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PRESERVATION EVOKER HEALING COURSE

PRESERVATION EVOKER PLAYSTYLE

Welcome to our Preservation Evoker healing course for the War Within, custom designed to equip you with all of the essential knowledge needed to excel in PvP. Now in this introductory video we're going to be explaining what to expect in Arena.

Since their introduction in Dragonflight, Preservation Evoker has emerged as one of the most aggressive healers in PvP history. If you thought Diskpriest or Fistweaver Monk was the big damage healer, think again.

Between multi-target purges, a unique long duration CC, and even an AoE stun, Preservation Evoker is like a healer on steroids, having the perfect toolkit to maintain offensive momentum. But there's just one problem here.

Evoker has a much shorter range on their heals compared to other healers, leaving them more vulnerable to CC and swaps. This weakness might be a bit jarring to new players, but don't let it get you down.

That's because the best Evokers are able to use some clever tricks to avoid CC and to play around their limited range. A crucial step in learning Preservation is avoiding CC and after the WeWork to Nullifying Shroud, this has become a bit more passive.

Every time Verdant Embrace is pressed, you're going to get temporary CC immunity. Now for the most part, you'll still be using this spell rotationally.

But no matter what, Evoker players need to use their interrupts and knocks to be highly disruptive. This all sounds like a lot of work, but it's not.

It's just a matter of time before you get to the next level. Now this all sounds like a lot of work, but it's not.

It's just a matter of time before you get to the next level. This all sounds like a lot of work, but it's not.

It's just a matter of time before you get to the next level. Now this all sounds like a lot of work, but it's not.

It's just a matter of time before you get to the next level. I understand that, especially as a healer, but don't worry, we're going to be teaching you some of the techniques later on in this course.

Now, while the offensive side of Evoker might get all the attention and all the praise, don't let it convince you that healing needs to take a back seat here. In fact, it's pretty much the opposite.

When tuning is right, Evokers have the highest potential healing output in the entire game. The core mechanic responsible for this is Echo.

Echo is a resource spender that literally duplicates the next heal done on the target. Preservation Evokers are also rewarded for keeping up their own HP, since by doing so, they can tap into their Mastery bonus, which provides increased healing on targets who are lower on HP than us.

Evoker healing is perfectly split in half between powerful healing over time effects and punchy multi-target heals, utilizing an empower mechanic that increases the potency of heal, and a power-up that increases the potency of heal, and a power-up that increases the potency of heal.

Some of these empowered spells can be tricky to learn at first, since they're tied to a limited conical range. So in many ways, Evokers quite literally need to skillshot their heals, and when combined with their limited range, it might feel like you're playing an entirely different game.

But let us reassure you here, we're going to simplify everything for you right here in this course. And now, if you're coming from Dragonflight, you're going to have to make some key adjustments to your gameplay.

The introduction of the Chrono Warden hero spec gives us some new perks to play around, including Temporal Burst, which provides a massive haste buff after using Tip the Scales, something we can use in the early game to help build momentum.

Holding everything together here, Evokers are a true jack-of-all-trades healer, and sometimes even a master of everything, with amazing healing output, high damage, and a lot of damage potential.

So be sure to stay tuned, because in the next video on healing goals, you're going to learn some of the fundamental parts of your maintenance and how they help maximize healing output.

PRESERVATION EVOKER GOALS

In this next section, we're going to be giving you some basic healing goals you can safely follow in every arena game in order to maximize your output. To get started, our number one goal at all times throughout every game is to maximize reversion value.

Reversion is arguably our most important heal, representing a huge chunk of our overall output, and even buffing our downstream healing thanks to one of our capstone talents of Grace Period, which is just one reason we want to maintain reversion on the kill target as often as possible.

The second reason is Life Spark, which is a buff periodically granted by reversion healing, allowing our Living Flame to be instant cast. Living Flame works as both a damaging spell or a heal, and Life Spark simply adds fluidity to our rotation, since as an evoker, we need to be constantly moving.

Just like any other heal in our toolkit, reversion can be echoed, allowing the target to have two hots at once. But what makes reversion truly unique here is an entirely different mechanic, Golden Hour.

This is easily one of the main focal points of min-maxing our healing output, as reversion will also instantly burst heal the target for 15% of the damage taken in the past five seconds.

What this means is that you can squeeze out huge reversion value by pressing it on targets after they've taken a huge chunk of burst damage. If you can consistently time your reversions around big burst windows, you're going to see a noticeable effect on your healing output.

Our second goal is to manage our Essence properly. Essence is the secondary resource we can spend on different abilities, regenerating over time, similar to DK runes.

Essence spenders include Echo, our humble bread-and-butter heal, and Disintegrate, a badass laser beam that absolutely obliterates enemy HP. Some inexperienced evokers are lured in by Disintegrate, dumping valuable Essence on this beautiful spell, and we don't blame them.

It is tempting, but as a consequence, it means running completely dry on a vital resource. Now, in a perfect world, we would be able to use Echo on every single heal.

This might sound like an ideal, but it is worth striving for, and we can't afford to waste our time on it. The only way to make this happen is to manage Essence properly.

If you're low on Essence and your team needs big healing, spending it on Disintegrate can be a costly mistake. But if instead your team is stable, or you're nearing your Essence cap, or even better, if you have an Essence burst proc, then you have a more appropriate time to press Disintegrate.

Our third major goal is to use every empowered spell on cooldown. First up is Dream Breath, which is a vital resource that we can use to manage Essence properly.

If you're low on Essence and your team needs a lot of healing, then you can use it. It's a great resource to use on cooldown, but it's vital part of our healing maintenance, providing both an initial heal and healing over time effect.

Luckily, we only care about hitting the first empower level of this cast, as it's going to shove most of the healing into the hot effect, giving us a solid buffer against future damage. Since as a healing over time effect, it'll consistently provide value over time.

Next up is Spirit Bloom, which is both a spot heal and an AoE heal. Increasing the empowerment level will increase the amount of Tardis.

And when fully channeled with the right modifiers, it's basically an AoE lay on hands. Despite the fact that our goal is to use empowered spells on cooldown, Spirit Bloom is sort of an exception.

As a spot heal, you want to use it only as needed, but pressing it more often will now even provide more hot healing thanks to a talent in the Chrono Warden hero tree. Our last spell is Fire Breath, which not only deals AoE damage, but can purge multiple buffs on each target hit.

And if all of that wasn't already enough, it'll even convert a percentage of damage done into healing. But wait, there's more.

The best part about Fire Breath is that it's on the Fire School, obviously, which means we aren't punished at all if interrupted, making it a crucial part of managing lockouts.

Now the reason we want to use these spells as often as possible, besides just raw output, is because of the fact that we don't want to use them as frequently as possible.

The reason we want to use these spells as often as possible, besides just raw output, is because of Flow Stay, a buff we get after pressing any empowered spell, increasing our movement speed, cooldown recovery, cast speed, and even our global cooldown.

And now with the Chrono Warden Hero Tree, casting empowered spells is going to automatically cast Living Flame. Yeah, that's right.

With every empowered spell cast, we'll automatically cast multiple Living Flames. Our fourth goal, specifically to maximize healing output, is to use Verdant Embrace on cooldown.

At its core, Verdant Embrace is a spot heal, instantly healing the target for a pretty significant amount.

But what's equally as important here are the two modifiers it leaves behind, Call of Ysera, increasing the healing done by our next Dream Breath, and Lifebind, which tethers us to the target and allows both players to simultaneously receive healing. These are both magical healing options.

And if you're interested in learning more about how to use these, massive healing increases. Lifebind will also make it easier to benefit from our mastery, which increases our healing done to targets who are lower HP than ourselves.

So by tethering to our target with Verdant Embrace, we can give ourselves some passive healing. And as a result, Verdant Embrace becomes way more than just a simple spot heal, but instead, a vital part of our burst healing sequence, which we're going to be discussing soon in this course.

Now, with all of this in mind, there is one exception to this goal. With the rework to Nullifying Shroud, Verdant Embrace will now trigger a few seconds of CC immunity with this PvP talent selected.

Now, in some rare circumstances, you might consider delaying your Verdant Embrace slightly if you're 100% sure you're about to take a CC. But for the most part, you can simply press Verdant on cooldown and be completely fine.

But before we get there, we have one final goal. Avoid CC.

This might seem way too obvious, but it's too easy to overlook. With our limited range and conical heals, we inevitably will be in vulnerable positions.

Now, with the rework to Nullifying Shroud, we're going to be avoiding CC passively simply by doing our standard burst healing sequence. But don't let this fool you.

We still need to be extra aware of any CC, especially spammable CC, at all times. Whenever Nullifying expires, you should assume that you will be CC.

You should be ready to deep breath, interrupt, or even knock your way out of a CC chain. Leaning into the disruptive part of our toolkit is one of the best ways to stay ahead on momentum.

If you can manage to follow all five of these goals at all times, you're already on the right path to truly climb as a preservation evoker in Arena. But be sure to stay tuned, because in the next video, we're going to be breaking down your basic healing priority.

PRESERVATION EVOKER SPOT HEALING PRIORITY

Now that we have covered our healing maintenance, let's move on to spot healing combos. These are the spell sequences you're going to use to recover larger amounts of damage.

First up, let's cover our bread and butter combo for big dream breath sustained AoE healing. Which starts by making sure reversion is already on the target, ideally duplicated with Echo.

Then we're going to Verdant Embrace whoever is needing the most healing, giving us two buffs, Lifebind, tethering our healing between us and the target, and then Call of Ysera, offering a massive multiplier on dream breath. Now we'll echo the target in need of most healing, and then we'll dream breath to one tick.

Now since dream breath always heals us, some of our healing will automatically transfer to the target, who will now also have two dream breath hots. Next up, let's go over a combo using Spirit Bloom for the next combo.

Next up, let's go over a combo using Spirit Bloom for the next combo. First up, let's cover our bread and butter combo for big dream breath sustained AoE healing.

Just like before, we'll start by making sure reversion is already on the target, preferably with Echo. Then, if instant healing is needed, we'll Verdant Embrace whoever is needing the most healing.

Following this, we'll Echo the main target. Finally, we'll charge our Spirit Bloom as high as we can, the more the better, as it means more targets will get healed, and any over healing we do on ourselves will just spill over with Lifebind.

And as an added bonus here, we'll get a larger health boost for our Spirit Bloom. And that's it.

We'll see you next time. We'll see you next time.

PRESERVATION HERO TALENTS: CHRONOWARDEN

Hey everyone, welcome to the next video in our Preservation of Ochre healing course. Now as you likely know, while talents have mostly stayed the same in the War Within, one major new feature is the introduction of what's called Hero Talents.

In this video we're going to be covering the Chrono Warden Tree. A mix of preservation and augmentation which bends the sands of time for increased healing output and some crazy new utility.

One of the main passive perks offered by this tree is Chrono Flame, which adds additional healing or damage to targets hit by Living Flame. This means two things.

For one, it reinforces maximizing uptime on reversion, since by doing so we can get more Life Spark procs. And on top of this, it also encourages us to use our Fire Breath on cooldown, since by doing so we can get Leaping Flames procs allowing us to AoE heal.

Speaking of which, the capstone talent of this tree, called After Image, will shoot out up to three Living Flames automatically whenever we cast an empowered spell.

Dream Breath and Spirit Bloom will automatically cast healing Living Flames, and Fire Breath will automatically cast Damage Living Flames, which together reinforce what we've already taught in this course, which is to aim to use every empowered spell on cooldown, since we can't do that without the Spirit Bloom.

Chrono Warden will also encourage us to use Spirit Bloom as an AoE heal more often, since it'll leave a hot on each target hit, and for every target the hot is on, we'll get 9% haste.

And when this is combined with After Image and Living Flames follow our 3 tick Spirit Bloom, we can turn what is a simple rotational spell into an AoE Lay on Hands. Now for what might be the most exciting part about Chrono Warden is Temporal Burst.

Imagine how the Gold Star from Mario Kart is a buff you got every single time you used Tip the Scales. This is Temporal Burst, giving you a temporary Bloodlust, Sprint, and CDR every time you press the ability.

Because of this new Temporal Burst buff, we are encouraged to press Tip the Scales in the opener for Fire Breath, not only AoE purging the enemy, but also giving us a window where it's easier to cast heals, and Sleepwalk during the game.

And if this wasn't already enough, Temporal Burst will also grant a nearby ally extra damage through Threads of Fate, which once again makes Tip the Scales a key button to press in the opener, since it will amplify our partner's offensive cooldowns.

The final major reason why Chrono Warden will likely be the premier Hero build throughout the expansion is Warp, which simply turns the initial press of Hover into a Blink, while reducing its cooldown and even adding some temporary damage reduction after pressed with an optional talent.

PRESERVATION EVOKER OPENER

Let's move past the theory and get to the practical. In this next part of our Preservation Evoker healing course, we'll guide you through each stage of the opener.

We're going to cover the goals, the thought processes, and decision making, drawing insights from Rank 1 Evoker next. In the pre-game, we're going to do some housekeeping here, making sure we buff Blessing of the Bronze and change PvP talents as needed.

But here we need to take an additional step of figuring out who our team will be attacking in the opener, because we're going to be helping them once the gates open. We're going to echo both of our DPS, and then we'll reversion whoever we think will be the kill target.

At this point, there are two things we're going to do to get ready for the initial clash, sometimes simultaneously. The first is build a big Stasis and slow down damage.

The best Stasis combo is to Verdant Embrace into an Echo of the Dark, and then use Verdant Embrace to kill the enemy.

The best Stasis combo is to Verdant Embrace into an Echo of the Dark, and then use Verdant Embrace into an Echo of the Dark, and then use Verdant Embrace into an Echo of the Dark, and then use Verdant Embrace into an Echo of the Dark, and then use Verdant Embrace into a Spirit Bloom that you'll charge as high as you can, which will store up a big healing combo for later on, while also covering the kill target with a bunch of Hots to protect them in the opener.

And now that he has massive Hots rolling, he presses Time Dilation in order to slow down some of the incoming bursts from the enemy team during this initial clash. Alright, but let's start to have some fun here, right?

The other goal we're going to want to accomplish in every opener is to apply offensive pressure to the enemy team, which we'll aim to do with a pressing Roar, Deep Breath, Sleepwalk, and an AoE Purge. Our first few Globals will be the same, and we'll Echo both DPS if possible, and then reversion the kill target.

But now, if you're noticing your team initiating a go on the enemy team early, especially an AoE go from a DK for example, we can assist with our offensive pressure. To do this, we'll use a pressing Roar, which we can combo with not only our teammate's CC, but also our Deep Breath.

To do this, we'll use a pressing Roar, which we can combo with not only our teammate's CC, but also our Deep Breath. To do this, we'll use a pressing Roar, which we can combo with not only our teammate's CC, but also our Deep Breath.

To do this, we'll use a pressing Roar, which we can combo with not only our teammate's CC, but also our Deep Breath. Somewhere in between our Stasis and our oppressing Roar, we're going to want to press our Tip the Scales, Fire Breath, even into teams without Hots.

Here we can see Next use an instant Fire Breath on the Warlock, which not only will remove up to 3 buffs, but will now grant Temporal Burst from the Chrono Ward in Hero Tree, providing a diminishing 30% haste, movement speed, and CDR, which we can use to sustain early game momentum.

Now, as far as trading, we're going to be focusing on the Warlock, which is a very important item in Now, as far as trading, we're going to be focusing on the Warlock, which is a very important item in as far as trading CDs in the opener, though.

We should aim to use Time Dilation on the kill target the moment that the enemy team is popping CDs. With two charges and a 50-second cooldown, we can afford to be a little bit liberal and it's going to help slow down some of the early game pressure.

We're not done yet, however, as there is one final goal we want to accomplish in the opener, which is to cc the enemy healer with Sleepwalk.

Here we can see Next use Tip the Scales, Fire Breath very early to get his Tip the Scales, Fire Breath very early in order to get his tip the scales fire breath very early in order to get his Temporal Burst buff.

He then uses this buff to help build his Stasis combo, and then the moment that it's done, he turns to the healer to Sleepwalk, which will be a super quick cast time thanks to the haste increase from our Tip the Scales.

Now, obviously, there was a lot going on in each one of these openers that we covered, but to simplify things, we're always going to look to get reversions out early, protect our Nullifying Shroud, build a Stasis, Tip the Scales Fire Breath, and finally apply pressure with Oppressing Roar, Deep Breath, and Sleepwalk.

Sounds like a lot, but the more of these boxes you can check, the stronger your early game momentum will be.

PRESERVATION EVOKER COOLDOWN ROTATION

In this guide, we're going to be guiding you through different stages of an average solo shuffle game, breaking down how each individual cooldown was used in order to win a stressful round. In the early game of every solo shuffle, you should expect to use Stasis, Tip the Scales, and Time Dilation.

Now, as the initial clash is happening, there's one cooldown we'll always press, and that of course is Stasis, which we'll use to store Verdant Embrace, Echo, and Spirit Bloom.

We want to do this early since there's a high chance we'll be CC'd in the opener, and once Stasis is stored, we can cancel it at any time to release its healing, even when we're CC'd. We'll also want to apply offensive pressure in the opener, which we can do with a Tip the Scales Fire Breath.

Doing this will not only dispel enemy buffs with Scouring Flame, but will also make it easier for us to heal since Tip the Scales will proc both Temporal Burst and Flow State, giving us faster cast and increased cooldown reduction.

And finally, the opener does present a perfect time to use Time Dilation, which we'll want to use on the kill target the moment the enemy team starts popping CDs. We now have two charges of Time Dilation, thanks to Just In Time, so there's no reason to be greedy here.

And just like that, within 30 seconds of the game starting, we have already used three cooldowns which might seem a little bit reckless, but allowed us to control early game momentum, and now we're ready to enter the mid game.

During the opener, we're able to consistently Stasis with Verdant Embrace, Echo, and Spirit Bloom. This might not be the case in the mid game when things start getting disjointed.

Here, in Next's mid game Stasis, he opts to Spirit Bloom, Verdant, and then Echo, which is going to give him punchier healing a little bit later on.

And then, the moment Tip the Scales is back, he'll use it for yet another Fire Breath, purging HOTs to gain offensive momentum, and then giving him yet another haste buff to bridge some mid game healing.

So to wrap up the mid game, you're aiming to do everything you did in the opener for a second time, combining Stasis with at least one empowered heal and Verdant Embrace, pressing Tip the Scales to purge buffs with Fire Breath and gain a haste buff, and then using Time Dilation high to help flatten out damage spikes against enemy cooldowns.

So if you've been keeping score here, there are still a few more cooldowns that we've really had to cover, and these ones are a bit more interesting.

So if you're a fan of the game, you might want to check out the video description for more details on how to use the skill to counter the damage spikes against enemy cooldowns.

And if you're a fan of the game, you might want to check out the video description for more details on how to use the skill to counter the damage spikes against enemy cooldowns. So if you've been keeping score here, there are still a few more cooldowns that we've had to cover, and these ones are a bit more interesting.

So if you've been keeping score here, there are still a few more cooldowns that we've had to cover, and these ones are a bit more The first is Emerald Communion, and with its 3 minute cooldown you're really only going to press this once per solo shuffle.

In ideal conditions, our goal is to use Emerald in order to avoid having to use our PvP trinket, as it will heal through most crowd control. Here, next will get Hexed while his whole team is under pressure.

So to counteract this, he trades out his AoE heal, which is good to do earlier in the game rather than much later, since it will be less hindered by dampening and it will even help restore some mana.

Now with that said, you need to be cautious when using Emerald Communion into Druids, Hunters, and even Demon Hunters, since Emerald Communion will not heal through Cyclone, Diamond Ice, or Imprisonment.

If you happen to be up against these classes, you're going to want to time your Emerald Communion around these abilities. Throughout the entire game, we're also going to be looking for opportunities to rescue, as this is going to provide a lot of opportunities to get a bit of a boost in our team.

As we enter the late game, there is one cooldown that we've hopefully saved up to this point. Rewind, which we're going to aim to use whenever one or more people have taken a huge chunk of damage and we need to quickly recover.

Rewind is, in all respects, a good way to save up to a lot of damage, but it's also a good way to save up to a lot of damage. Our last resort cooldown.

Because we have so much healing in the early game with our standard rotation and with stasis, we should really try to save Rewind for the late game. There are, however, times where you're going to need to press Rewind much earlier.

Solo shuffle and sometimes big random damage can absolutely happen and you need to make a quick save with nothing else available. As our last resort cooldown, we're also going to want to save Trinket specifically to Rewind if we can.

This is pretty much the equivalent of a Priest saving Trinket for Life Swap or a Shaman saving it for Spirit Link. Trinket Rewind is our almost guaranteed get out of jail free card, and if we used our Emerald Communion right and traded our other cooldowns efficiently, we should have this combo ready.