[00:02] healer, and it is definitely the hardest healer in the game. However, as far as World of Warcraft healers go, there is nothing quite like healing on preservation. In fact, across all the MMOs and games with a healer I've [00:16] played, nothing plays like preservation. If you like setting up lines, finding ways through a challenge to keep the party alive and rolling, nothing will make you feel more brilliant and more amazing than nailing it on preservation. [00:31] But it is a bit of a challenge. This video is going to help alleviate that. over the basics, the core things you need to know, and get you into keys or delves as fast as possible. But you stick around after the initial tour. [00:44] deeper, get some stats, get some tips and tricks so that you can be on your way and absolutely go towards things like keystone master, keystone hero, and heck, even keystone legend. My name is Bowser the healer. Let's get you into [00:58] preservation. Before we dive into the pros and cons and how this video works, just as a real quick, I am doing a subathon on Twitch TV on June 8th. there as well. We're going to be teaching people how to play World of [01:12] Warcraft. We're going to be running viewer keys, maybe even starting my forward to it. So, if you want to join the fund and help me get Twitch partner, head on over there. We start June 8th and we go as many days in a row back to [01:25] back that I possibly can do. Okay, so why get into preservation of ochre? Well, first things first, it's got every healing tool in the game. good heal over times, good direct heals, excellent AoE healing, pretty great [01:39] single target healing, good healer damage, tons of crowd control. Preservation quite literally has it all. And that's one of the things that makes it so good. On the contrary, all of those things are cool down. Outside of [01:51] your basic heal, living flame, every single heal you have is a cool down, something that you have to manage. But if you play your cards right and use your tools correctly, preservation will never run out of gas. And that's sort of [02:04] the special trick to it is learning how to manage your resources and play it in such a way that you always have a trick up your sleeve. If you like trading card games, like Pokemon the trading card game on a competitive level, it's a lot [02:16] seeing that what you have in your hand and what's left in your deck and how are you going to make this work. It's extremely satisfying though, finding a good line that gets you through the entire encounter with everyone on the [02:29] other side alive. If you like fighting games, there's also quite a bit of comboing here. Nothing too crazy, but you are going to be moving from move to like that sort of play style as well, preservation might be to your liking. [02:43] Preservation does have its range issues. It tends to have 25 to 30 yard moves, not at the full 40 yards of other specs, but that's okay. You're given the movement and the tools to make that work for you. You do typically have a way to [02:57] Sometimes it just involves moving you instead of moving them. Let's go over below you're going to find my followalong build. This is a very typical build for mythic plus and for delves that I love to use, but you could [03:12] even use this in raid. It's got all the necessary tools to get the job done, but as you get better at preservation. There might be other ways that you want to play, or you might enjoy my incredibly aggressive build that I run on stream [03:26] feel like you have to play this way, but for following along, the build down below should be the easiest to start. Preservation uses a mechanic called echo. Echo is a spell that costs two essence, which is that unique resource [03:39] It's going to cost a small amount of mana, and it's an instant cast spell that will heal the target a little bit, but then put a buff on them. And for the next 18 or so seconds, we can copy a direct heal that we put on any other [03:54] ally. So, if I were to say echo this target and then living flame this target, you're going to see that I heal both targets. You can also do this to say double up into one target if you want to heal that target massively. I [04:07] like to call the spell echo a full echo because it's a copy of 105% of your normal healing. Do note that echo do roll their spell like their healing separately from the direct spell. So, if you do get down a bunch of echoes, [04:23] you're going to be having separate roles on critical strike chance and whatnot. So, you'll get different values when you use it, but that's a good thing. We want more chances to get critical strike on this spec. Temporal Anomaly does not use [04:35] essence. This is a short cooldown move that is reduced by haste, but we don't typically run a ton of haste on preservation. You throw temporal anomaly and it'll shield targets it passes by, but it'll also give them an echo. This [04:48] echo, however, you might notice, is at 45% instead of 105. I like to call this a half echo. However, it's AoE. So, if I go and heal myself here, you'll notice that I've healed everyone in the party. Temporal anomaly is the bread and butter [05:03] of doing AOE healing. You use a mix of echoes and temporal anomalies to get as many of these things out as possible and heal the party as the damage comes in. Note, if you have a stronger echo on a target, Temporal Anomaly won't apply the [05:17] echo. So, you'll notice that this target has the 45% one, but this one over here will still have the 105 from earlier. So, if you want to get out some full echoes, some nice big ones, and then get everyone else with the smaller ones, you [05:30] will be rewarded doing that. In fact, a lot of the times I like to echo myself, is to ensure that we always get our mastery, but I'll talk more about our mastery later in the video. Now, let's go over our basic two spells. Living [05:45] flame or chronoflame is a basic damage or healing spell. If you send this at an enemy, it'll do damage. If you send it at an ally, it'll do healing. Do note, however, it is a little slow to cast. There will be ways to speed it up, and [05:58] but you're mostly going to use this in your downtime when you don't want to be using other spells. That being said, if you were to echo and then throw a living flame, you'll get quite the chunky heal on a target. This can be extremely [06:12] taken a lot of damage and you need them to get back to full quickly. You can use this if you don't want to expend any of your other cooldowns. Reversion is our other basic spell. This is maybe one of the more loaded spells in our entire kit [06:26] interact with this. So, let's go through it one by one. You have two charges of this move with an 8.4 4 second recharge with my current very low haste value. It doesn't cost much mana whatsoever and [06:38] it's just a basic heal over time. This basic heal over time isn't very special, but when combined with our other heal overtime effects, it can be kind of okay. The first talent, grace period, increases healing received when a target [06:51] has a reversion. It's by 10% except if you were to say echo reversion someone, they would then have two of these on them. Meaning that the heals you then give them are 20% stronger. This makes it incredibly potent to have a lot of [07:05] reversions running at once as you can constantly get a healing bonus on your teammates. And with its short recharge time, you'll have this move up fairly often. Even more so, we have golden hour. Reversion instantly heals the [07:17] target for 15% of damage taken in the last 5 seconds. This can be a nice little spot heal. An echo reversion on a target might be all the healing they times do their job. Golden hour is great, but it's especially good on tanks [07:31] as it doesn't ever forget the damage they took in the last 5 seconds. The game just looks at the last 5 seconds, which means these training dummies that are always taking damage produce a very funny number when you hit them with a [07:43] golden hour. And finally on our list, life spark. Reversion healing has a chance to cause your next living flame to cast instantly and deal 50% increased damage or healing, and you get two charges of this. This is one of the main [07:56] temporal anomaly and giving everyone in your party a reversion is a nice way to start building some life spark stacks. These instant cast living flames are no healing. If you like echo instant cast living flame, you'll probably heal [08:11] someone up to full. It's a very powerful combo. Life sparks will save your life you need something a little bit quicker than your 1.8 second cast living flame. Having the instant cast will do wonders for you. Living flame and reversion also [08:27] have another use. They can also get you an essence burst. It's a 20% chance on living flames and a 15% chance on reversions. Note that the living flame can hit an enemy or an ally to roll the dice here. It doesn't really matter if [08:41] it's healing or damage. More importantly, every single living flame or reversion that goes out, including echoes, has a chance of rolling the dice chances of getting an essence burst. It's even possible to get the maximum [08:54] two in one spell cast if you have a couple of echoes out. Essence burst will make your next essence spender, disintegrate, emerald blossom, or echo completely free. No essence cost, no mana cost. You can use that with [09:07] disintegrate to again do damage and get your mana back or use it to get some nice full effect echoes out on your allies. So getting a bunch of echoes out and then cashing out or using those echoes to get essence burst isn't a bad [09:22] them. So they're receiving bonus healing. And of course, with that bonus into some extra damage for your troubles, or you're going to be able to turn it into, say, more echoes to get ready for a big mechanic where there's a [09:37] lot of damage. All right, now let's talk the two major healing moves, spirit bloom and dream breath. These moves are empowered spells, meaning that you have to charge them up and stand completely [09:49] still. We do have a move, hover, that allows us to cast while moving. This is incredibly useful, but you can't do that while casting one of these empowered spells. You have to sit still and charge it up. That being said, if you have a [10:03] sliding mechanic, like a wind that blows you back slowly across the floor, you can charge up an empowered spell while that's happening. But if you get knocked back in such a way that would normally interrupt a spell, that will also stop [10:16] an empowered spell. Spirit Bloom is the big heal. It's a 20 second recharge at a big heal. It's a 20 second recharge at a 105,000 mana cost. This move does massive amounts of healing. And the more you charge it up, the more people it [10:29] single target heal, you could just charge it up to level one. But if you need everyone healed, charge it up all the way and let it rip. The spirit bloom will hit the target and then explode and bounce to other targets afterwards. I [10:43] heal. You're going to be combining this with temporal anomaly sometimes for absolutely gargantuan heals. It's going to save the day. It's gonna It'll make Christmas miracles happen. I can't talk enough about how good Spirit Bloom is. [10:58] That being said, you don't always need to send it with a temporal anomaly. It's find that there are times where everyone's health bar is low and things out a temporal anomaly and get your spirit bloom out and then all of a [11:11] sudden everyone's near full health. Awesome move. If you're going to be using this one a lot to repair lots of people at a time, feel free to send it early though if a tank's about to die and you need to let the spirit bloom rip [11:23] or if two people are taking damage and okay, it's only going to heal two to three people, but that's okay. It'll try to smart heal and heal the people that really need it. So, feel free to let it go early, but typically try to make it [11:35] go all the way to level four. Dream Breath will hit in a cone. This is a heal over time spell. And the more you charge it up, the less of a heal over time it is. So, while I hover over the spell, you see a level one is going to [11:48] do a little bit of healing up front, but then it does a large amount of healing over 16 seconds. And then each charge level kind of shifts that healing away from being a heal over time and more upfront. Dream Breath is best used as a [12:03] heal over time, but in a pinch, it can save the day by charging it all the way up, especially with a temporal anomaly. But this move is going to be used as sort of a background healing. I say it on my holy priest videos, but background [12:15] healing is busted. Having a dream breath work for you in the background, maybe people up, is all you're going to need sometimes. You can double it up though with a temporal anomaly for a really strong heal overtime effect. [12:29] And yes, they are getting 10% bonus healing. So these heal over times are also affected. This is great healing, but you don't always need to commit this better to heal with your other moves and let your dream breath fill in the gaps [12:42] where you're struggling, but it's a fantastic move. And we have some ways to power it up, but we'll talk more about those in just a moment. Now, we're basic rotation. And for those of you who [12:54] you're going to be able to. But the damage part of preservation is really important. Not only can it do quite a lot of damage for a healer, but a lot of healing. So, you want to know how to use it. But thankfully, it's not very hard [13:08] to do damage on preservation. So, let's go over it. If you have nothing else to you could just press living flame. Living flame or chronoflames is good damage. Watch my damage meter over there in the bottom right. You do some pretty [13:22] good damage on preservation by just pressing the one damage button. And you might notice I'm getting essence burst while I do this. It's a 20% chance every time I send one out, but that can turn into more full echoes. So, I can use [13:36] that to say help get more people ready for a large damage event. It's a really, really strong application of your damage. Throw out some Chron Flames. The you get, the more healing or damage you can do. It's a really nice system. Azure [13:51] Strike is the other damaging move. This is an instant cast move that will slow the target and it'll hit two targets. You can make it hit three targets, but it's never worth the damage or the talent point to do so. This is a move [14:03] you're only going to use if you have to slow a target or if you need to move and damage in. It's fine, but if you wanted to forget about it, you probably could. It's not the most useful unless you play in PvP. That being said, if somebody's [14:16] being chased by a mob and you want to help save their life, Azure Strike is a down that mob and keep them even permanently slowed until your tank grabs them. It's a nice little trick. Fire [14:28] breath is our next spell, and this is exactly what it sounds like. It's dream breath, but for damage. This one, the more you charge it up again, the more damage it'll be up front with less of a damage over time. Now, your fire breath [14:41] will also heal due to a talent we have called Lifegivers's Flame. 80% of the damage you do on up to five targets will heal five nearby injured allies split evenly among them. In single target, you're not going to notice this too [14:54] to hit, you're going to notice your Fire Breath is a pretty competent heal and is a very nice part of your healing rotation. This is also the hardest hitting move that you're going to have access to. And they didn't reduce the [15:07] threat generation that devastation got. So while devastation generates less threat with this move, not you. If you ever rip off the tank, it's part of the preservation experience. I promise you. Charge this move up typically all the [15:21] all, to get the most damage and healing out of it you possibly can, but second, you get access to leaping flames. Your next living flame will strike four additional targets. It strikes an additional target for each level you [15:34] charged up fire breath. This allows you to heal multiple targets with a living flame or do damage to multiple enemies. And if there's no other enemies remaining, they'll actually still jump and try to find allies. And yes, that [15:46] will smart heal, but note that doesn't count as direct healing anybody if you use it in offense. It's a pretty neat trick if you don't want to consume an echo. That being said, charging up fire breath will not only heal allies because [15:59] you cast fire breath, but it will also allow you to heal them with leaping flames afterwards. Disintegrate is our big damage move. This is going to do a significant amount of damage due to energy loop and regenerate our mana, [16:12] rotation we're going to be talking about. Disintegrate does cost essence need to heal, you might not want to use this move in comparison to other moves. [16:24] But disintegrate is a lot of strong damage and it really helps your single target out. If you have a bunch of essence burst, you'll be doing a ton of damage with this move. And you can even chain them back to back to back if you [16:37] want. But the major reason that we use disintegrate, while it does technically slow enemies as well, disintegrate will get you your mana back. You can play pretty expensive on preservation, sending out lots of temporal anomalies [16:49] and chewing through your mana bar. Using disintegrates is how you get that mana back. and it's so efficient that you'll typically never run into mana issues on in a couple of disintegrates here and there. The final damage move is called [17:01] deep breath. This is a really cool move. It'll break any root effect that's on you. And you're immune to crowd control effects. This means stuns. This means disorient. And for whatever reason, the chains and theater of pain on the in the [17:15] plague wing. Yeah, you can just fly through them. Don't ask questions. Deep breath, however, is typically talented into a stun. So, a lot of the times you're going to be using this to stun enemies. However, it also just does a [17:27] large amount of damage. You have a minimum distance to it, too, as in it won't work if it's too close to you. You'll jump up into the air, fly right, but when you're hitting multiple enemies, it can actually be a [17:41] significant amount of damage. Though, I recommend holding on to this move as a stun. Using it to stun targets is a very good idea, especially given that you have a fancy move that increases the duration of crowd control effects, but [17:54] we'll go into that one in the advanced section of the video. Okay, we're about move I want to teach you, and I want to talk about our mastery. Our mastery increased by mastery percentage while their health percentage is lower than [18:10] our own. This means if we have 1% more health than someone, we will give them mastery. If we have 1% less than them, we will not give them mastery. So, it's healthy. The easiest ways of doing this are using Verden Embrace, which we're [18:23] about to talk about, or by putting a full potency echo on yourself. Getting full potency echo on yourself. Getting an echo on you, a full 105% echo, is a getting a little more healing than everyone else. And note, you always [18:36] receive mastery, which can really help you get that advantage and keep your health above other people's. We don't fully stat into mastery because we want our healing to be good when we don't have mastery. But utilizing your mastery [18:49] even when you don't stat for it is important. Verdant Embrace is a short cooldown move that will jump to an ally and heal them for a large amount. If you cast this on yourself, it'll also heal you for that large amount. And there's a [19:03] bunch of different buffs associated with Verden Embrace and why you might want to things first, it will launch you to that target, which is sometimes the most dangerous thing in the world and sometimes incredibly clutch. You're [19:17] going to find boss fights like the Rrookery immediately a bit challenging. your Verden Embrace, you can fly across that map in a moment's notice and get to an ally that needs healing. It does also work through echo. So, if you don't wish [19:31] Verdant Embrace yourself to hit those targets with a Verden embrace, but maybe not go jumping all the way to them. First up on our list is Lifebind. Verden Embrace will temporarily bond your life with an ally, causing your healing on [19:46] either partner to heal the other for 40% of the amount. So, getting a large lifbind out will heal multiple targets. And so if I were to say echo two targets, throw temporal anomaly, then we'll verden embrace ourselves and cast [19:59] Chronoflame twice, you'll notice that I actually heal everyone in the party. This is incredibly useful for some clutch AoE healing. And there's some ways to combine this with say like spirit blooms where you fully charge it [20:11] scales to make it instantly power it up that are going to allow you to do a lot advanced, but even if you're not thinking about it, lifebind healing will you in the background. So, as a beginner, try not to overthink it. But [20:26] as you get better, you're going to find ways to optimize your lifebind that is incredibly clutch and very useful in highle content. The other talent to talk about is Call of Yera. Verdin Embrace increases the healing of your next dream [20:39] breath by 40% or your next living flame by 100%. This is why hitting yourself or hitting anyone with this move is so useful because you can use it to a not only do a lot of AoE healing, but b after say like a full charge fire [20:53] breath, you could get an incredibly potent AoE heal out of your chrono flames because you powered it up with verdant embrace. And because the cooldown is so short, you're going to be getting this buff all the time. And even [21:05] when it gets unbuffed in next season when we inevitably lose this tier set, it'll still be up so often. You can use it to really power up your heals. Don't you just need to heal two people quickly, instead of using a living [21:18] flame, sometimes two echoes and a verden embrace is all the doctor ordered, and very quickly. Okay. Okay, it's finally time to talk about rotation. Remember how I said that echoes last quite a while on [21:33] someone? Yeah, they do. They last roughly 18 seconds. This means if you have an echo on them. that it passes through for 18 seconds. So, here's how the rotation of preservation works. Before a pull, I always recommend [21:48] possible. Don't be scared of using reversions because you want to get those life spark procs to get instant cast stronger living flames. And of course, so they're taking extra damage. Throw a temporal anomaly. Get it through as many [22:03] people as you can. Echo anyone you might have missed. Then go do your damage. if you get any essence burst. See if you get anything special. Get your mana back. And then if it's time to heal, go [22:16] and heal everyone with a spell. If it's not time to heal and there's nothing to do, use a reversion. You'll hear me say cash out because you kind of cash out your combo. You cash out the echo with a spell. If you have a temporal anomaly [22:29] and you have no healing to do, temporal anomaly will be back up before the echoes expire. So, if temporal anomaly is looking like it's ready to go and you know, you've sent the fire breath, [22:42] you're ready to go, cash it out with a reversion. Keep getting those life sparks so that you can instant cast heal, throw the temporal anomaly, and there is damage, start charging up that spirit bloom, right? Get that big [22:56] healing or maybe use your dream breath kind of, you know, it's not a big deal. You could then say throw out a dream breath and keep people up, right? them alive and give them that healing bonus. Then go back to doing [23:12] damage. Doing damage and getting essence bursts and whatnot not only helps the team clear the dungeon faster, but sets you up for greatness before a major damage event. And this feedback loop can be done forever. In fact, one of the [23:24] silliest things I show people about preservation is that it's entirely preservation is that it's entirely possible to have no mana and go from no mana to full mana while doing a large amount of healing. All because of [23:37] disintegrate giving you your mana back. So, don't be scared to let things like your temporal only just rip and burn through your mana. If there's to cast things such as disintegrates to get your mana back and all that ends [23:52] well. If you need to spend more mana, that's okay. In your downtime, use disintegrates to get it back. But I mean it, you can kind of spend your spells dummy, and you're still going to end up being mana positive. And if you really [24:06] focus on your mana, then you're going to get a lot of it back. And while that is going to be enough to get you started, before we start the advanced section and before you go running off to do dungeons, let me just show you a few of [24:18] the emergency buttons so you can save some lives. Rewind is a 4minute cool down. A hefty hefty cost, but you're going to be rewind 33% of damage taken in the last 5 seconds by all allies in the area. This works just the same as [24:33] golden hour. It just looks back 5 seconds, looks at the damage taken, and heals back 33% of it. But when you're not in raid, this is 100% stronger. So yeah, you'll be healing 66% of damage taken when you use this rewind in a dela [24:47] dungeon. Use Rewind to save the day. If you're falling behind and there's been a lot of damage and you're not sure you can save people, Rewind might be what you need. I even send this sometimes just to save a tank's life because it's [24:59] so unbelievably potent on tanks. So try it once in a while. Emerald Communion is a 3minute channel. You can't be moved while you're using this. Oh well, depending on the scenario, and you can cast it while stunned, disoriented, [25:13] incapacitated, or silenced. However, if you press hover, you can cast this move while moving. So, if you need to use this move on the move, you can. But you commune with the Emerald Dream, restoring 20% health and 2% of your mana [25:25] restoring 20% health and 2% of your mana every.9 seconds for 4.7 seconds. Any overhealing that you do to yourself will transfer to an injured ally within 40 yards. And it does smart heal when it does this. Emerald Communion on its own [25:39] could be sent to save the day. And so feel free to use it, but the best way to use it is to throw out a temporal anomaly, maybe echo somebody, hit a Verden Embrace, and then slam an Emerald Communion. You'll do a massive amount of [25:51] healing. I think this is quite possibly the strongest heal in the entire game. Not only will it get you some of your mana back, but this will just clutch out super hard healing checks even when used not at its fullest potential. So I get [26:05] very comfortable using Emerald's Communion. All right, those are the basics. There are some moves here that we can still talk about and plenty to go some content and have fun, this is a great time to do so. But if you want to [26:18] defenses, the crowd control, and this silly button called stasis, stick I'll actually start with talking about stasis because this is an emergency heal for all intents and purposes, but I use it rather aggressively and I recommend [26:33] you do, too. When you hit stasis, nothing will happen. This will store the next three direct heals that you do. So you could say full charge of spirit bloom. We could put a dream breath in there. And then the moment you cast the [26:47] third spell, you'll actually start the cool down. You have 30 seconds to let loose this stasis that remembers all three of the moves that you used. So if moment later, press stasis and you'll let all of that rib. This is a really, [27:04] really powerful move because it has so many ways to combo multiple of your abilities right back to back. And because you can save it, you can even stasis, and then have a temporal anomaly in your stasis. So that at the end of [27:18] your big stasis window, you can then get more combos out, more echoes, more healing. Stasis is really fun, but this can be a little tricky to use. So my recommendation is early, use it often. I use it whenever I know there's going to [27:32] be a lot of healing in a pull. I'll do the first heal with stasis up. I'll send temporal anomaly and then I'll forget about it. And then the next time I need to heal, instead of using one of my cooldowns, I'll use stasis instead. Sort [27:45] of saving me from having to use another spirit bloom or dream breath for just a content, you'll actually want to put this somewhere. There'll be a boss fight or some kind of instance where there's so much incoming damage, you want to [27:58] have a setup for it. Well, use stasis in combination with other moves to make sure that you can heal through said damage of hen. Another move to talk about with stasis is tip the scales. This is a two-minute cooldown that will [28:10] instantly let you send out a maxle empowered spell. Granted, it's a little more loaded than that because of our hero talents chrono warden. It actually becomes this incredible spell that makes you 30% just better. Your haste, your [28:25] movement speed, your cooldown recovery rate are all increased by 30%. decaying over that 30-se secondond time period. So, hitting tip the scales turns into a wonderful buff that'll kind of make you go turbo. So, using tip the scales is a [28:39] great way to save someone's life. If your team is suddenly really hurt and immediately, a temporal anomaly, tip the scale spirit bloom will get the job done, but it is a 2-minute cool down, so will take quite a while for it to come [28:52] back. When you're learning, use tip the scales as an emergency heal to instantly get the job done. However, at more advanced levels, you might even use tip the scales with say fire breath to do some healing or just to do damage and [29:04] essentially rip thread off the tank and then die immediately. 10 out of 10. I recommend doing it to a friend at least once in your career as a preservation about, Emerald Blossom. This is [29:16] doesn't interact with echo, but it'll the area. Five targets if you're talented for it, otherwise it'll heal three targets. Emerald Blossom is a little mid. While Verden Embrace and [29:29] Emerald Blossom will both give you the ancient flame buff, which lasts forever and just makes your next living flame 40% faster, that's typically all I use it for. If I need to have another instant cast living flame, I'll drop one [29:41] of these blossoms and throw another living flame. Okay, now let's talk defensives. Obsidian scales is your basic defensive. You have two charges at 1 and a half minutes per charge. It's a 30% damage reduction for 12 seconds. [29:53] Excellent. 10 out of 10. does its job. Renewing Blaze, on the other hand, is either a 1.5 minute or a 1 minute if you change your talents around, and you heal back 100% of the damage you take over the next 8 seconds. This can really help [30:06] to pop this during a major healing event so that you hopefully maintain mastery on all of your allies. Time dilation is by far the best external defensive in the entire game. Time dilation grants 50% damage reduction, but over the next [30:22] 10.4 4 seconds it's on the target. The rest of the damage that's been negated rest of the damage that's been negated by the 50% is staggered instead. This is exactly how the brew master mechanic works for stagger. So you are [30:34] essentially making someone a brew master, but this will save lives back to back to back. You can use it on tanks, you can use it on other DPS, you can use it on yourself. It's an incredibly strong move. And at a 1 minute cool [30:46] down, it'll be back up before you know it. Zephyr is a 2-minute cool down that will lift you up and four other nearby allies and you'll be going a little bit faster by 30%. Cool. But the more important thing is area of effect [30:59] important thing is area of effect attacks will be reduced by 20%. This is You name it. As long as it's not a targeted bolt spell, like an individual attack flying for your character model, it usually gets counted as a something [31:14] that was avoidable that you can use avoidance to take less damage from. Zephyr is awesome. Keep it handy. Rescue is another move you have. It allow you to pick up an ally and fly to a target location. This will clear any movement [31:27] impairing effects that you and your ally have. And it'll also provide a shield with Twin Guardian, giving them an absorb shield for 30% of their maximum health for 5 seconds. And note, it's their maximum health, not your maximum [31:39] health. This being said, Twin Guardians and Rescue is an awesome tool for saving lives, but don't feel like you can't just use this to pull some boomkin out of Turbo Narnia and bring them back into the fight. No, I'm dead serious. When [31:52] from you as preservation evoker cuz they want to stand 40 yards away from the enemy, you can rescue their ass in. Don't feel bad about it. If you can say sorry if you need to, but if people don't want to move in, that's a skill [32:05] issue. You have every minute you can drag one of them into melee. I will do it during major damage events to give me and them a shield and to allow me to set to understand you rescue them for a [32:18] reason, and I don't recommend trolling with it very often. Okay, on to one of our more unique spells that I want to talk about is oppressing roar. This is a two-minute that you hit the target and they'll take bonus duration from crowd [32:30] control, meaning your 3se secondond stun turns into a 4 and 1/2 second stun. This is an awesome combination. Oppressing roar is great when you know your demon hunter is about to drop a silence sigil or somebody's about to silence a target [32:43] or stun them or haj them or something. We love oppressing roar. use it whenever before any of your deep breaths, that's a really good place to send it. We also [32:55] have a raid buff. It just reduces a major movement cool down for everyone in the party by 15%. This is what allows your hover to be a nice 26-second recharge as opposed to its normal 30%. Hover is our movement spell. You can use [33:09] this in place or you can use this to dash in a direction of your choice. When hovering, you can cast while moving. This is a very important part about preservation as being able to cast while moving has a lot of very nice benefits [33:22] to it. But most of the time when you're dealing with positioning problems or players being out in Turbo Narnia or that final boss in the Rookery, this is your lifeline. Hitting hover and using it to fly around the map is good. You [33:35] also have Fury of the Aspects. This is blood lust. This is the same move It's your primal rage or whatever it's called. Yeah, Fury of the Aspects. 10 out of 10. It makes rainbow dragons come out of you. There's no better spell in [33:48] the game. So, tell your raid lead that you'll have fury of the aspects for them. Evoker has two dispells, believe it or not. One is naturalized. This is a standard 8-second dispel. It removes poison effects, and because you're a [34:00] healer, it also removes magical effects. However, we also have cauterizing flame. actually works. So, if you don't actually dispel anything, it won't go on cooldown, but it'll remove poison, curses, diseases, and bleeds, making it [34:16] the only bleed dispel in the game that isn't blessing of protection. Cauterizing Flame is a really, really strong dispel. It'll even do a small won't do magic, of course, that's the one thing it won't do, but having a [34:29] cauterizing flame to save someone's life will be clutch time and time again. Onto the crowd control side of things, you do have landslide. This is a very niche move as it'll just root targets, but you'll find it has a use in Priory of [34:42] the Sacred Flame to stop the ads running up the stairs and the final boss fight. But yeah, it's a simple route. That's all it does. It's very easily broken. You also have tail swipe and wing buffet or wing buffet as I like to call it. [34:55] These are crowdcontrol abilities that knock up around you or knock in front of you. Tail swipe will knock them up and wing buffet knocks them back. These are useful and with the way we talent are on a 1 minute cool down so you can use [35:08] these quite often to save the day. You also have a sleepwalk which will force the target to walk towards you asleep and this can be used in various skips. However, I don't have it talented currently with my basic build, but if [35:21] ancient flame or clobbering sweep to go pick up sleepwalk for say theater of pain, that's a good idea. Finally, we do have a kick. This is quell. Quell. just interrupts a school of magic for 4 seconds. 25 yard range with a 40-second [35:36] cool down. And while that 40 second cool down isn't the best thing in the world, it's a kick, right? Priests don't get those, so that's kind of nice. I'm not but I do want to go over them on a basic level. Critical strike chance is one of [35:51] our best stats. This is because we make big numbers, and big numbers that are double the size are even bigger numbers. So having a nice crit rate is a good idea as a preservation evoker. Having a good chunk of mastery is also nice. You [36:05] can run very low or very high amounts of mastery. Just note that the higher you're typically getting out of your other moves when you don't have mastery. be good when you have mastery, as that can lead to some certain disasters. [36:20] Versatility is also good for the damage, the protection, and of course the raw healing throughput. Versatility is a stat that you can play kind of on the higher end or the lower end. Right now, I'm playing it kind of mid-range, but [36:32] that's totally working for me. Haste is the one stat we don't really raise on preservation. Haste does affect our essence regeneration, which is pretty enough that we get these things so much more often. It's extremely impactful to [36:47] our healing. We kind of get more value out of the other stats. But you can run a high haste on preservation as many people have before and it does have its benefits, but it's not going to be something I recommend often. Also, in [37:00] terms of moves that cool down with haste, it's temporal anomaly, reversion, invert embrace. That's it. And that's not really enough scaling for me to want not really enough scaling for me to want to invest a ton into my haste stat. And [37:13] I don't want to give you guys a best in slot list as there's a lot of ways for preservation to be played competitively with the items in the game, but if I'm especially with our cartel chips right now in season 2, it's a Mr. Pickme up. [37:27] nice on preservation evoker. If you want a one-stop shop, you don't have to press the trinket button, it just works on its own, a Mr. Pick me up is the way to go. So, that's going to be like the big thing I recommend. But, I honestly wing [37:40] work for me. and I end up somewhere where I'm usually pretty happy. If you crits, bring up your crit rate. If you feel like your healing isn't solid your versatility and your critical strike. If you need more potent bursty [37:55] will give you a large amount of healing. It's probably the biggest bang for buck in the healing stat. It's just that because you need to have your mastery on in order for it to work, it's not always reliable. Now, finally, I just want to [38:09] talk about hero talents. I'm sending you all with Chrono Warden. This is the gets the most amount of bang for the buck without really having to think about what's making it good. Like after you land a spirit bloom, you're going to [38:22] spirit bloom, but you're going to get some baseline haste. I don't really need to tell you what's giving you that haste. It feels good to get it every time. So, there's a lot of like no thought, head empty, get a lot of [38:35] There's some really cool talents in here, too, like double time, giving you critical strike chance to extend your fire breath or dream breath durations, and things like moes of acceleration. When you press hover, you drop these [38:48] little moes that give people 20% movement speed for 30 seconds. There's a lot of ranged people in this game who will want to grab these just so that easier. That being said, Chronal Warden's okay in raid, excellent in [39:02] Mythic Plus, excellent in PvP from at least what I know, and I honestly recommend it all the time. Flame Shaper is the best in raid if you play it correctly. But as cool as the tools are on Flame Shaper, you just don't get the [39:15] bang for buck in dungeons that you do from Chrono, both from a damage and a healing perspective. If you want to mess around with it though, it does make for can probably clear all 12 with flame shaper, and it's not even probably that [39:28] difficult, but flame shaper has the most amount of unique interactions and things you need to learn. And I figured for a beginner video like this, it isn't going to be the kind of thing that I deep dive. Preservation is awesome. Finding [39:40] the lines and making the play work for you is incredible every single time. I about it, but it is my favorite spec. I am a little biased. If you have any questions about the spec or you need any help, feel free to stop by my Twitch or [39:54] even my Discord and ask for help. It's totally fine and I'm always willing to help. And furthermore, if you need a little bit of practice, head off with Bran into some delves. Tier eights and up are a really nice benchmark to see [40:07] down, getting your healing done, and keeping Bran alive. It'll let you play in a safer environment to figure out how your interactions work before you go diving into some high-end Mythic Plus. That being said, I hope you all enjoyed [40:21] watching and I'll see you all in the next one. Take care, friends.