The basics

Preservation is a somewhat complicated healer. It's heavily based around the usage of several short-cooldowns and the empowered spells, it lacks a real useful spamable healing button, has a shorter range than any other class and it weirdly goes from having a lot of mobility tools to also being constantly inmobile casting long channels.

Using just the right amount of resources to respond to any given situation without overcommiting cooldowns that you will need soon is a key aspect of succeding as a preservation evoker

Empowered Spells

Preservation has three empowered spells: sb, db and fb

sb is a single hit high healing spell that goes from single target to up to four targets depending on how high you empower it. It also has a really bad tooltip. The healing doesn't actually split, it does the full amount to each target it hits, and higher empower levels add more targets to it. When you cast sb on a target, you send a single bolt to that target, this bolt then splits according to the empower rank of the spell and picks extra targets in a fully-smart way. This means the lowest HP players are prioritized.

Because of mastery, you always want to be at higher health than the people you are healing, sb plays into this in a really neat way: if you send sb into yourself, the main bolt will heal you before splitting and choosing the extra targets, this means you will most of the time have your mastery active on everyone else hit by it.

db is an cone aoe healing over time, that becomes less over time and more burst the higher the empower level you use it at. db gets a huge buff from ve via the coy talent, and so you always want to use ve before every db

Both of these empowers are incredibly strong, and you will mostly be using sb when you are in need if instant burst healing, and db to cover rot damage

The third empower, fb, is a damage button. The higher you empower it the more instant damage it does in exchange for a shorter dot just like db. fb is still an important part of our healing kit because of lgf and leaping

leaping

Casting fb will give you the leaping buff, which makes your next lf cast one extra flame per level you empowered the fb. These extra lfs can proc their own bursts and will be aimed at enemies if your lf target was an enemy or at allies if you used it to heal. If you cast lf on an enemy with leaping up but theres not enough hostile units close enough to target with the lfs any extras would heal nearby allies.

This last thing is very important to take into account, because casting lf on a single target boss with leaping and coy up would send four double power lfs to heal your group.

rev

rev is a spell that on its own is just a heal over time with a crit interaction. The complexity of this button comes from all the extra effects it gets added to it via talents, like gh and gp, on top of the resource generation it provides by having a chance to give us burst on aplication

Depending on the build and content you are playing, rev might be the single most important part of your healing, a filler spell or your spot healing tool. echoing gh lets you quickly recover someone from a big damage event, while using rev after casting a ta with reso gives you five different chances to proc burst while also applying gp to those targets

For more information on how rev interacts with the rest of our kit you can read the spell interactions page

ve

ve sometimes has the problem that it does too many things. As this is both our coy and lb applicator plus a mobility tool and also a big single target heal. Most of the time you will be casting ve on yourself, in part to avoid the danger of flying to another group member which position you might not be sure its safe and in part because you will already have echo on the everyone you want to heal and thus they will get healed by ve regardless of who you target

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