when I talk about these talents.
That's when I see a lot of people grab and I'm like why? So let's move on to before we start talking about anything. Grace period is an ultra flexible point because for beginners I recommend it. It's super flexible. But there's a
million ways you can play this tree right now and grace period's just a safe one. But you might have noticed no rush of vitality and no Call of Yera. Okay, I don't want to deal with call Vera controversy again. I dealt with so many
back in Dragon Flight and I still stand by what I said. One v one me in Melee if you got a problem with it. That being said, Dream Breath hasn't been very good this season or last season or season 1.
In fact, Dream Breath has kind of fallen off since Dragonfly. And as much as I love Dream Breath, we have so much extra healing now that it doesn't feel like we're strapped for healing cooldowns. It feels like we have plenty of tools in
our pocket right now. So, I've gotten rid of the two talents to dip into our two charges of time dilation, which is just so so so so powerful. I cannot recommend enough how strong this talent is, but then also allowing me to grab
stasis over here in its new position while also picking up tempo charged and keeping my energy loop. I want to explain a little bit of it to you. First of all, energy loop. And normally I recommend this for pug players and
through their mana bar when the going gets rough. If you play in a coordinated group, your mana bar probably won't flicker too much and it'll be sitting pretty most of the time. But we send out a lot more temporal anomalies when
they're shielding this much. And it's actually a good idea to do that. You might be spending a lot of mana ramping to get your tempo charge stacks from temporal compression. You're going to be pressing a lot of buttons. Here's the
for itself because you're going to be getting all that mana back so efficiently. You can loop all of these expensive actions back to back with no essence burst and get a lot of value out of it. That being said, if you play in a
of really good players, you might not need this talent point. Feel free to redistribute it wherever you like. You could even go to say 15% more dream breath so that you can get some of that bonus healing back on your dream breath.
But I'm going to keep it right here. and tell you about this node. So, you can places, too. One of my recommendations because Time of Need still saves the day
time and time again. Titan's Gift will let you play into uh your energy loop and your disintegrate damage even more, especially with your force set while also increasing the effectiveness of your actual Echo's percentage copied
heal and making your blossom hit a little bit stronger, which if you're a nice way to get a little extra healing. So, it's not a bad part of the loop. So, that's another solid place for it as well. But play around with that
point, that talent point wherever you like, and have fun with it. But y'all know I like my weird builds. Let me show you something a little different. I say a little different, it's one node that changes. But let me talk about flow
state real quick. So, what if we got rid of lifegivers's flame in Titan's Gift or Lifegivers's flame makes your fire breath a heal. And you know what? A pretty good one at that. It's nice to have in your kit, but we're so loaded up
with heals right now. feeling good and cooldown reduction baked into our kit. I decided to give it a run and here's my results. Flow State already was such a good feeling talent, but we just didn't really have the support to pick it up
every time given the value of other stats. But now I said it again, talents, but flow state feels really good. And remember, temporal burst, you're getting that extra 30% haste, movement speed, and cooldown recovery rate that
diminishes over 30 seconds after hitting your now 1 minute tip the scales because of your tier set. And then add to that, remember you get haste from primacy. Your spirit bloom healover times can give you up to 9% bonus haste. This is
anomaly, your reversions, and your verdant embrace incredibly quickly. as well as because some of this is just cool down recovery rate, your empowered spells will come back faster. Everything will come back faster. So, you could
totally play into this and get as much value out of rapidly firing spells and building back your mana bar. So, you might even be able to play with this. might even be able to play with this. Now, Naz Dormu's teachings. This might
be a little too experimental for me, and it's really hard to say in M0. I'm going to want to wait until I'm doing Mythic Plus with the homies to see if something like this might work. But if there was ever a time that Nosmu's teachings was
going to be good, it's this patch. So, there's a real chance this might get run. But I'm going to tell you to stay with Resonating Sphere until it's time to experiment and have a little more fun because it's just too reliable,
especially when those values get high. I was sweating in those twelves on the PTR and I'm was I was extremely happy to have resonating sphere to make it through those events. But maybe with some gear there might be some crazy fun
builds we can play with those dormis teachings and you know I'll be all over it. Okay. And raiders for chrono warden. I also think this might be a way to state. Maybe you're changing out some of
burst in here. But I think you could play around a high like cooldown recovery rate, high burst healing, smart healing kind of monster. And in between you throw out a bunch of Chronoflames with your new tier set during temporal
burst to help spot heal and smart heal targets that still need it. I'm not sure if it's going to be better than Flame Shaper, but I know some of you share the opinion with me that while Flame Shaper is cool, it's ultimately a bit clunky
and not the way I want to play and raid. So, if I was raiding this tier, what I realm. Maybe grabbing two points in exhilarating burst and setting up massive ramps and reducing my cooldowns as heavily as I could. But that's all I
things. Again, I'm going to be tanking when I do raid this tier, which is going going to be able to offer much in the way of preservation help with raiding in this video. But if I end up raiding on press and I want to make a video, you
know, it'll be here. Hit the subscribe button. You know where to find me. But video. Thank you all so much for watching. And I love these preservation strong spot. I know there are other healers that might be in potentially
stronger spots, but when all the healers are eating, it's a really fun time. And preservation is feeling incredibly strong and maybe even one of the better pug healers right now. I don't know if it'll dethrone Mistw Weaver or Resto
Shaman, but for pug healing, it's definitely gone up in ranks as long as struggles that sometimes come with boomkin players complaining on Twitter talking about why they don't do enough damage. I can't believe they got Boommy
Kisses, mwah, and I'll see you all in the next one.
