

Rotation
Healers don’t follow a rotation like DPS but you do need to know how to prioritize spells to use. I will give you my tips on how to heal as Preservation Evoker.
First off I want to talk about Essence. At first you may think you should always be spending at least 1 Essence ability so you never are sitting at cap. Or every time you get an Essence Burst you should use something for it. Well this is not necessarily the case. If there is nothing to heal, there is no point in wasting your Essence by throwing out an ability. With that GCD you can instead do some damage instead with Living Flame. I know Disintegrate is an Essence DPS ability, however currently spamming Living Flame deals more damage than using Disintegrate even with Energy Loop. I will update that section if this changes in the future.
Short version is use Spiritbloom and Dream Breath for group wide damage. Try to keep Reversion on as many players as possible. Use Verdant Embrace for a strong single target heal, and use Echoes to spread your healing to players that need it. Emerald Blossom can be used to aoe heal players that are grouped up. If you use an Emerald Blossom build then use this spell for medium group healing over Echoes. Only use Living Flame to heal if you have no other options. If you are using Life-Giver’s Flame and Lifeforce Mender you can use max empowered Fire Breath to heal players but don’t rely on this to heal big damage. Use Time Dilation on players that are taking a lot of damage. For major cooldowns you will need to plan Stasis around the bosses’ heavy group wide damage. As for Rewind this has to be used after group damage goes out. Just be careful as it heals back damage over 5 seconds, it is not instant. So if group damage is constant, or DoTs are applied, then follow up with more heals after Rewind.
DPS Tips
If you are a healer that doesn’t want to DPS then skip this section. For maximizing DPS you need these talents: Scarlet Adaptation, Enkindled, Instinctive Arcana, Blast Furnace, Protracted Talons (only for cleave, can skip if fight is single target), Leaping Flames, and Lifeforce Mender (just need at least 1 point in this). The DPS rotation is simple, on multi target fights always use a max empowered Fire Breath so your next Living Flame will hit 4-5 targets. Spam Living Flame while Fire Breath is cooldown, and use Azure Strike if mobs will not live long enough for you to finish casting Living Flame. On single target fights you can use a 1 empowered Fire Breath and spam Living Flame. Currently Living Flame does more damage than Disintegrate, but if this changes I will update this section. As for Deep Breath, this is best in aoe scenarios. If the boss summons adds at any point then save Deep Breath for this. Otherwise use it on trash and at the start of the boss fight.
Rotation Tips
I want to start off with Living Flame. This spell is NOT your main source of healing. It is a 2 second cast that delivers a mediocre heal. Think of Living Flame as something to use if you have nothing else available. What Living Flame is good for is attacking enemies. When you have nothing to heal you can spam Living Flame to help kill mobs a bit faster. There are only a few situations to use Living Flame for healing. First if you are using the Leaping Flames talent. With this you can use Fire Breath to make your next Living Flame heal additional players, so it makes Living Flame a small aoe heal if needed. You can also use Living Flame to heal if you are using the Lifeforce Mender talent, as it will boost the base healing of Living Flame. Another situation is if all your healing abilities are on cooldown and someone really needs healing. Living Flame is the only heal you have that can be spammed. The final situation is if you have your 4-set. The Preservation 4-set proc makes your next Living Flame instant cast and deal more damage or healing. In all these situations I still always put Living Flame on the bottom of my list for healing. If you can use something else, and you are not saving it for a specific ability, then use it instead of Living Flame.
Reversion is a HoT that becomes a lot stronger with Golden Hour. This allows you to put Reversion on players that just took a chunk of damage. You can use Echo to put two applications of Reversion on players, and Echoed Reversions also utilize Golden Hour. If you are using Punctuality you should never be sitting on 2 charges of Reversion. You can get more Reversion uses if one charge is always on cooldown. If you are using Grace Period you should try to keep Reversion up on the entire group as much as possible in dungeons. For raids you can spread Reversion as much as possible. If a burst of damage is coming out you can try to get Reversion on players. Just make sure you have enough time to prepare a strong healing spell such as Spiritbloom for when the damage hits.
Emerald Blossom is a good group heal for stacked up players. You can also use this during heavy damage to keep players up between using bigger heals such as Spiritbloom. If you are using an Emerald Blossom build I recommend using it often so you can take advantage of the talents. If one player is out of Emerald Blossom range then Echo that player and Emerald Blossom will heal them too when it pops. Emerald Blossom is a good filler heal if you do not need the Essence for Echo.
Echo is going to be a spell that will take practice to master. This is a strong ability that allows you to copy any of your healing abilities, except for major cooldowns such as Dream Flight. Echo can turn any spell into a group wide heal, or double its power. When damage output is low I utilize Echo to put Reversions on as many players as possible. If players start taking some heavier damage because they stand in mechanics, fail interrupts, etc I will Echo who needs it and use Verdant Embrace. This delivers a strong single target heal to all players with Echo, and puts Lifebind on them if you are talented for it. Having Lifebind on multiple players can also be beneficial if you prepare heals accordingly. In preparation for heavy group damage I will either use Echo to put Reversion on players for Grace Period, or I will use Echo to double the power of Spiritbloom or Dream Breath. Echo does replicate Dream Breath’s HoT so getting two powerful Dream Breath HoTs on players is very nice for any ticking group damage. Being able to use Echo effectively will require you to know mechanics really well. You need to know which spells do group damage, and how deadly boss abilities are in order to properly judge when to prepare Echoes. Does the boss just deal a flat amount of group damage to everyone, or is it a channeled cast that pulses aoe damage? While Echo is instant cast it still takes time to put it on multiple players. You definitely need to use BigWigs or DBM so you can watch timers to know when you have to prep for damage.
Verdant Embrace is a strong single target heal and can be used for movement. However, you must be careful when using this because blindly healing a player can get you killed. Often times there is a reason that player is taking so much damage. They could be standing in something or are in the path of a deadly frontal. Never Verdant Embrace to someone if you do not know where they are. Instead just Echo them and then use Verdant Embrace on yourself or on a player in a safe location. Something else to consider is Lifebind. With Echoes you can get Lifebind active on multiple players, and then use a big heal that will get a power boost from Lifebind. In raids you can also use Lifebind when other healers are using a major cooldown to piggy back off their healing.
Spiritbloom is a great group heal especially if you have Font of Magic, which allows Spiritbloom to hit 4 players. Group heals is not all Spiritbloom is good for though. It is also a strong single target heal. If someone is in danger you can use an empowered 1 Spiritbloom to save them. For dungeons you can easily heal the entire group with Spiritbloom, just make sure to Echo one player so it will hit all 5 players. If you need to increase the power of Spiritbloom you can try to Echo the entire group, this will make most players get hit twice by Spitirbloom. This is best for big group wide damage, but for damage that is continuous I would recommend Dream Breath. Just remember that Spiritbloom has a 30 second cooldown (unless you take Spiritual Clarity) so you must use it wisely so you aren’t caught with nothing to do group heals when the party needs it. Also remember that the only benefit to empowering Spiritbloom is that it hits more players. But if everyone has Echo then you can do a 1 empowered Spiritbloom to heal them all.
Dream Breath is another powerful group heal, but it can be tricky to apply it to ranged players that like to stand a million miles away. Dream Breath’s HoT is incredibly strong because no matter what empower level you use, it does the same amount of healing. 90% of the time I use empowered 1 Dream Breath just before, or after, damage goes out. Then I let the HoT do the rest of the healing. If the group damage is really heavy then I will Echo as many players as I can, and do an empowered 1 Dream Breath to get double HoTs on the group. I only ever use a max empowered Dream Breath if Spiritbloom is on cooldown and the group needs the instant healing badly. Sometimes I use Dream Breath during minor damage when I know that I do not need it for something else. This allows me to not worry about healing for a bit, and I can help out with DPSing the mobs or boss down.
Temporal Anomaly is a strong ability that costs tons of mana, so be careful not to overuse it or you will quickly drain your mana. This ability is best used a second or two before big group damage goes out. You need to give TA enough time to shield players after all. If you are using Resonating Sphere you can also get Echoes on the entire group easily in dungeons. As for raids, it is also great at spreading Echo to multiple players. This can allow you to save your Essence for Emerald Blossom, or you could use it to get Reversion, or Dream Breath, on everyone. Then use your Essence to send out more Echoes for another heal such as Spiritbloom. There are a lot of posibilities with Resonating Sphere. Norzdormu’s Teachings is another viable option, especially for raids as you will be able to shield 9 players.
Time Dilation is an ability I recommend trying to use every chance you get because this is a strong ability. If you see someone has a dangerous DoT on them this can greatly help mitigate the damage. For example in Ruby Life Pools there is a mob called Blazebound Destroyer that puts a DoT called Living Bomb on a random player. In high keys this DoT hits extremely hard, and if the player is not topped off they will die. So I always try to use Time Dilation on someone with this DoT. You can also use this ability on any bosses or mobs that deal concentrated damage on a single target. One example of this is the third boss in Azure Vault. He will use Icy Devastator which deals heavy single target damage on a random player. Using Time Dilation on this player can greatly reduce the initial damage. Something else to consider is the class you are using this ability on. Some classes are squishier than others, and certain classes also have access to strong defensives. So sometimes I will hold off on Time Dilation until the squishy class gets targeted. For example Hunters are squishy and their only defensive leaves them unable to attack so they probably will not use it unless they are about to die. But Warlocks on the other hand usually have a lot of health and are tankier. Plus they have a strong defensive that does not leave them unable to attack. So I would prioritize helping the Hunter over the Warlock.
Rewind is your big healer cd but it does have limitations. This ability heals over 5 seconds, so if constant damage is going out it is possible the heal will not be fast enough to save every player. With pulsating damage make sure to follow up with other heals. Save this for the hardest hitting abilities in dungeons and raids.
Stasis is a strong cd but can be complex to use because there are so many ways to use this ability. In order to use Stasis properly you will need to know what boss abilities are like so you can time the ability. Stasis only has a 30 second window to be used after all, and you want to use it when big damage is going out. What I do is use Stasis when the first big group damage goes out to store my spells. This allows me to release Stasis for the next time the boss does group wide damage (This doesn’t work for every fight since some bosses do not do their group damage as often). My preferred Stasis combo is a max Spiritbloom, Verdant Embrace (to trigger Call of Ysera), and either a 1 empowered Dream Breath or a max one. I will use a max Dream Breath if I expect the damage to be really high. Another option is to use Spiritbloom, Dream Breath, and TA. If you are using Resonating Sphere never use TA first for Stasis. If you are using Nozdormu’s Teachings I recommend using TA first for Stasis. Another Stasis combo can be to Echo two players and use Verdant Embrace to get Lifebind on players, or use three Echoes and then Verdant Embrace. This is a strong group heal that can let you capitalize on Lifebind, but it isn’t as strong as the other options. One last combination that could be great in raids is storing 3 TAs. This can only be done if you are using Nozdormu’s Teachings, and you will need to make sure not to cast any healing spells while you wait for TA to get back up. Releasing a bunch of TAs into the group before big damage goes out can greatly reduce how much damage players can take. Just make sure you have Energy Loop to restore some mana as this is a mana intensive way to use Stasis. Just in case you didn’t read the talents section I will mention this again. It is easy to store the wrong spells in Stasis if you are not careful. For example if you are using Resonating Sphere and use TA first for Stasis, then Stasis will record the first two Echoes it applies. A similar situation can happen if you are using the Emerald Blossom build. If a Fluttering Seedling turns into an Emerald Blossom then it will take up your Stasis slots. So remember to not use Stasis until all Emerald Blossoms have triggered.
Rotation
Healers don’t follow a rotation like DPS but you do need to know how to prioritize spells to use. I will give you my tips on how to heal as Preservation Evoker.
First off I want to talk about Essence. At first you may think you should always be spending at least 1 Essence ability so you never are sitting at cap. Or every time you get an Essence Burst you should use something for it. Well this is not necessarily the case. If there is nothing to heal, there is no point in wasting your Essence by throwing out an ability. With that GCD you can instead do some damage instead with Living Flame. I know Disintegrate is an Essence DPS ability, however currently spamming Living Flame deals more damage than using Disintegrate even with Energy Loop. I will update that section if this changes in the future.
Short version is use Spiritbloom and Dream Breath for group wide damage. Try to keep Reversion on as many players as possible. Use Verdant Embrace for a strong single target heal, and use Echoes to spread your healing to players that need it. Emerald Blossom can be used to aoe heal players that are grouped up. If you use an Emerald Blossom build then use this spell for medium group healing over Echoes. Only use Living Flame to heal if you have no other options. If you are using Life-Giver’s Flame and Lifeforce Mender you can use max empowered Fire Breath to heal players but don’t rely on this to heal big damage. Use Time Dilation on players that are taking a lot of damage. For major cooldowns you will need to plan Stasis around the bosses’ heavy group wide damage. As for Rewind this has to be used after group damage goes out. Just be careful as it heals back damage over 5 seconds, it is not instant. So if group damage is constant, or DoTs are applied, then follow up with more heals after Rewind.
DPS Tips
If you are a healer that doesn’t want to DPS then skip this section. For maximizing DPS you need these talents: Scarlet Adaptation, Enkindled, Instinctive Arcana, Blast Furnace, Protracted Talons (only for cleave, can skip if fight is single target), Leaping Flames, and Lifeforce Mender (just need at least 1 point in this). The DPS rotation is simple, on multi target fights always use a max empowered Fire Breath so your next Living Flame will hit 4-5 targets. Spam Living Flame while Fire Breath is cooldown, and use Azure Strike if mobs will not live long enough for you to finish casting Living Flame. On single target fights you can use a 1 empowered Fire Breath and spam Living Flame. Currently Living Flame does more damage than Disintegrate, but if this changes I will update this section. As for Deep Breath, this is best in aoe scenarios. If the boss summons adds at any point then save Deep Breath for this. Otherwise use it on trash and at the start of the boss fight.
Rotation Tips
I want to start off with Living Flame. This spell is NOT your main source of healing. It is a 2 second cast that delivers a mediocre heal. Think of Living Flame as something to use if you have nothing else available. What Living Flame is good for is attacking enemies. When you have nothing to heal you can spam Living Flame to help kill mobs a bit faster. There are only a few situations to use Living Flame for healing. First if you are using the Leaping Flames talent. With this you can use Fire Breath to make your next Living Flame heal additional players, so it makes Living Flame a small aoe heal if needed. You can also use Living Flame to heal if you are using the Lifeforce Mender talent, as it will boost the base healing of Living Flame. Another situation is if all your healing abilities are on cooldown and someone really needs healing. Living Flame is the only heal you have that can be spammed. The final situation is if you have your 4-set. The Preservation 4-set proc makes your next Living Flame instant cast and deal more damage or healing. In all these situations I still always put Living Flame on the bottom of my list for healing. If you can use something else, and you are not saving it for a specific ability, then use it instead of Living Flame.
Reversion is a HoT that becomes a lot stronger with Golden Hour. This allows you to put Reversion on players that just took a chunk of damage. You can use Echo to put two applications of Reversion on players, and Echoed Reversions also utilize Golden Hour. If you are using Punctuality you should never be sitting on 2 charges of Reversion. You can get more Reversion uses if one charge is always on cooldown. If you are using Grace Period you should try to keep Reversion up on the entire group as much as possible in dungeons. For raids you can spread Reversion as much as possible. If a burst of damage is coming out you can try to get Reversion on players. Just make sure you have enough time to prepare a strong healing spell such as Spiritbloom for when the damage hits.
Emerald Blossom is a good group heal for stacked up players. You can also use this during heavy damage to keep players up between using bigger heals such as Spiritbloom. If you are using an Emerald Blossom build I recommend using it often so you can take advantage of the talents. If one player is out of Emerald Blossom range then Echo that player and Emerald Blossom will heal them too when it pops. Emerald Blossom is a good filler heal if you do not need the Essence for Echo.
Echo is going to be a spell that will take practice to master. This is a strong ability that allows you to copy any of your healing abilities, except for major cooldowns such as Dream Flight. Echo can turn any spell into a group wide heal, or double its power. When damage output is low I utilize Echo to put Reversions on as many players as possible. If players start taking some heavier damage because they stand in mechanics, fail interrupts, etc I will Echo who needs it and use Verdant Embrace. This delivers a strong single target heal to all players with Echo, and puts Lifebind on them if you are talented for it. Having Lifebind on multiple players can also be beneficial if you prepare heals accordingly. In preparation for heavy group damage I will either use Echo to put Reversion on players for Grace Period, or I will use Echo to double the power of Spiritbloom or Dream Breath. Echo does replicate Dream Breath’s HoT so getting two powerful Dream Breath HoTs on players is very nice for any ticking group damage. Being able to use Echo effectively will require you to know mechanics really well. You need to know which spells do group damage, and how deadly boss abilities are in order to properly judge when to prepare Echoes. Does the boss just deal a flat amount of group damage to everyone, or is it a channeled cast that pulses aoe damage? While Echo is instant cast it still takes time to put it on multiple players. You definitely need to use BigWigs or DBM so you can watch timers to know when you have to prep for damage.
Verdant Embrace is a strong single target heal and can be used for movement. However, you must be careful when using this because blindly healing a player can get you killed. Often times there is a reason that player is taking so much damage. They could be standing in something or are in the path of a deadly frontal. Never Verdant Embrace to someone if you do not know where they are. Instead just Echo them and then use Verdant Embrace on yourself or on a player in a safe location. Something else to consider is Lifebind. With Echoes you can get Lifebind active on multiple players, and then use a big heal that will get a power boost from Lifebind. In raids you can also use Lifebind when other healers are using a major cooldown to piggy back off their healing.
Spiritbloom is a great group heal especially if you have Font of Magic, which allows Spiritbloom to hit 4 players. Group heals is not all Spiritbloom is good for though. It is also a strong single target heal. If someone is in danger you can use an empowered 1 Spiritbloom to save them. For dungeons you can easily heal the entire group with Spiritbloom, just make sure to Echo one player so it will hit all 5 players. If you need to increase the power of Spiritbloom you can try to Echo the entire group, this will make most players get hit twice by Spitirbloom. This is best for big group wide damage, but for damage that is continuous I would recommend Dream Breath. Just remember that Spiritbloom has a 30 second cooldown (unless you take Spiritual Clarity) so you must use it wisely so you aren’t caught with nothing to do group heals when the party needs it. Also remember that the only benefit to empowering Spiritbloom is that it hits more players. But if everyone has Echo then you can do a 1 empowered Spiritbloom to heal them all.
Dream Breath is another powerful group heal, but it can be tricky to apply it to ranged players that like to stand a million miles away. Dream Breath’s HoT is incredibly strong because no matter what empower level you use, it does the same amount of healing. 90% of the time I use empowered 1 Dream Breath just before, or after, damage goes out. Then I let the HoT do the rest of the healing. If the group damage is really heavy then I will Echo as many players as I can, and do an empowered 1 Dream Breath to get double HoTs on the group. I only ever use a max empowered Dream Breath if Spiritbloom is on cooldown and the group needs the instant healing badly. Sometimes I use Dream Breath during minor damage when I know that I do not need it for something else. This allows me to not worry about healing for a bit, and I can help out with DPSing the mobs or boss down.
Temporal Anomaly is a strong ability that costs tons of mana, so be careful not to overuse it or you will quickly drain your mana. This ability is best used a second or two before big group damage goes out. You need to give TA enough time to shield players after all. If you are using Resonating Sphere you can also get Echoes on the entire group easily in dungeons. As for raids, it is also great at spreading Echo to multiple players. This can allow you to save your Essence for Emerald Blossom, or you could use it to get Reversion, or Dream Breath, on everyone. Then use your Essence to send out more Echoes for another heal such as Spiritbloom. There are a lot of posibilities with Resonating Sphere. Norzdormu’s Teachings is another viable option, especially for raids as you will be able to shield 9 players.
Time Dilation is an ability I recommend trying to use every chance you get because this is a strong ability. If you see someone has a dangerous DoT on them this can greatly help mitigate the damage. For example in Ruby Life Pools there is a mob called Blazebound Destroyer that puts a DoT called Living Bomb on a random player. In high keys this DoT hits extremely hard, and if the player is not topped off they will die. So I always try to use Time Dilation on someone with this DoT. You can also use this ability on any bosses or mobs that deal concentrated damage on a single target. One example of this is the third boss in Azure Vault. He will use Icy Devastator which deals heavy single target damage on a random player. Using Time Dilation on this player can greatly reduce the initial damage. Something else to consider is the class you are using this ability on. Some classes are squishier than others, and certain classes also have access to strong defensives. So sometimes I will hold off on Time Dilation until the squishy class gets targeted. For example Hunters are squishy and their only defensive leaves them unable to attack so they probably will not use it unless they are about to die. But Warlocks on the other hand usually have a lot of health and are tankier. Plus they have a strong defensive that does not leave them unable to attack. So I would prioritize helping the Hunter over the Warlock.
Rewind is your big healer cd but it does have limitations. This ability heals over 5 seconds, so if constant damage is going out it is possible the heal will not be fast enough to save every player. With pulsating damage make sure to follow up with other heals. Save this for the hardest hitting abilities in dungeons and raids.
Stasis is a strong cd but can be complex to use because there are so many ways to use this ability. In order to use Stasis properly you will need to know what boss abilities are like so you can time the ability. Stasis only has a 30 second window to be used after all, and you want to use it when big damage is going out. What I do is use Stasis when the first big group damage goes out to store my spells. This allows me to release Stasis for the next time the boss does group wide damage (This doesn’t work for every fight since some bosses do not do their group damage as often). My preferred Stasis combo is a max Spiritbloom, Verdant Embrace (to trigger Call of Ysera), and either a 1 empowered Dream Breath or a max one. I will use a max Dream Breath if I expect the damage to be really high. Another option is to use Spiritbloom, Dream Breath, and TA. If you are using Resonating Sphere never use TA first for Stasis. If you are using Nozdormu’s Teachings I recommend using TA first for Stasis. Another Stasis combo can be to Echo two players and use Verdant Embrace to get Lifebind on players, or use three Echoes and then Verdant Embrace. This is a strong group heal that can let you capitalize on Lifebind, but it isn’t as strong as the other options. One last combination that could be great in raids is storing 3 TAs. This can only be done if you are using Nozdormu’s Teachings, and you will need to make sure not to cast any healing spells while you wait for TA to get back up. Releasing a bunch of TAs into the group before big damage goes out can greatly reduce how much damage players can take. Just make sure you have Energy Loop to restore some mana as this is a mana intensive way to use Stasis. Just in case you didn’t read the talents section I will mention this again. It is easy to store the wrong spells in Stasis if you are not careful. For example if you are using Resonating Sphere and use TA first for Stasis, then Stasis will record the first two Echoes it applies. A similar situation can happen if you are using the Emerald Blossom build. If a Fluttering Seedling turns into an Emerald Blossom then it will take up your Stasis slots. So remember to not use Stasis until all Emerald Blossoms have triggered.