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PRESERVATION EVOKER ADVANCED TIPS

TIME DILATION

In the next part of our Preservation Evoker course, we're going to be diving deeper into each of your cooldowns. So we're going to go over what each one of them does, when to use them.

We're also going to cover any key goals, plus a few tips and tricks on how to maximize their use as well. So we're going to be starting off with Time Dilation.

Time Dilation is one of the most misunderstood defensive abilities in the Evoker toolkit, honestly. This ability has a 1-minute cooldown and it delays 50% of the damage taken, converting it into a damage over time effect.

And as of The War Within Season 3, Time Dilation can have 2 charges and a slightly shorter cooldown thanks to Just-In-Time. Many players mistakenly assume that this ability is a damage reduction.

However, it doesn't reduce the damage, it just simply spreads it out over time. Since Time Dilation only delays... ...damage rather than reduces it, the ability becomes kind of a double-edged sword in deep dampening.

Time Dilation remains a valuable cooldown in dampening, but it's important to remember that you're going to still need to heal through the delayed damage.

Now, as dampening ramps up, the combined effect of Time Dilation's delayed damage and the ongoing pressure from the enemy team can really make healing increasingly difficult. The ideal time to use Time Dilation is in response to enemy cooldowns.

By flattening the damage curve, it becomes easier to heal through the incoming damage without needing to trade more important cooldowns like Emerald Communion or Rewind. Think of Time Dilation as your first line of defense.

It's a proactive tool to manage incoming damage and buy time for you to stabilize. So in this clip, we see the Evoker caught in a fear while the Hunter activates Call of the Wild.

The moment the Evoker leaves crowd control, they respond by using Time Dilation. The Evoker's cooldown is now at the same time as the time Dilation on the Retribution Paladin, combining it with Rewind to help recover.

This highlights how Time Dilation can be paired with other cooldowns to slow damage and stabilize under pressure. You can use Time Dilation outside of major cooldowns if you're struggling to heal through heavy burst damage.

However, this should be a last resort option as Evokers lack a true damage reduction cooldown. Healing through enemy cooldowns without Time Dilation is extremely difficult, so it's best to save it for cooldowns whenever possible.

EMERALD COMMUNION

Welcome back to another video in our Preservation Evoker healing course. Today we're going to be taking a closer look at Emerald Communion.

We're going to walk you through how it works, when to use it, and the strategies to ensure that you're getting the most out of this ability. So Emerald Communion is arguably the best cooldown in your entire toolkit.

With a 3 minute cooldown, it heals you for 20% of your health and restores 2% mana per second for 5 seconds. Any over healing is then transferred to an ally.

The healing ticks are affected by haste, meaning the more haste that you have, the faster that you're going to heal. Now the best part of Emerald Communion is that it's usable while under all forms of crowd control.

This makes Emerald Communion especially powerful against setup comps. However, it won't heal through effects like Diamond Ice or Cyclone, as these abilities do prevent healing.

The best time to use Emerald Communion is when you're in a situation where you're behind on healing or you need it to survive a setup while crowd controlling. It can be used in response to enemy cooldowns, but it really doesn't have to be.

Anytime you're struggling to keep up with healing, Emerald Communion is a solid option to help you stabilize and recover. In Dragonflight, it was okay to use Emerald Communion for mana, but with the faster paced nature of the War Within, that's no longer really good to do.

You need Emerald Communion primarily as a healing cooldown to heal. You need it to be able to heal your allies, but it's not going to be a good thing.

You need it to be able to heal your allies, but it's not going to be a good thing. You need it to be able to heal your allies, but it's not going to be a good thing.

If you anticipate needing mana for a longer game though, you can use Communion early in response to enemy cooldowns, but you should never use it just for mana on its own. Ideally, you'll want to use Emerald Communion with Lifebind active on all of your teammates.

Lifebind works similarly to Beacon of Light, transferring a percentage of your healing to your allies. What this means is that the more Lifebinds you have out, the more Emerald Communion will heal.

The only situation where you can heal is when you're in a situation where you're in a situation where you're in a situation where you're in a situation where you want to use Emerald Communion without Lifebind active is if you're caught in crowd control and you need it for the go, or if you're the kill target and you need to survive.

So let's look at this in action in this clip right here. The Evoker is struggling to keep up with the damage, so they cast Echo into Verdant Embrace.

This applies Lifebind to both the Evoker and the Warrior, which sets up a solid Communion that's going to help the Evoker recover. As the Evoker reaches full health, the remaining healing transfers to the Druid, who is at a lower health percentage.

This cooldown is enough to buy time for the Evoker to completely top off their teammates.

REWIND TIPS

Welcome back to another installment in our Preservation of Ochre healing course. In this video we're going to be continuing to break down our cooldowns with Rewind, providing you with a comprehensive breakdown on how Rewind works and the rules behind using it.

So Rewind has a 4 minute cooldown and it heals back 66% of the damage taken in the last 5 seconds. Now while this might sound strong at first glance, it is relatively weak.

I know, that's crazy. The healing is reduced by dampening and mortal strike effects, and the heal is actually a hot rather than an instant heal based on damage taken.

This means the enemy team can still secure a kill through Rewind. There's a bugged interaction with Cyclone and Rewind that you really need to be careful with.

If you're Cyclone and attempt to cast Rewind immediately leaving the Cyclone, then Rewind's only going to provide the minimum heal, which is effectively nothing. This happens because Rewind is a very weak healer, and Rewind's damage is very low.

So if you're a very weak healer, you're going to have to be careful with Rewind. If you're a very weak healer, you're going to have to be careful with Rewind.

This is because while Cyclone, the spell fails to correctly track the damage taken on allies. To avoid wasting this cooldown, do make sure you're not using Rewind directly after Cyclone.

The rule for using Rewind is pretty straightforward though, and that's to pair it with high burst damage. So in this example, the Rogue is taking significant damage.

The evoker attempts to heal through it, but struggles to top the Rogue. Instead of continually spamming heals and falling further behind, they can cast Rewind to recover.

Given that Rewind is relatively weak, it can be a good idea to use it early in a match. Pairing it with Time Dilation can really help you catch up on healing after an enemy's go.

Using Rewind early during the first set of enemy cooldowns allows you to stabilize and may give you the opportunity to cast it a second time in longer matchups.

STATIS TIPS

Welcome to another video in our Preservation of Ochre healing course. In today's video we're going to be exploring the intricacies of Stasis, one of our core cooldowns.

Now you're going to gain a thorough understanding of its mechanics, and you're going to learn the strategies for making the most out of this cooldown. Stasis is perhaps one of the most complex cooldowns we really have.

With a one and a half minute cooldown, Stasis stores the next three spells that you cast. We highly recommend getting a week order to track which spells you have stored.

Once your spells are saved, you then have a 30 second window to release the spells. When this happens, it's going to instantly cast all of the spells in the order in which they were saved.

Now this might seem straightforward, but you can store any non-damaging spell as well. This means you could even store something like Dispel, and then release Stasis as a pseudo-mass Dispel.

The possibilities are really endless with this. Keep in mind that the spells stored in Stasis are going to be recast on the same target as they were when initially cast.

For example, if you use Verdant Embrace on a warrior while Stasis is active, activating Stasis again will recast Verdant Embrace on that warrior, regardless of your current target. This also applies to empowered spells as well.

They're going to be recast at the same rank they were originally cast. The beauty of Stasis is that you can use it to cast a spell that you've already cast.

The ability of Stasis though really lies in its flexibility, meaning there really aren't any strict rules for using it. The key is to assess the situation and then decide which spells will provide the most benefit for your team in that moment.

If you're unsure about the best way to utilize Stasis, it can reliably function as a healing cooldown though. In this case, the ideal spells to store are going to be Dream Breath, Spirit Bloom, and Verdant Embrace.

This combination offers the highest healing output, which really makes it an excellent option for moments of heavy damage. Stasis isn't a reactive cooldown, and that's a common mistake people really make with this.

Unlike other cooldowns, you can't activate it after taking damage and expect it to save you. Instead, Stasis is all about preparation, as you can use it to store spells that you plan to cast within the next 30 seconds.

CAUTERIZING FLAME

So the last cooldown we're going to be exploring in detail for this course is Cauterizing Flame along with the various interactions that it has. Cauterizing Flame is a really interesting ability.

With a one minute cooldown it not only dispels bleed, poison, curse, and disease effects, but it also provides a small heal as well. This significantly expands our dispel options, especially since it can remove bleeds.

Cauterizing Flame doesn't have any specific rules for its use, but there are four key situations to really keep in mind here. The first is when facing assassination rogues.

You should hold off on using Cauterizing Flame until they use Deathmark. That's because Deathmark counts as a bleed and by using Cauterizing Flame you can completely remove their main offensive ability.

Second is when facing Feral Druids. You want to use Cauterizing Flame after they use Feral Frenzy, but wait until they apply RIP.

The reasoning here is simple. By doing this, you not only remove the damage from Feral Frenzy, but you also remove RIP, causing them to waste their combo points.

So our third use case is against Warlocks who are applying Amplify Curse. Amplify Curse has a one minute cooldown so you can pair Cauterizing Flame with their cooldown.

This is particularly good against Affliction since Cauterizing doesn't remove magical effects, so you don't risk the dispel backlash. And finally, when fighting warriors you want to use Cauterizing Flame to deal damage to the enemy.

You want to use Cauterizing Flame to deal damage to the enemy. You want to use Cauterizing Flame to deal damage to the enemy.

You want to use Cauterizing Flame to remove Thunderous Roar. This is particularly going to be important during their cooldowns as this bleed amplifies the damage that your team takes.

Outside of these specific situations though, you can use Cauterizing Flame pretty freely whenever you have an open global and you need to dispel something. While it can help reduce some damage, it's not as impactful outside of those situations.

DO DAMAGE!

Step aside, Disciplined Priest. There's a new king of damage healers in town.

Preservation Evokers brings explosive burst potential and can easily secure kills. But something you might be wondering is when the heck is the right time to deal damage and when should you just focus on healing?

Striking this balance is going to be crucial, as you really don't want to be caught dead dealing damage when your team needs healing. The best time to deal damage as a Preservation Evoker is when your team is fully or nearly topped off and you have hots rolling.

Since Evoker is a very reactive healing class, you can quickly stabilize your team and shift the damage when they're healthy. When it's time to deal damage, you want to prioritize keeping Fire Breath on cooldown and casting as many Chrono Flames as possible.

If you have an Essence Burst, you can use it on Disintegrate, but avoid spending Essence on this spell, as it's better to save it on the next turn.

If you want to deal damage as a Preservation Evoker, you want to start with a Life Spark proc, then use Tip the Scales to empower your Fire Breath, follow that up with an Instant Cast Living Flame, and finish with a Disintegrate.

This rotation will deliver some big burst damage right out of the gate, giving your team a pretty strong opener. If you want to make your opener even more impactful, consider holding Tip the Scales and Fire Breath when using Scales.

If you want to make your opener even more impactful, though, consider holding Tip the Scales and Fire Breath when using Scales. Scales are a great way to deal damage, but also purge key buffs like Alter Time and Blessing Protection to help force more cooldowns in the opener.

OPPRESSING ROAR

Oppressing Roar is absolutely, totally broken, and if you're not making the most of it right now, you are seriously missing out. This one ability, when set up properly, can absolutely force every cooldown in the game.

So let's explore why this spell is an absolute game changer. In PvP, Oppressing Roar extends all crowd control effects by 30% on every enemy hit for 10 seconds.

So that 6 second sleepwalk, it becomes 7.8 seconds, and if you recast sleepwalk, that's another 3.9 seconds. In just two singular casts, you've created a nearly 12 second CC chain all on your own.

So when should you be using Oppressing Roar? Well, it kind of depends on the bracket that you're in.

In solo shuffle, it's often best to follow up Oppressing Roar with a Deep Breath stun, then land a sleepwalk. Coordinating CC chains can be pretty tricky at times.

But that's not the only way to get your ability back. In PvP, it's also a pretty good way to get your ability back.

In PvP, it's also a pretty good way to get your ability back. In and solo shuffle, so by setting up your own, you give your team a much better chance to win.

In 2s and 3s, the approach is going to be a little bit different. While you can still use the deep breath and sleepwalk combo, it's important to coordinate with your team.

You can line up a pressing roar with their go. For example, an oppressing roar into a kidney shot can often seal the deal, especially if the kill target doesn't have a trinket.

An 8 second kidney shot with the Rogue's cooldowns up? That's almost guaranteed to be a win.

GET IN THERE!

So what if I told you that as a healer, you should be getting right up in the enemy's face and playing aggressively? I know, I know, it's not what you'd expect from a healer, but that's exactly how you need to approach playing preservation.

Of course, there are some caveats to this. You can't just sit on the enemy team all game, so knowing when it's the right time to play aggressively, it's really going to be key to your success here.

Now when we talk about playing aggressively, it's not just doing damage because, yes, we can deal damage from range. The real idea is to just get up close, push in, and make it as hard as possible for the enemy healer to do their job.

This means spamming sleepwalk, using kicks, landing deep breath, knocking them up, and just generally making their life an absolute nightmare. The goal is going to be to disrupt their healing and keep them on the defensive.

If you don't already have one, you can just go in and kill them. If you don't already have one, we do highly recommend setting up a weak aura to track your diminishing returns.

Now when you see yourself hit full DERs, that's your cue to push in and play aggressively. Then, as those diminishing returns are about to wear off, it's time to back off and retreat to safety.

CYCLONE YOURSELF

Evokers have a Cyclone. Yes, you absolutely heard that right.

Well, well sort of. Let me introduce you to Timestop, an ability exclusive to Evokers which lets you pause all damage and healing on yourself or an ally, giving a brief moment of invulnerability that's very similar to Cyclone.

But here's the catch, mastering how to use Timestop is going to be critical. Activating Timestop negates all other cooldowns which can lead to some frustrating overlaps if you're not careful when you're using this.

So to avoid overlaps, one of the most effective ways to use Timestop is to immune crowd control. Just like Cyclone, Timestop makes you immune to crowd control effects.

If you time it perfectly and activate it right before the CC lands, you're going to completely negate it. This can give your team an opportunity to break through the crowd control effects and then use it to counter the time stop.

So if you're not careful when you're using this, you're going to completely negate it. This can give your team an opportunity to break through the crowd control effects and then use it to counter the time stop.

So if you're not careful when you're using this, you're going to completely negate it. This can give your team an opportunity to break the CC chain.

The best time to use Timestop is going to be on your teammates when they're stunned. Not only does this help prevent cooldown overlaps, but it can also completely shut down an enemy team setup.

This is especially effective against Kidney Shot, as it's often a clear signal that the Rogue is setting up a go. You want to Timestop a go when you're not able to stop CC on yourself or you know your teammate has defensives that you can use out of the stun.

This is especially effective against the Rogue, as it's often a clear signal that the Rogue is setting up a go.

RESCUE TIPS

Welcome to our guide on how to use Rescue as a Preservation evoker in PvP. This ability is the unsung hero of our toolkit and is deceptively good for reasons that you might not know about but first let's get into some old mechanics here.

Rescue functions similar to a Priest life grip but with a key difference being that you can move both you and your target to a completely different location. It is also highly unique for the fact that it is a physical spell.

This means it can be used while silenced or even completely locked out from an interrupt. This makes it exceptionally good at dealing with classes like Shadow Priest or teams with multiple kicks.

When you Rescue a target both players will receive a significant shield thanks to Twin Guardian. This shield is a huge reason why Rescue is so powerful since you have an efficient defensive option on a 1 minute cooldown that can be used while silenced or while you're kicked but now there is even more.

Rescue is a physical spell and now breaks roots it can be used to get out of a Balanced Druid's root beam effect which is a pretty stinking big deal. Alright so now we know what Rescue does we need to answer how to use it in Arena.

There are a few ways to do this. One way as we mentioned is to Rescue during silences or lockouts.

You can't do anything else so this is a logical and snappy response. The other way you might consider using Rescue defensively is exactly how you would use life grip as a Priest.

If your teammate is exposed to heavy damage in the center of the map or is stunned and vulnerable to burst you should Rescue them to the safety of a pillar or simply out of range of the enemy team. If you're using Rescue defensively you should use Life Grip as a Priest.

If your teammate is exposed to heavy damage in the center of the map or is stunned and vulnerable to burst you should rescue them to the safety of a pillar or simply out of range of the enemy team.

Even if you're not silenced and could otherwise heal you can potentially prevent millions of damage by doing this type of defensive rescue. Now with all of this in mind you can definitely use Rescue offensively but this is a bit more nuanced.

Since Rescue now breaks roots it can even be used as a gap closer when playing with melee DPS. If your melee are struggling to connect to a target and you're stuck in roots consider rescuing them directly on top of the target they are trying to connect to.

This might seem risky but sometimes it can be a little bit of a challenge. If you're still struggling you should use Rescue and the best passive healer in the game.

PRESERVATION DEFENSIVE PLAY

Welcome to our Defensive Play course for Preservation of Ochre. We're going to teach you how to flowchart your survivability here, starting from what you can do before you get attacked, to what you need to do in order to stay alive while you're under pressure.

For the most part, we'll not be targeted much in Arena, but now after the change to Nullifying Shroud, we are more vulnerable, especially in the early game. If Verdant Embrace is on cooldown, we need to be extra mindful of potential swaps.

But first, we really need to answer a question here. Who are the biggest threats inside of Arena, and when are we most vulnerable?

Due to the fact that we're unable to press most of our primary damage reductions while stunned, our biggest threats are any comp with a combination of high burst and long stun durations, which usually is going to mean teams with sub-rogues.

Now though, let's go over part one of our flowchart, which is to use positioning and mobility to avoid threats. Now this is the part that's honestly a little bit tricky.

Unlike other healers who can conveniently stay at a pillar 40 yards away, we're always forced to just be right up in the game, close to the fight. And as mentioned, if Nullifying Shroud is down, we're always going to be potential swap targets.

Now with that said, if we ever anticipate incoming damage, our first step should always be using Hover to try to avoid damage first, ideally blinking towards a nearby. Luckily, there are some things we can do before any stun lands.

This part is going to be crucial since we can't use our main defensives while stunned. Now as a result, we need to think about pre-using our defensives before we get swapped to with Lockdown.

Ideally, we're looking to use Obsidian Scales right before we get stunned. This is going to be a win-win no matter what.

Either we're successful and we pre-wall their go, or at the very least, we delay the enemy team from committing damage, and possibly force them to swap to someone else.

Additionally, we could preemptively trade Renewing Blaze before a stun lands too, but this is less important than pre-wall, and if none of these options are available, we could even preemptively time dilation, which will at least buffer some of the early burst damage that we take.

There's also some more technical options we can do too, including using our Deep Breath to proactively avoid a stun, since we'll be immune to all CC during its animation.

There's also some more technical options we can do too, including using our Deep Breath to proactively avoid a stun, There's also some more technical options we can do too, including using our Deep Breath to proactively avoid a stun, There's also some more technical options we can do too, including using our Deep Breath to proactively avoid a stun, There's also one more option as well, which is even more technical, which involves using Time Stop right before you anticipate a stun.

Alright, now what if we find ourselves stunned without pre-using any defensives? While it might be tempting to immediately press Emerald Communion, hold off on that for now.

This is our last resort defensive, since in most games we're using it to heal our partners while in CC. Instead, there is one possible thing we can press while stunned, and can you guess what it is?

Stasis. If we manage to stasis some heals before a swap, we can actually cancel our stasis while in any form of CC, unleashing our heals.

But now, let's pivot to what you should do immediately after a swap in order to recover. If we didn't pre-wall the stun or if no stuns were used, we should press our Obsidian Scales and Renewing Blaze as soon as possible.

There's no reason to be greedy here, since it's very unlikely we're going to be using it to pre-wall our Stasis, since it's very unlikely we're going to be using it to pre-wall our Stasis, since it's very unlikely we're going to be using it to pre-wall our Stasis, but we're going to be trained all game.

Which means we should use these cooldowns liberally in order to survive. And while we're under pressure, our focus should be to rely on our instant healing options first before trying to hardcast any spells.

Now generally speaking, Echo and Reversion are the best recovery combo because of Golden Hour, which will instantly heal 30% of the recent damage we took while also allowing us to enter another grace period window.

Additionally, we should once again start thinking about mobility and getting away from damage, which means using our rescue on any nearby ally in order to escape to a pillar. This option is ideal when silenced since it's one of the only buttons we can press.

And in the event we're playing against a Feral Druid or Assassination Rogue, we should also think about cauterizing ourselves in order to remove bleeds. So before we wrap up, let's talk about what to avoid when we're under pressure.

Now as we mentioned earlier, our first instinct should never be to instantly Emerald Communion. We need to treat this as a last resort cooldown because that is what it is.

That's only pressed when we have no other ways to survive. Most of the time we're using Emerald Communion as a backup to save our team while we're in CC.

And on a similar note, we should avoid trinketing unless absolutely needed. Just like Communion, our trinket is incredibly important as a preservation evoker.

This is why pre-trading cooldowns is so vital since it allows us to conserve our most important resources.

PRESERVATION CROWD CONTROL

Welcome to our course on Crowd Control for Preservation of Ochres. In this guide we're going to be focusing on a few different spells, that being Sleepwalk, Deep Breath, Oppressing Roar, Landslide, and then our Knockback effects.

So before we dive in, let's briefly cover some goals that are going to help teach you how and when to CC. Overall, your Crowd Control needs to accomplish something for your team.

It should never be used randomly or without purpose. And to break this down, we have one main CC goal to talk about.

To find a moment where it's safe to cross the map and to use our Crowd Control to take out an enemy healer for an extended period of time. Now while it's certainly possible that we will be CCing DPS from time to time, our main goal is to routinely lock down the enemy healer.

The primary tool for doing this will be Sleepwalk, which no longer has a cooldown, making it one of the most effective ways to lock down a healer. The primary tool for doing this will be Sleepwalk, which no longer has a cooldown, one of the best CC options in all of PvP.

But before you get ready to spam out those Sleepwalks, we need to cover some basics here. For one, Sleepwalk is on the Disorient DR, which means it shares diminishing returns with any fear effect, that being Blind, Cyclone, and less common CCs like a Warlock's Seduction.

So before we push for Sleepwalk, we should always check these DRs. We also need to take into account that Sleepwalk is a green spell, which means if we're interrupted, it's gonna lock us out of some of our healing.

This is why for the most part, you should make sure your team is relatively stable before being aggressive with CC. One of the best times to go for Sleepwalks is immediately after using a three-charge Spirit Bloom, as this will not only top our partners, but also give us a haste buff to make it easier to land.

Finally, we need to take into consideration the different counters to Sleepwalk.

Since it's a fear effect that breaks on damage, it can be Tremored by Shamans, Shadow Word Death, by Priests, and removed by a Warrior's Berserker Rage, in addition to other forms of counterplay, such as Grounding Totem, Reflects, Fade, and other immunities as well.

In Solo Shuffle, our goal is to Sleepwalk the healer at least one time every time they're off DR. To make this more guaranteed, we'll often initiate our CC by first casting in the healer's direction, using the Cast While Moving effect in order to prevent them from lining our casts.

Throughout the game, we should also look for opportunities to Sleepwalk enemy DPS, which usually means the off target, in order to free up our partners from damage or interrupts. This is a win-win, no matter what.

So at a certain rating, good healers will prevent you from routinely landing Sleepwalks, which is why we need to now talk about Deep Breath. This spell acts not only as partial CC immunity, but also as a stun when it passed through enemy targets.

We can use this stun in order to chain a follow-up Sleepwalk, but here we also need to be careful. The number one problem with Deep Breath is that we're not actionable while in the air.

While it might be tempting to use its maximum distance, this means a few seconds of being unable to cast any spells as well while we're doing this. This is why whenever possible, we should try and reduce the length of our Deep Breath to be as short as needed in order to land our stun.

We aren't gonna be using Deep Breaths in order to chain CC on the enemy healer, however, as the stun effect is all the more important, as well. The stun effect is also incredible for initiating AoE setups with a few select classes and specs.

DKs, Windwalker Monks, Demon Hunters, they'll all attempt to do massive AoE goes on the enemy team. We can contribute to the potency of these setups with our Deep Breath, chain-stunning multiple targets at the same time and giving us incredible momentum.

In order to do this, we're typically going to wait until our partners use their stun, and we'll follow it up with our Deep Breath. And even though it'll be DR'd, we're effectively gonna be acting as an AoE cheap shot for our team.

And now let's make everything we've just discussed even better by introducing Oppressing Roar. This is an invisible conical spell that applies a debuff to targets within its range, increasing the duration of CC for the next few seconds.

Those AoE blenders we just talked about, with DKs and Windwalker Monks, we can make those even deadlier by using Oppressing Roar right before their CC setups, which will not only extend the duration of their AoE stuns, but also our Deep Breath stun and any follow-up CC, including our Sleepwalk.

Outside of this, we should be on the lookout for other CC combos from our partners.

For instance, if we're playing with a Hunter and we see them stun the Healer, that usually means a trap is coming, in which case we should use our Oppressing Roar to make sure the trap lasts significantly longer and even allows us to have an insanely long follow-up with our Sleepwalk.

Now let's pivot to discussing, accessory CC options. First up is Landslide, which is a highly dynamic root effect.

Now obviously, like any root effect, Landslide is most commonly used against melee DPS as a peel, temporarily stopping damage against your team. What's less obvious is how Landslide has far more uses that go beyond its simple function.

In fact, it's incredibly powerful into any pet classes. If you see a BM Hunter pop Call of the Wild or a Demo Warlock use their Tyrant, we should definitely add it to your list of options.

We should also consider the fact that Landslide can even be used on enemy Healers, either to keep them in place in order to land Sleepwalk or to root them behind a pillar to prevent them from connecting to their team. Now in both cases, there will be a positive outcome.

Either you force them to burn their Dispel or you CC them for an extended period of time. Finally, Landslide also works well as a method for getting classes out of stealth, namely Rogues, Trinkets, and the like.

So if you're looking to get your classes out of stealth, you can use Landslide to get them out of stealth and to get them out of the game. Now, if you're looking to get your classes out of stealth, you can use Landslide to get them out of stealth, namely Rogues, Druids, and Hunters.

Because it's an AoE effect, it'll knock any affected targets out. Note that this will be a gamble no matter what, but it is a risk worth taking since you could potentially disrupt their opener.

Now, let's wrap things up by talking about our two knockbacks. For all intents and purposes, we're going to treat these as the same spell more or less.

Even though they have slightly different effects, they both perform very similar functions. So what we need to first mention, though, however, is that they do not have the same effect as our knockbacks.

They do not share DRs or cooldowns, despite both being knock effects, which means we can use them back to back. And with that in mind, what is the best way to use our knocks?

Well, simply put, we should use our knocks in place of or in tandem with our interrupt. The advantage of knocking a cast rather than kicking it is that it makes it impossible to proc pre-cog.

If we're dealing with a fake caster, we can simply knock a cast rather than trying to kick it. But if we're dealing with a fake caster, we can potentially stop multiple seconds of casting through our knocks, acting as micro CC.

If there's nothing worth interrupting, we should instead use our knocks as, well, knocks, especially against melee, as appeal to get them off ourselves or away from our teammates.