Preservation Evoker Talents image
Preservation Evoker Talents image

Content

Talents Overview

Class Tree

Row 1

  • Landslide: This ability is very situational since the root is not that useful in most situations. If you need the group for a dungeon it can be taken. But I recommend against this talent for most builds.
  • Obsidian Scales: This is an amazing defensive that I highly recommend taking. 
  • Naturalize: The base ability is called Expunge, but for Preservation it changes to Naturalize. You cannot remove this talent.

Row 2

  • Natural Convergence: Makes Disintegrate channel 20% faster. I would only take this if you run Energy Loop from the spec tree.
  • Permeating Chill: A good slow ability since it allows you to use Azure Strike to apply the slow. If there are any fights where you need to slow mobs this passive is helpful. I mostly take this for the node below it. 
  • Verdant Embrace: Great single target heal and you can’t skip it even if you wanted to.

Row 3

  • Forger of Mountains: Reduces Landslide’s cooldown by 30 seconds and it can withstand 200% more damage before breaking. A very situational talent that you would probably only take for pvp.
  • Innate Magic: This is a two point talent. It increases your essence regeneration rate by 5/10% faster.
  • Obsidian Bulwark: Obsidian Scales has two charges. I think this is a great talent because two charges of a defensive is never a bad thing. 
  • Enkindled: This is a two point talent. It increases Living Flame’s damage and healing by 3/6%. I would recommend taking this because the increased damage and healing is nice, and the nodes below this are nice as well.
  • Scarlet Adaptation: This will be a necessary talent if you want to maximize damage as a healer. 

Row 4

  • Quell: You will always take Quell for dungeons and probably raids too to get access to the talents below it.
  • Recall: This talent depends on your preference. In dungeons it is not that useful because you can Hover to get back into position. But this could be useful in raids due to the large encounter area. I would only take this if you also take Dream Flight. 
  • Choice node
    • Heavy Wingbeats: Reduces Wing Buffet’s cooldown by 45 seconds.
    • Clobbering Sweep: Reduces Tail Swipe’s cooldown by 45 seconds. This is a viable talent to take in dungeons and possibly in raids with annoying adds. Clobbering Sweep should be the one you choose if you take this talent. Wing Buffet is worse than Tail Swipe because it pushes mobs back, and pushing mobs out of other player’s abilities is not good. Tail Swipe is much better because it knocks mobs upwards. 
  • Tailwind: Hover increases your movement speed by 70% for the first 4 seconds. I like taking this talent because I use Hover a lot. If you don’t care for Hover feel free to spend the point elsewhere.
  • Cauterizing Flame: This is a must have for dungeons but you will probably take this for raids too so you can access the talents under it.

Row 5

  • Roar of Exhilaration: Successfully interrupting an enemy with Quell generates one essence. This talent isn’t really worth a point, at least not for healers.
  • Instinctive Arcana: This is a 2 point talent. Increases magic damage done by 2/4%. You will take this to get a damage increase if you like DPSing when no healing is needed.
  • Tip the Scales: This is a must have talent for any situation. An instant max empowered spell is just too good.
  • Attuned to the Dream: This is a two point talent. Your healing done and healing receives is increased by 2/4%. This is a must have talent.
  • Sleep Walk: This is a good CC that has potential in dungeons to be used for skipping mobs. What makes Sleep Walk amazing is that the mob does not aggro if you get too close to it. You can also move the mob to a place of your choosing. This is because Sleep Walk makes the mob go towards the location you were standing at when you cast the spell, it does not continously follow you. 

Row 6

  • Draconic Legacy: Two point talent that increases Stamina by 2/4%. The extra stamina can be helpful if you are feeling too squishy. I usually skip this talent because I’d rather spend the 2 points elsewhere.
  • Inherent Resistance: Two point talent that reduces magic damage taken by 2/4%.  You can take this talent if a fight has a lot of magic damage. However you only need to take this if you want access to Source of Magic below it.
  • Extended Flight: This is a two point talent that makes Hover last 2/4 seconds longer. I like taking this because it makes Hover even more amazing. But if you don’t use Hover a lot then feel free to skip this one.
  • Bountiful Bloom: Emerald Blossom heals 2 additional allies. You should only take this for an Emerald Blossom build and for raids. 
  • Ancient Flame: Healing yourself with Living Flame reduces the cast time of your next Living Flame by 40%. This talent is not good. You are not really healing yourself or others with Living Flame unless it is buffed by your 4 set, or if you have nothing else to cast. 

Row 7

  • Blast Furnace: Two point talent that makes Fire Breath’s damage over time lasts 2/4 seconds longer. Take this if you want to do damage and healing.
  • Exuberance: While above 75% health your movement speed is increased by 10%. I don’t feel like this talent is worth it, but if you like movement speed then give it a try.
  • Source of Magic: You would only take this for raids. This talent is much better for fights your team is progressing on, since fights on farm do not cause mana issues. 
  • Walloping Blow: Wing Buffet and Tail Swipe knock enemies further and dazes them, reducing movement speed by 70% for 4 seconds. This is a good talent if you need to slow enemies, but otherwise not needed. 
  • Panacea: Emerald Blossom instantly heals you for (125% of spell power). This allows you to use Emerald Blossom defensively to give yourself a nice instant heal. You will always take this talent to get access to the nodes under it.

Row 8

  • Unravel: This is a situational talent that you would only take if there are absorb shields you need to worry about. While 500% spell power sounds like a lot, it isn’t at least for now. On beta at 392 ilvl this ability only did 48k to absorb shields, and I did have it crit for over 100k. However in high keys the absorb shields can be very large and this spell feels like it hardly puts a dent in unless you get a lucky crit. 
  • Protracted Talons: Makes Azure strike hit one additional enemy. This is good for cleave damage in dungeons. You can use it in raids if there will be multiple targets during the fight.
  • Oppressing Roar: This is a talent that is best used in a coordinated group. Oppressing Roar gets the best value if you use it before CC is applied. Make sure to stand back from mobs when using this as it is an instant cast frontal cone. What gives Oppressing Roar more value is the talent node under it.
  • Regenerative Magic: Source of magic forms a bond with your ally, causing 15% of their healing to also heal you while you are below 50% health. This talent is best used during progression in raids. 
  • Rescue: This is a good ability to take for any places where allies can be thrown off cliffs. It is also good for mobility, and forcing players to move to better positions. Rescue can be used for movement as well if you need to get somewhere fast. This talent is optional but I enjoy the utility it provides. 
  • Lush Growth: This is a two point talent that makes green spells restore 5/10% more health. This should always be taken for raids. As for dungeons that will depend on your build. If you are doing a bronze based build then this talent is not as important. If you do a green based build then you always take this. 
  • Renewing Blaze: This defensive is not that great for heavy damage because 8 seconds takes too long to heal. Another catch is you have to use it before you take damage to get value from this ability. If you use this talent you really need Foci of Life, which makes it a much better defensive.

Row 9

  • Leaping Flames: Fire Breath causes your next Living Flame to strike 1 additional target per empower level. This talent can be great for healing and damage so I definitely recommend trying to get this if you can. 
  • Overawe: This removes 1 enrage effect from each enemy and its cooldown is reduced by 20 seconds for each enrage dispelled. This gives Oppressing Roar a lot of utility because there are many aoe enrages in dungeons. The best example of this is in Nokhud Offensive, there is a mob that casts Rally the Clan that enrages all nearby mobs. This ability cannot be interrupted and will go off if no one can CC it. Enrages are very dangerous and deadly in high keys. Just make sure to choose a different talent if the content you are doing has no enrages. 
  • Aerial Mastery: Hover gains 1 additional charge. This talent is amazing because having 2 Hover charges gives you more mobility. But if you don’t utilize Hover often then you can choose another talent.
  • Twin Guardian: Rescue protects you and your ally from harm, absorbing damage equal to 30% of your max health for 5 seconds. This can make Rescue a defensive ability if you use it just before damage comes out. I like the extra utility this talent gives Rescue and recommend taking it.
  • Choice Node
    • Foci of Life: This increases healing you take by 20% from all sources and makes Renewing Blaze a much better defensive as I said earlier. This does increase healing done by Healthstones and health pots as well. This is the talent you should choose if you take Renewing Blaze.
    • Fire Within: Renewing Blaze’s cooldown is reduced by 30 seconds. This is not as helpful because Renewing Blaze is too weak on its own.

Row 10

  • Terror of the Skies: Deep Breath stuns enemies for 3 seconds. This talent isn’t that strong considering Deep Breath is on a 2 minute cooldown and 3 seconds is not that long. But it does allow Deep Breath to disrupt enemies which can be helpful. I would say to take it if you enjoy the stun or leave it if you don’t.
  • Time Spiral: This can be a helpful ability to have in any situation where heavy movement is needed. It can be good in raids or dungeons. You can take this if you like the utility it provides.
  • Zephyr: This is probably the best of the 3 end talents, at least when it comes to dungeons. For dungeons you can time Zephyr to greatly reduce incoming damage. In raids however it is not as effective since it only protects 5 players. It can still be a good personal defensive though, and greatly helps with movement. I would always take this in dungeons, but for raids it is more situational.

Spec Tree

Row 1

  • Echo: Guaranteed talent that has a lot of uses. You can turn single target heals into group heals by Echoing the right players. 

Row 2

  • These two are also guaranteed talents.
  • Dream Breath: Great group healing ability. You can use it at empower 1 to get a nice strong HoT on the party, or use the full empowered Dream Breath for an emergency heal.
  • Reversion: This is your HoT that you can keep on the party. If you use Echo and then Reversion you can apply two Reversions on the same player. If you try using Reversion twice on the same player it will just refresh the HoT. 

Row 3

  • These are all guaranteed talents as well.
  • Temporal Compression: Each cast of a bronze spell causes your next empower spell to reach maximum level in 5% less time, stacking up to 4 times. I suggest using a WeakAura to track this to make it easier to get full stacks to make your empower spells much faster.
  • Essence Burst: Living Flame has a 20% chance to make your next ability free. 
  • Rewind: One of your major healing cooldowns. 

Row 4

  • While you can technically skip one of these talents, all of these are good options and give access to the rest of the tree.
  • Spiritbloom: Empowered spell that is good for single target healing or group healing. 
  • Essence Attunement: Essence Burst stacks two times. This is a great talent to take.
  • Time Dilation: This is a good ability to help reduce damage that is focused on a single player, or buy you some time to heal someone up.

Row 5

  • Now we are getting into the choices
  • Emerald Communion: This is the strongest defensive Evokers have, and can also be used to heal allies.
  • Choice Node:
    • Empath: Spiritbloom increases your essence regeneration rate by 100% for 8 seconds. This can be good if you need to use a lot of essence.
    • Spiritual Clarity: Spiritbloom’s cooldown is reduced by 10 seconds. This is also a viable option because Spiritbloom is such a useful heal that having access to it more often
  • Fluttering Seedlings: This is a two point node. Makes Emerald Blossom sends out 1/2 flying seedlings when it bursts, healing allies up to 40yds away for (54% of spell power). This is a must have for an Emerald Blossom build.
  • Life-Giver’s Flame: This is a two point node. Fire Breath heals a nearby injured ally for 40/80% of the damage done. This talent gives Fire Breath more utility since it can act as a heal, and is very good in a build for dealing DPS. 
  • Golden Hour: Reversion instantly heals the target for 15% of damage taken in the last 5 seconds. This is a must have talent because it is really useful. You can use Reversion on players that just took a chunk of damage to heal them up faster. Another thing you can do is Echo that player first and then use Reversion on them. This will put two Reversion HoTs on the player and proc Golden Hour twice.
  • Choice Node:
    • Delay Harm: Time Dilation delays 70% of damage taken. This can be taken if there is a hard hitting ability you are worried about, but not necessary. 
    • Just in Time: Time Dilation’s cooldown is reduced by 2 seconds each time you cast an Essence ability. Can be used if you want to use Time Dilation more often, but not necessary.
  • Temporal Anomaly: This is a strong ability that is great to use before damage comes out. The absorb shields it provides can helps absorb that damage and make healing easier. You just have to be careful not to spam this ability so you don’t drain your mana. This isn’t a necessary ability but I think it is a really good one to have, and it does have some strong talent nodes associated with it in the next row.

Row 6

  • Choice Node
    • Dreamwalker: You are able to move while communing with the dream. This is nice to have because then you don’t have to worry about getting stuck in a mechanic. 
    • Rush of Vitality: Emerald Communion increases your maximum health by 20% for 15 seconds. This is another viable option as the health increase makes you bulkier. You can combine this with other abilities such as Twin Guardian. You can use Rescue with the health increase to get a bigger absorb shield. This could also slightly increase your damage of Living Flame and Fire Breath if you are using Lifeforce Mender.
  • Exhilirating Burst: This is a two point node. It says each time you gain Essence Burst, your critical healing is increased by 15/30% for 10 seconds. This talent is a bit misleading. It does not increase your crit chance. All it does is increase how much healing a crit heal does. So this talent will not be good unless crit turns out to be an important stat for Preservation, and even then you will need a high crit stat to get full usage out of this talent. 
  • Field of Dreams: Gain a 30% for one of your Fluttering Seedlings to grow into a new Emerald Blossom. This talent is a must have in an Emerald Blossom build. You can get a lot of free Emerald Blossoms with this talent, and since Fluttering Seedlings go towards random players they can easily heal ranged players. 
  • Lifeforce Mender: This is a two point node. It makes Living Flame and Fire Breath deal additional damage and healing equal to 1/2% of your maximum health. This is a good talent to have for healing and damage, and goes well with our 4 set which also empowers how much Living Flame can do. I usually only spend one point here because an extra 1% is not a big difference. 
  • Time Lord: This is a two point talent. It makes Echo replicate 25/50% more healing. This is a talent you always want if you are using a bronze or Echo based build. You do not need this for an Emerald Blossom build because then you have two spells competing for your essence. 
  • Flow State: This is a two point talent. Empower spells cause time to flow 5/10% faster for you. Increases your movement speed, cooldown recharge rate, and cast speed. Lasts 10 seconds. While this sounds like a cool talent I haven’t noticed much of a difference when using it. I suggest experimenting with it if you want to test its effect.
  • Choice Node
    • Resonating Sphere: Temporal Anomaly applies Echo at 30% effectiveness to allies it shields. This is a great talent especially if you enjoy using Echoes to spread your healing. If you aim your Temporal Anomaly correctly you can get Echoes on the entire group. Or you can use it to apply Echo to 2 players and then manually Echo the rest. This can allow you to easily spread HoTs among the group, or get players hit twice by strong heals such as Spiritbloom. There are tons of possibilities with this talent. If you don’t plan on using Echo a lot then don’t take this talent.
    • Nozdormu’s Teachings: Temporal Anomaly shields 1 additional target each time is pulses, allowing you to shield up to 9 players. This is another strong talent to pair with Temporal Anomaly, and the one to take if you don’t want to use Echo. This can help mitigate a lot of damage and will have more value in raids due to the higher player count. 

Row 7

  • These talents can block access to the ones in row 8. While you can skip some of these, you may not have a choice if you want the talents below these nodes.
  • Call of Ysera: Verdant Embrace increases the healing of your next Dream Breath by 40% or next Living Flame by 100%. I think this talent is an amazing passive because it turns Verdant Embrace into a buff. If there is a lot of damage going out you can Verdant Embrace yourself, or a player, then release a 1 empower Dream Breath. This would put a strong HoT on all players you hit. Remember you can use Echo to duplicate this effect as well. Another option is if you have an empowered Living Flame from the 4-set, and someone needs serious single target healing, then you can use Verdant Embrace and Living Flame. The only thing I am not sure about is if every extra Living Flame from Leaping Flames also has the bonus applied. You can skip this but the talent below makes it a must have.
  • Lifebind: Verdant Embrace temporarily bonds your life with an ally, causing healing either of you to receive to also heal the bonded partner for 40% of the amount. Lasts 5 seconds. This talent has a lot of potential because you can spread it with Echo. In dungeons you can easily get this on all 5 players. Then you need to make sure to follow up quickly with other healing spells such as Spiritbloom. But its true potential may lie in raids, as you could use Lifebind on multiple players as other healers are using a major cooldown to piggy back off their healing. This will be a must take for raids, but can be skipped in dungeon builds if you want something different.
  • Punctuality: Reversion has 2 charges. This will be a must have because two charges allows you to spread Reversion throughout the group easily. You can skip this talent if you don’t plan on using Reversion a lot. However once you get your two-set this talent will be necessary. 

Row 8

  • Spark of Insight: Consuming a full temporal compression grants you Essence Burst. This talent can give you a lot of free Essence Bursts as long as you keep track of your Temporal Compression stacks. This talent will probably be more useful in raids, as I haven’t felt like essence regeneration is an issue in dungeons.
  • Power Nexus: Increases your maximum essence to 6. This will be a must have talent because the extra essence is very valuable. With it you can cast 2 Emerald Blossoms or 3 Echos. In dungeons 3 Echos allows you to easily get Reversion up on everyone, and gives you more coverage overall. 
  • Ouroboros: For each ally healed by Emerald Blossom or Dream Breath, gain a stack of Ouroboros. This increases your next Echo’s direct healing by 15% per stack, stacking up to 20 times. I have not tested this talent yet because I don’t think it brings that much value. At the most it gives you one super strong Echo to use on someone who took a big chunk of damage. The downside is that Dream Breath can only hit 5 players max, and Emerald Blossom only hits 3 (5 if you have Bountiful Bloom). So to get 20 stacks you need to use these abilities 4 times, and hit 5 players each time. If you are running Field of Dreams, this can make it easier to get stacks since Fluttering Seedlings that turn into Emerald Blossom does count. I use Echo a lot so having to hold back for this proc is more of a hinderance than helpful.
  • Font of Magic: Increases your empower spells’ maximum level by 1. This can allow your Spiritbloom to heal 4 targets max, increases Dream Breath’s instant heal at max empowerment, and allows you to do more instant damage with Fire Breath. If you have Leaping Flames, this will allow you to hit 5 targets with Living Flame after using  a max empower Fire Breath. This is a must if you use empowered spells a lot, but can be skipped if you prefer a different playstyle.  
  • Choice Node:
    • Erasure: Rewinds has 2 charges, but its healing is reduced by 50%. This is great for dungeons because having 2 charges of Rewinds gives you more breathing room when it comes to group wide damage. However for raids more testing is needed to see if this is useful for raids. Rewind already does less healing in a raid setting after all.
    • Temporal Artificer: Rewind’s cooldown is reduced by 60 seconds. This talent is better suited for raids and will require you to know how long the boss fight is. You will only take this talent if it would allow you to use Rewind multiple times during a fight.
  • Energy Loop: Disintegrate deals 20% more damage and generates 7,200 mana over its duration. Currently even with this talent Living Flame is a much better DPS option. However, this talent will be useful in raids during progression as you can use it to restore some mana during downtime. If you are having mana troubles then take this talent, and remember to take Natural Convergence so Disintegrate channels faster.
  • Time of Need: When you or an ally drops below 20% health, a version of yourself enters the timeline and heals them for (309.6% of spell power). Your alternate self continues healing for 8 seconds before returning to their timeline. May only occur once every 90 seconds. This talent is more useful in dungeons than in raids due to the smaller group size. It can help save someone from dying in a pinch, but may be less effective in high keys where a lot of damage is going out. More testing for this is needed to determine if it is worth the point.

Row 9

  • These are all 2 point nodes that block access to the final tier of talents.
  • Renewing Breath: Dream Breath healing is increased by 15/30%. This talent can make Dream Breath an even stronger heal and increases the power of its HoT. I like taking this if I can because being able to do a 1 empower Dream Breath to put a strong long HoT on multiple players is amazing. Especially since you can replicate the HoT with Echo. If you don’t plan on using Dream Breath a lot then skip this talent. 
  • Grace Period: Your healing is increased by 5/10% on targets with your Reversion. This talent is only good if you focus on keeping Reversion active on players as much as possible. The healing bonus is great but not required.
  • Timeless Magic: Reversion, Time Dilation, and Echo last 15/30% longer. This is a must have for bronze based builds. 

Row 10

  • Dream Flight: This is one of the coolest abilities Preservation has. However, its healing is pretty lackluster and the ability is very clunky. This talent is not viable in dungeons and could possibly be used in raids. Using Dream Flight effectively in raids will be a challenge as players must be clumped up for you to hit them all, and it is easy to miss a player that stand on the edge of the area of effect. Another downside to Dream Flight is when you fly over ground effects they will damage you, and mechanics could spawn at your landing site which would guarantee your death. Unless they make some changes I doubt this talent will be picked for any build. 
  • Cycle of Life: Every 3 Emerald Blossoms leaves behind a sprout which gathers 10% of your healing over 10 seconds. The sprout then heals allies within 30yds, divided evenly among targets. When a sprout is created you get the Cycle of Life buff. I recommend using a WeakAura to help you track this. This talent is best picked for an Emerald Blossom build and will probably be good in raids. We got very little chances to raid test so it is hard to know for sure. It is possible to get multiple Cycle of Life sprouts active at a time. You can do this by waiting for an Essence Burst proc, then pop Stasis and use Emerald Blossom 3 times. Next you immediately trigger Stasis to send out more Emerlad Blossoms and can easily get a second Cycle of Life. If you get lucky with Field of Dreams, the Emerald Blossoms spawned by that talent will also count towards the 3 needed to create a sprout. 
  • Stasis: This is probably the best option for any build in the end tier talents. Stasis has a lot of potential if used correctly, but can also be useless if used incorrectly. The way Stasis works isn’t as straightforward as it sounds. For example if you are using Temporal Anomaly with Resonating Sphere, and you use Stasis, then Stasis will record Temporal Anomaly and the first two Echoes it applies to players. So in this case you must always make sure to use Temporal Anomaly last if you want to store it in Stasis. Another complication with Stasis can arise if you are using Field of Dreams. If you use Emerald Blossom before Stasis, and Field of Dreams happens to proc 1 or even 3 extra Emerald Blossoms, then those will instantly take up all your Stasis slots. 
    The next thing to consider when using Stasis is what the heck do you store? My favorite combination is max empower Spiritbloom, Verdant Embrace, and then a 1 empower Dream Breath for a long HoT or a max empower Dream Breath if I need more instant power. The reason I use Verdant Embrace is because of Call of Ysera. Another combination is Spiritbloom, Dream Breath, and Temporal Anomaly. Or if you want to get Lifebinds out you can do Echo, Echo, Verdant Embrace. You can even store three Echoes if you want to spread Verdant Embrace to the entire group (in dungeons) and then use a strong healing spell such as Spiritbloom. The Echo combinations are only viable in dungeons, not for raids. I recommend taking this talent because it is an extra cooldown that can help out in a tough situation. 

Talent Builds

Emerald Blossom Dungeon Build

  • Go to this link to import the build: Click Me.
  • The talents in yellow are ones that I consider not necessary for the build. So you can feel free to add or remove talents to try what you feel is best. 
  • If you are doing a dungeon with Enrages I recommend taking off Rescue and Twin Guardian. Replace these with Oppressing Roar and Overawe. Current Mythic+ dungeons with enrages are Nokhud Offensive, Algeth’ar Academy, Temple of the Jade Serpent, and Halls of Valor.
  • With this build you want to mainly use Emerald Blossom to heal. Try to save empowered spells for big bursts of damage. 
  • If you use Cycle of Life make sure to have a WeakAura to help track when it is active.

Echo & Reversion Dungeon Build

  • Go to this link to import the build: Click Me.
  • Again if you are doing a dungeon with Enrages I recommend taking off Rescue and Twin Guardian. Replace these with Oppressing Roar and Overawe. 
  • With this build you want to try and keep Reversion active on the party as much as possible. Then use Echoes to help spread additional heals through the group.
  • Send out Temporal Anomaly before big damage goes out to help shield players. Resonating Sphere will also help spread Echoes so you can heal the group.

Raid Build

  • Go to this link to import the build: Click Me.
  • In the class tree there is a lot of flexibilty depending on what the boss fight mechanics are. If there is any interrupt mechanic I suggest taking Quell. 
  • If you would like to do more damage then follow the left side talents down. You can skip Protracted Talons if the boss fight has no opportunities for multi target damage. 
  • Inherent Resistance, Source of Magic, and Regenerative Magic should only be taken during progression. Switch these out once a boss is on farm. 
  • Oppressing Roar can be useful if there are mobs that need to be CC’d in the fight.
  •  Only take the Tail Swipe and Wing Buffet talents if there are mobs in the fight that these abilities would be helpful for.
  • Time Spiral is only needed if the fight requires a lot of movement.
  • As for the spec tree there is customization options here too. If you want to do a bit more damage you can go for Life-Giver’s Flame and Lifeforce Mender. Lifeforce Mender is a better talent to choose when you have your 4-set. 
  • Emerald Communion is a great defensive for progression but can be dropped when its no longer needed
  • If Cycle of Life turns out to be underwhelming then it can be dropped for raids.
  • Only take Temporal Artificer if it gives you more Rewind usage during the fight.
  • Energy Loop is another talent that is great on progression but can be dropped later on. Make sure to use Natural Convergence with this.

Level 60 Builds

  • This is the Echo + Reversion dungeon build.
  • Go to this link to import the build: Click Me!
  • The reason I take Bountiful Bloom is because it is the only way to access the talent below with our limited points.
  • Can remove Life-Giver’s Flame for another talent like Empathy or Spiritual Clarity. 
  • Can switch between Resonating Sphere or Nozdormu’s Teachings
  • This is the Emerald Blossom dungeon build.
  • Go to this link to import the build: Click Me!
  • Can remove Life-Giver’s Flame for Emerald Communion and the choice node below it if you would prefer the defensive. 
  • This is my raid build.
  • Go to this link to import the build: Click Me!
  • Can remove Aerial Mastery and Rescue for Renewing Blaze and Foci of Life, or spend the two points elsewhere where you prefer.
  • If you don’t use Echoes a lot you can remove points from Time Lord and use it for Emerald Communion, Spiritbloom choice node, or Life Giver’s Flames.
  • Can switch between Resonating Sphere and Nozdormu’s Teachings.


Talents Overview

Class Tree

Row 1

  • Landslide: This ability is very situational since the root is not that useful in most situations. If you need the group for a dungeon it can be taken. But I recommend against this talent for most builds.
  • Obsidian Scales: This is an amazing defensive that I highly recommend taking. 
  • Naturalize: The base ability is called Expunge, but for Preservation it changes to Naturalize. You cannot remove this talent.

Row 2

  • Natural Convergence: Makes Disintegrate channel 20% faster. I would only take this if you run Energy Loop from the spec tree.
  • Permeating Chill: A good slow ability since it allows you to use Azure Strike to apply the slow. If there are any fights where you need to slow mobs this passive is helpful. I mostly take this for the node below it. 
  • Verdant Embrace: Great single target heal and you can’t skip it even if you wanted to.

Row 3

  • Forger of Mountains: Reduces Landslide’s cooldown by 30 seconds and it can withstand 200% more damage before breaking. A very situational talent that you would probably only take for pvp.
  • Innate Magic: This is a two point talent. It increases your essence regeneration rate by 5/10% faster.
  • Obsidian Bulwark: Obsidian Scales has two charges. I think this is a great talent because two charges of a defensive is never a bad thing. 
  • Enkindled: This is a two point talent. It increases Living Flame’s damage and healing by 3/6%. I would recommend taking this because the increased damage and healing is nice, and the nodes below this are nice as well.
  • Scarlet Adaptation: This will be a necessary talent if you want to maximize damage as a healer. 

Row 4

  • Quell: You will always take Quell for dungeons and probably raids too to get access to the talents below it.
  • Recall: This talent depends on your preference. In dungeons it is not that useful because you can Hover to get back into position. But this could be useful in raids due to the large encounter area. I would only take this if you also take Dream Flight. 
  • Choice node
    • Heavy Wingbeats: Reduces Wing Buffet’s cooldown by 45 seconds.
    • Clobbering Sweep: Reduces Tail Swipe’s cooldown by 45 seconds. This is a viable talent to take in dungeons and possibly in raids with annoying adds. Clobbering Sweep should be the one you choose if you take this talent. Wing Buffet is worse than Tail Swipe because it pushes mobs back, and pushing mobs out of other player’s abilities is not good. Tail Swipe is much better because it knocks mobs upwards. 
  • Tailwind: Hover increases your movement speed by 70% for the first 4 seconds. I like taking this talent because I use Hover a lot. If you don’t care for Hover feel free to spend the point elsewhere.
  • Cauterizing Flame: This is a must have for dungeons but you will probably take this for raids too so you can access the talents under it.

Row 5

  • Roar of Exhilaration: Successfully interrupting an enemy with Quell generates one essence. This talent isn’t really worth a point, at least not for healers.
  • Instinctive Arcana: This is a 2 point talent. Increases magic damage done by 2/4%. You will take this to get a damage increase if you like DPSing when no healing is needed.
  • Tip the Scales: This is a must have talent for any situation. An instant max empowered spell is just too good.
  • Attuned to the Dream: This is a two point talent. Your healing done and healing receives is increased by 2/4%. This is a must have talent.
  • Sleep Walk: This is a good CC that has potential in dungeons to be used for skipping mobs. What makes Sleep Walk amazing is that the mob does not aggro if you get too close to it. You can also move the mob to a place of your choosing. This is because Sleep Walk makes the mob go towards the location you were standing at when you cast the spell, it does not continously follow you. 

Row 6

  • Draconic Legacy: Two point talent that increases Stamina by 2/4%. The extra stamina can be helpful if you are feeling too squishy. I usually skip this talent because I’d rather spend the 2 points elsewhere.
  • Inherent Resistance: Two point talent that reduces magic damage taken by 2/4%.  You can take this talent if a fight has a lot of magic damage. However you only need to take this if you want access to Source of Magic below it.
  • Extended Flight: This is a two point talent that makes Hover last 2/4 seconds longer. I like taking this because it makes Hover even more amazing. But if you don’t use Hover a lot then feel free to skip this one.
  • Bountiful Bloom: Emerald Blossom heals 2 additional allies. You should only take this for an Emerald Blossom build and for raids. 
  • Ancient Flame: Healing yourself with Living Flame reduces the cast time of your next Living Flame by 40%. This talent is not good. You are not really healing yourself or others with Living Flame unless it is buffed by your 4 set, or if you have nothing else to cast. 

Row 7

  • Blast Furnace: Two point talent that makes Fire Breath’s damage over time lasts 2/4 seconds longer. Take this if you want to do damage and healing.
  • Exuberance: While above 75% health your movement speed is increased by 10%. I don’t feel like this talent is worth it, but if you like movement speed then give it a try.
  • Source of Magic: You would only take this for raids. This talent is much better for fights your team is progressing on, since fights on farm do not cause mana issues. 
  • Walloping Blow: Wing Buffet and Tail Swipe knock enemies further and dazes them, reducing movement speed by 70% for 4 seconds. This is a good talent if you need to slow enemies, but otherwise not needed. 
  • Panacea: Emerald Blossom instantly heals you for (125% of spell power). This allows you to use Emerald Blossom defensively to give yourself a nice instant heal. You will always take this talent to get access to the nodes under it.

Row 8

  • Unravel: This is a situational talent that you would only take if there are absorb shields you need to worry about. While 500% spell power sounds like a lot, it isn’t at least for now. On beta at 392 ilvl this ability only did 48k to absorb shields, and I did have it crit for over 100k. However in high keys the absorb shields can be very large and this spell feels like it hardly puts a dent in unless you get a lucky crit. 
  • Protracted Talons: Makes Azure strike hit one additional enemy. This is good for cleave damage in dungeons. You can use it in raids if there will be multiple targets during the fight.
  • Oppressing Roar: This is a talent that is best used in a coordinated group. Oppressing Roar gets the best value if you use it before CC is applied. Make sure to stand back from mobs when using this as it is an instant cast frontal cone. What gives Oppressing Roar more value is the talent node under it.
  • Regenerative Magic: Source of magic forms a bond with your ally, causing 15% of their healing to also heal you while you are below 50% health. This talent is best used during progression in raids. 
  • Rescue: This is a good ability to take for any places where allies can be thrown off cliffs. It is also good for mobility, and forcing players to move to better positions. Rescue can be used for movement as well if you need to get somewhere fast. This talent is optional but I enjoy the utility it provides. 
  • Lush Growth: This is a two point talent that makes green spells restore 5/10% more health. This should always be taken for raids. As for dungeons that will depend on your build. If you are doing a bronze based build then this talent is not as important. If you do a green based build then you always take this. 
  • Renewing Blaze: This defensive is not that great for heavy damage because 8 seconds takes too long to heal. Another catch is you have to use it before you take damage to get value from this ability. If you use this talent you really need Foci of Life, which makes it a much better defensive.

Row 9

  • Leaping Flames: Fire Breath causes your next Living Flame to strike 1 additional target per empower level. This talent can be great for healing and damage so I definitely recommend trying to get this if you can. 
  • Overawe: This removes 1 enrage effect from each enemy and its cooldown is reduced by 20 seconds for each enrage dispelled. This gives Oppressing Roar a lot of utility because there are many aoe enrages in dungeons. The best example of this is in Nokhud Offensive, there is a mob that casts Rally the Clan that enrages all nearby mobs. This ability cannot be interrupted and will go off if no one can CC it. Enrages are very dangerous and deadly in high keys. Just make sure to choose a different talent if the content you are doing has no enrages. 
  • Aerial Mastery: Hover gains 1 additional charge. This talent is amazing because having 2 Hover charges gives you more mobility. But if you don’t utilize Hover often then you can choose another talent.
  • Twin Guardian: Rescue protects you and your ally from harm, absorbing damage equal to 30% of your max health for 5 seconds. This can make Rescue a defensive ability if you use it just before damage comes out. I like the extra utility this talent gives Rescue and recommend taking it.
  • Choice Node
    • Foci of Life: This increases healing you take by 20% from all sources and makes Renewing Blaze a much better defensive as I said earlier. This does increase healing done by Healthstones and health pots as well. This is the talent you should choose if you take Renewing Blaze.
    • Fire Within: Renewing Blaze’s cooldown is reduced by 30 seconds. This is not as helpful because Renewing Blaze is too weak on its own.

Row 10

  • Terror of the Skies: Deep Breath stuns enemies for 3 seconds. This talent isn’t that strong considering Deep Breath is on a 2 minute cooldown and 3 seconds is not that long. But it does allow Deep Breath to disrupt enemies which can be helpful. I would say to take it if you enjoy the stun or leave it if you don’t.
  • Time Spiral: This can be a helpful ability to have in any situation where heavy movement is needed. It can be good in raids or dungeons. You can take this if you like the utility it provides.
  • Zephyr: This is probably the best of the 3 end talents, at least when it comes to dungeons. For dungeons you can time Zephyr to greatly reduce incoming damage. In raids however it is not as effective since it only protects 5 players. It can still be a good personal defensive though, and greatly helps with movement. I would always take this in dungeons, but for raids it is more situational.

Spec Tree

Row 1

  • Echo: Guaranteed talent that has a lot of uses. You can turn single target heals into group heals by Echoing the right players. 

Row 2

  • These two are also guaranteed talents.
  • Dream Breath: Great group healing ability. You can use it at empower 1 to get a nice strong HoT on the party, or use the full empowered Dream Breath for an emergency heal.
  • Reversion: This is your HoT that you can keep on the party. If you use Echo and then Reversion you can apply two Reversions on the same player. If you try using Reversion twice on the same player it will just refresh the HoT. 

Row 3

  • These are all guaranteed talents as well.
  • Temporal Compression: Each cast of a bronze spell causes your next empower spell to reach maximum level in 5% less time, stacking up to 4 times. I suggest using a WeakAura to track this to make it easier to get full stacks to make your empower spells much faster.
  • Essence Burst: Living Flame has a 20% chance to make your next ability free. 
  • Rewind: One of your major healing cooldowns. 

Row 4

  • While you can technically skip one of these talents, all of these are good options and give access to the rest of the tree.
  • Spiritbloom: Empowered spell that is good for single target healing or group healing. 
  • Essence Attunement: Essence Burst stacks two times. This is a great talent to take.
  • Time Dilation: This is a good ability to help reduce damage that is focused on a single player, or buy you some time to heal someone up.

Row 5

  • Now we are getting into the choices
  • Emerald Communion: This is the strongest defensive Evokers have, and can also be used to heal allies.
  • Choice Node:
    • Empath: Spiritbloom increases your essence regeneration rate by 100% for 8 seconds. This can be good if you need to use a lot of essence.
    • Spiritual Clarity: Spiritbloom’s cooldown is reduced by 10 seconds. This is also a viable option because Spiritbloom is such a useful heal that having access to it more often
  • Fluttering Seedlings: This is a two point node. Makes Emerald Blossom sends out 1/2 flying seedlings when it bursts, healing allies up to 40yds away for (54% of spell power). This is a must have for an Emerald Blossom build.
  • Life-Giver’s Flame: This is a two point node. Fire Breath heals a nearby injured ally for 40/80% of the damage done. This talent gives Fire Breath more utility since it can act as a heal, and is very good in a build for dealing DPS. 
  • Golden Hour: Reversion instantly heals the target for 15% of damage taken in the last 5 seconds. This is a must have talent because it is really useful. You can use Reversion on players that just took a chunk of damage to heal them up faster. Another thing you can do is Echo that player first and then use Reversion on them. This will put two Reversion HoTs on the player and proc Golden Hour twice.
  • Choice Node:
    • Delay Harm: Time Dilation delays 70% of damage taken. This can be taken if there is a hard hitting ability you are worried about, but not necessary. 
    • Just in Time: Time Dilation’s cooldown is reduced by 2 seconds each time you cast an Essence ability. Can be used if you want to use Time Dilation more often, but not necessary.
  • Temporal Anomaly: This is a strong ability that is great to use before damage comes out. The absorb shields it provides can helps absorb that damage and make healing easier. You just have to be careful not to spam this ability so you don’t drain your mana. This isn’t a necessary ability but I think it is a really good one to have, and it does have some strong talent nodes associated with it in the next row.

Row 6

  • Choice Node
    • Dreamwalker: You are able to move while communing with the dream. This is nice to have because then you don’t have to worry about getting stuck in a mechanic. 
    • Rush of Vitality: Emerald Communion increases your maximum health by 20% for 15 seconds. This is another viable option as the health increase makes you bulkier. You can combine this with other abilities such as Twin Guardian. You can use Rescue with the health increase to get a bigger absorb shield. This could also slightly increase your damage of Living Flame and Fire Breath if you are using Lifeforce Mender.
  • Exhilirating Burst: This is a two point node. It says each time you gain Essence Burst, your critical healing is increased by 15/30% for 10 seconds. This talent is a bit misleading. It does not increase your crit chance. All it does is increase how much healing a crit heal does. So this talent will not be good unless crit turns out to be an important stat for Preservation, and even then you will need a high crit stat to get full usage out of this talent. 
  • Field of Dreams: Gain a 30% for one of your Fluttering Seedlings to grow into a new Emerald Blossom. This talent is a must have in an Emerald Blossom build. You can get a lot of free Emerald Blossoms with this talent, and since Fluttering Seedlings go towards random players they can easily heal ranged players. 
  • Lifeforce Mender: This is a two point node. It makes Living Flame and Fire Breath deal additional damage and healing equal to 1/2% of your maximum health. This is a good talent to have for healing and damage, and goes well with our 4 set which also empowers how much Living Flame can do. I usually only spend one point here because an extra 1% is not a big difference. 
  • Time Lord: This is a two point talent. It makes Echo replicate 25/50% more healing. This is a talent you always want if you are using a bronze or Echo based build. You do not need this for an Emerald Blossom build because then you have two spells competing for your essence. 
  • Flow State: This is a two point talent. Empower spells cause time to flow 5/10% faster for you. Increases your movement speed, cooldown recharge rate, and cast speed. Lasts 10 seconds. While this sounds like a cool talent I haven’t noticed much of a difference when using it. I suggest experimenting with it if you want to test its effect.
  • Choice Node
    • Resonating Sphere: Temporal Anomaly applies Echo at 30% effectiveness to allies it shields. This is a great talent especially if you enjoy using Echoes to spread your healing. If you aim your Temporal Anomaly correctly you can get Echoes on the entire group. Or you can use it to apply Echo to 2 players and then manually Echo the rest. This can allow you to easily spread HoTs among the group, or get players hit twice by strong heals such as Spiritbloom. There are tons of possibilities with this talent. If you don’t plan on using Echo a lot then don’t take this talent.
    • Nozdormu’s Teachings: Temporal Anomaly shields 1 additional target each time is pulses, allowing you to shield up to 9 players. This is another strong talent to pair with Temporal Anomaly, and the one to take if you don’t want to use Echo. This can help mitigate a lot of damage and will have more value in raids due to the higher player count. 

Row 7

  • These talents can block access to the ones in row 8. While you can skip some of these, you may not have a choice if you want the talents below these nodes.
  • Call of Ysera: Verdant Embrace increases the healing of your next Dream Breath by 40% or next Living Flame by 100%. I think this talent is an amazing passive because it turns Verdant Embrace into a buff. If there is a lot of damage going out you can Verdant Embrace yourself, or a player, then release a 1 empower Dream Breath. This would put a strong HoT on all players you hit. Remember you can use Echo to duplicate this effect as well. Another option is if you have an empowered Living Flame from the 4-set, and someone needs serious single target healing, then you can use Verdant Embrace and Living Flame. The only thing I am not sure about is if every extra Living Flame from Leaping Flames also has the bonus applied. You can skip this but the talent below makes it a must have.
  • Lifebind: Verdant Embrace temporarily bonds your life with an ally, causing healing either of you to receive to also heal the bonded partner for 40% of the amount. Lasts 5 seconds. This talent has a lot of potential because you can spread it with Echo. In dungeons you can easily get this on all 5 players. Then you need to make sure to follow up quickly with other healing spells such as Spiritbloom. But its true potential may lie in raids, as you could use Lifebind on multiple players as other healers are using a major cooldown to piggy back off their healing. This will be a must take for raids, but can be skipped in dungeon builds if you want something different.
  • Punctuality: Reversion has 2 charges. This will be a must have because two charges allows you to spread Reversion throughout the group easily. You can skip this talent if you don’t plan on using Reversion a lot. However once you get your two-set this talent will be necessary. 

Row 8

  • Spark of Insight: Consuming a full temporal compression grants you Essence Burst. This talent can give you a lot of free Essence Bursts as long as you keep track of your Temporal Compression stacks. This talent will probably be more useful in raids, as I haven’t felt like essence regeneration is an issue in dungeons.
  • Power Nexus: Increases your maximum essence to 6. This will be a must have talent because the extra essence is very valuable. With it you can cast 2 Emerald Blossoms or 3 Echos. In dungeons 3 Echos allows you to easily get Reversion up on everyone, and gives you more coverage overall. 
  • Ouroboros: For each ally healed by Emerald Blossom or Dream Breath, gain a stack of Ouroboros. This increases your next Echo’s direct healing by 15% per stack, stacking up to 20 times. I have not tested this talent yet because I don’t think it brings that much value. At the most it gives you one super strong Echo to use on someone who took a big chunk of damage. The downside is that Dream Breath can only hit 5 players max, and Emerald Blossom only hits 3 (5 if you have Bountiful Bloom). So to get 20 stacks you need to use these abilities 4 times, and hit 5 players each time. If you are running Field of Dreams, this can make it easier to get stacks since Fluttering Seedlings that turn into Emerald Blossom does count. I use Echo a lot so having to hold back for this proc is more of a hinderance than helpful.
  • Font of Magic: Increases your empower spells’ maximum level by 1. This can allow your Spiritbloom to heal 4 targets max, increases Dream Breath’s instant heal at max empowerment, and allows you to do more instant damage with Fire Breath. If you have Leaping Flames, this will allow you to hit 5 targets with Living Flame after using  a max empower Fire Breath. This is a must if you use empowered spells a lot, but can be skipped if you prefer a different playstyle.  
  • Choice Node:
    • Erasure: Rewinds has 2 charges, but its healing is reduced by 50%. This is great for dungeons because having 2 charges of Rewinds gives you more breathing room when it comes to group wide damage. However for raids more testing is needed to see if this is useful for raids. Rewind already does less healing in a raid setting after all.
    • Temporal Artificer: Rewind’s cooldown is reduced by 60 seconds. This talent is better suited for raids and will require you to know how long the boss fight is. You will only take this talent if it would allow you to use Rewind multiple times during a fight.
  • Energy Loop: Disintegrate deals 20% more damage and generates 7,200 mana over its duration. Currently even with this talent Living Flame is a much better DPS option. However, this talent will be useful in raids during progression as you can use it to restore some mana during downtime. If you are having mana troubles then take this talent, and remember to take Natural Convergence so Disintegrate channels faster.
  • Time of Need: When you or an ally drops below 20% health, a version of yourself enters the timeline and heals them for (309.6% of spell power). Your alternate self continues healing for 8 seconds before returning to their timeline. May only occur once every 90 seconds. This talent is more useful in dungeons than in raids due to the smaller group size. It can help save someone from dying in a pinch, but may be less effective in high keys where a lot of damage is going out. More testing for this is needed to determine if it is worth the point.

Row 9

  • These are all 2 point nodes that block access to the final tier of talents.
  • Renewing Breath: Dream Breath healing is increased by 15/30%. This talent can make Dream Breath an even stronger heal and increases the power of its HoT. I like taking this if I can because being able to do a 1 empower Dream Breath to put a strong long HoT on multiple players is amazing. Especially since you can replicate the HoT with Echo. If you don’t plan on using Dream Breath a lot then skip this talent. 
  • Grace Period: Your healing is increased by 5/10% on targets with your Reversion. This talent is only good if you focus on keeping Reversion active on players as much as possible. The healing bonus is great but not required.
  • Timeless Magic: Reversion, Time Dilation, and Echo last 15/30% longer. This is a must have for bronze based builds. 

Row 10

  • Dream Flight: This is one of the coolest abilities Preservation has. However, its healing is pretty lackluster and the ability is very clunky. This talent is not viable in dungeons and could possibly be used in raids. Using Dream Flight effectively in raids will be a challenge as players must be clumped up for you to hit them all, and it is easy to miss a player that stand on the edge of the area of effect. Another downside to Dream Flight is when you fly over ground effects they will damage you, and mechanics could spawn at your landing site which would guarantee your death. Unless they make some changes I doubt this talent will be picked for any build. 
  • Cycle of Life: Every 3 Emerald Blossoms leaves behind a sprout which gathers 10% of your healing over 10 seconds. The sprout then heals allies within 30yds, divided evenly among targets. When a sprout is created you get the Cycle of Life buff. I recommend using a WeakAura to help you track this. This talent is best picked for an Emerald Blossom build and will probably be good in raids. We got very little chances to raid test so it is hard to know for sure. It is possible to get multiple Cycle of Life sprouts active at a time. You can do this by waiting for an Essence Burst proc, then pop Stasis and use Emerald Blossom 3 times. Next you immediately trigger Stasis to send out more Emerlad Blossoms and can easily get a second Cycle of Life. If you get lucky with Field of Dreams, the Emerald Blossoms spawned by that talent will also count towards the 3 needed to create a sprout. 
  • Stasis: This is probably the best option for any build in the end tier talents. Stasis has a lot of potential if used correctly, but can also be useless if used incorrectly. The way Stasis works isn’t as straightforward as it sounds. For example if you are using Temporal Anomaly with Resonating Sphere, and you use Stasis, then Stasis will record Temporal Anomaly and the first two Echoes it applies to players. So in this case you must always make sure to use Temporal Anomaly last if you want to store it in Stasis. Another complication with Stasis can arise if you are using Field of Dreams. If you use Emerald Blossom before Stasis, and Field of Dreams happens to proc 1 or even 3 extra Emerald Blossoms, then those will instantly take up all your Stasis slots. 
    The next thing to consider when using Stasis is what the heck do you store? My favorite combination is max empower Spiritbloom, Verdant Embrace, and then a 1 empower Dream Breath for a long HoT or a max empower Dream Breath if I need more instant power. The reason I use Verdant Embrace is because of Call of Ysera. Another combination is Spiritbloom, Dream Breath, and Temporal Anomaly. Or if you want to get Lifebinds out you can do Echo, Echo, Verdant Embrace. You can even store three Echoes if you want to spread Verdant Embrace to the entire group (in dungeons) and then use a strong healing spell such as Spiritbloom. The Echo combinations are only viable in dungeons, not for raids. I recommend taking this talent because it is an extra cooldown that can help out in a tough situation. 

Talent Builds

Emerald Blossom Dungeon Build

  • The talents in yellow are ones that I consider not necessary for the build. So you can feel free to add or remove talents to try what you feel is best. 
  • If you are doing a dungeon with Enrages I recommend taking off Rescue and Twin Guardian. Replace these with Oppressing Roar and Overawe. Current Mythic+ dungeons with enrages are Nokhud Offensive, Algeth’ar Academy, Temple of the Jade Serpent, and Halls of Valor.
  • With this build you want to mainly use Emerald Blossom to heal. Try to save empowered spells for big bursts of damage. 
  • If you use Cycle of Life make sure to have a WeakAura to help track when it is active.

Echo & Reversion Dungeon Build

  • Again if you are doing a dungeon with Enrages I recommend taking off Rescue and Twin Guardian. Replace these with Oppressing Roar and Overawe. 
  • With this build you want to try and keep Reversion active on the party as much as possible. Then use Echoes to help spread additional heals through the group.
  • Send out Temporal Anomaly before big damage goes out to help shield players. Resonating Sphere will also help spread Echoes so you can heal the group.

Raid Build

  • In the class tree there is a lot of flexibilty depending on what the boss fight mechanics are. If there is any interrupt mechanic I suggest taking Quell. 
  • If you would like to do more damage then follow the left side talents down. You can skip Protracted Talons if the boss fight has no opportunities for multi target damage. 
  • Inherent Resistance, Source of Magic, and Regenerative Magic should only be taken during progression. Switch these out once a boss is on farm. 
  • Oppressing Roar can be useful if there are mobs that need to be CC’d in the fight.
  •  Only take the Tail Swipe and Wing Buffet talents if there are mobs in the fight that these abilities would be helpful for.
  • Time Spiral is only needed if the fight requires a lot of movement.
  • As for the spec tree there is customization options here too. If you want to do a bit more damage you can go for Life-Giver’s Flame and Lifeforce Mender. Lifeforce Mender is a better talent to choose when you have your 4-set. 
  • Emerald Communion is a great defensive for progression but can be dropped when its no longer needed
  • If Cycle of Life turns out to be underwhelming then it can be dropped for raids.
  • Only take Temporal Artificer if it gives you more Rewind usage during the fight.
  • Energy Loop is another talent that is great on progression but can be dropped later on. Make sure to use Natural Convergence with this.

Level 60 Talent Builds

  • This is the Echo and Reversion dungeon build.
  • Go to this link to import the build: Click Me!
  • The reason I take Bountiful Bloom is because it is the only way to access the talents below currently.
  • Can remove Life Giver’s Flame for another talent like Empathy or Spiritual Clarity.
  • Can switch between Resonating Sphere or Nozdormu’s Teachings.
  • This is the Emerald Blossom dungeon build.
  • Go to this link to import the build: Click Me!
  • Can remove Life Giver’s Flame for another talent like Emerald Communion and the choice node below if you would prefer the defensive.
  • This is my raid build.
  • Go to this link to import the build: Click Me!
  • Can remove Aerial Mastery and Rescue for Renewing Blaze and Foci of Life, or spend the two points elsewhere where you prefer.
  • If you don’t use Echoes a lot you can remove points from Time Lord and use it for Emerald Communion, Spiritbloom choice node, or Life Giver’s Flames.
  • Can switch between Resonating Sphere and Nozdormu’s Teachings.