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Spell Interactions

Preservation is a spec that relies pretty strongly on the interaction between it's spells to get the most out of them, which means its pretty important to be aware of all the ways the spells buff or improve each other. This is a list of all the functionality and mechanics of Preservation spells to document how they really work in practice.

Specialization Spells

Echo

Echo is the most important part of the spec and plays a major role in how abilities interact with each other. The best way to think about Echo is that it behaves as a different cast of the spell it is Echoing, so effects that always apply to the spell also benefit the Echoed version but effects that only benefit your next cast of a spell will not work on Echoed casts.

A natural cast of Echo repeats the original spell at 70% strength, this is increased by Time Lord to 105%. Echoes applied by Resonating Sphere repeat casts at 30% strength and get increased to 45% by Time Lord.

This is a basic list of all the spells Echo interacts with and how it behaves:

To note: Emerald Blossom, Rescue, Cauterizing Flame, Dream Flight, Rewind, Time Dilation, and Naturalize do not interact with Echo in any way. They don't consume active Echoes.

Temporal Anomaly

Baseline Temporal Anomaly is a fairly straightforward spell, it sends an orb that travels forwards from your location putting a shield on every allied player it hits, the size of the shield gets reduced beyond the first five targets by a huge amount. Temporal Anomaly gets augmented by the choice node talent where you pick between Resonating Sphere and Nozdormus Teachings.

If you are playing Resonating Sphere, as Temporal Anomaly travels it will apply Echo to the first 5 targets it hits, this Echo replicates at 30% strength normally and gets increased by Time Lord to 45%. Temporal Anomaly won't overwrite manually cast Echoes and will just pass over people that have stronger Echoes and apply it's effect to other players instead. If you have Nozdormus Teachings, Temporal Anomaly will instead reduce the current cooldown of all empower spells by 5 seconds, these being Dream Breath, and Fire Breath. If you put a Nozdormus Teachings Temporal Anomaly inside your Stasis, releasing your Stasis will reduce the cooldowns of the empowers when the Temporal Anomaly comes out, if you put several Temporal Anomalies into your Stasis, each one will reduce the cooldowns by 5 seconds.

Stasis

Stasis also comes with its own set of complex interactions. Like with Echo a good way to think of Stasis is that it casts the spell again, it doesn't "store" the spell cast because it doesn't save some external bonuses the original spell might have had when you originally cast it, and the release is a fresh cast of the spell with whatever bonuses you have at the time of the release. The spells released from Stasis don't come out all together, there is a small delay between each spell.

This are the Stasis interactions with our spells:

  • Reversion will cast again on the same target you used it when storing it. If you happen to have the Merithras Blessing proc at the moment of releasing the Stasis, what comes out of the Stasis will be a full Merithras Blessing rather than a simple Reversion.

  • Any Emerald Blossom stored inside Stasis will release aimed at the same player as they were on the original cast, it will heal players around them and Fluttering Seedlings will choose new targets, any Ouroboros stacks that you might have at the time of the original cast won't affect the Emerald Blossom that is released later.

  • Living Flame and Echo and Reversion work like you would expect, they cast again in the same target as originally cast on. These are really low value spells by themselves and shouldn't be put into your Stasis.

  • Cauterizing Flame and Naturalize have a special type of interaction with Stasis: When you use a dispell on someone that doesn't have a valid debuff to dispell, the dispell doesn't go on cooldown, but it's still saved inside the Stasis. This means you can activate Stasis and then use Cauterizing Flame on three different players, it will have no cooldown because you're not actually dispelling anything, and then some seconds after once the targets are actually affected by a debuff you release Stasis and send a Cauterizing Flame into every one of them, dispelling three people at once. This trick is not that useful for Naturalize as it has a short cd but its really powerful when you need to dispell bleeds with Cauterizing Flame.

Reversion

The first and most important thing to know about Reversion is that it is actually two different heals over time. Reversion and it's Echo version both can exist on the same player on the same time and each brings it's own set of effects with it.

For Golden Hour, Reversion itself will heal via Golden Hour and the Echoed version will also apply Golden Hour healing scaled to the strength of the Echo it was used to apply it. A weaker Echo from Temporal Anomaly would mean less Golden Hour healing from the Echoed version of Reversion.

Grace Period on the other hand is not scaled to Echo strength, and having two Reversions on the same target means double the Grace Period effect on that player (multiplicative between each other) regardless of if it was applied with a natural Echo or a Resonating Sphere Echo.

Reversion also has a chance to proc Essence Burst on cast. This means when you use the spell it has a chance to grant you Essence Burst once for the natural cast and then once more for each Echo active at the time. Similar to how Living Flame behaves when Echoed.

One interaction that Golden Hour specifically has with stagger-like effects like Time Dilation and Brewmaster monk's stagger is that Golden Hour considers damage taken as the whole of the damage instance before it is reduced by stagger, but also takes into account the damage taken from the stagger itself. This means that a a lot of damage taken into stagger will make Golden Hour heal for way more than what it seems like it should. In practice this means that Reversion is a good way to heal people after you Time Dilation them to protect them from a big hit and also we are incredibly good at healing Brewmaster.

For Midnight, every time you cast either Echo or Emerald Blossom you have a 20% chance of turning Reversion into Merithras Blessing. Casting Merithras Blessing will use one charge of Reversion if you have one available but will still be usable even if you have no charges ready. Reversion also gains the bonus of the Merithras Blessing Reversion component, which translates into anyone with an active Reversion absorbing 4% of any damage they take and right after healing for the same amount, for a total of 8% damage reduction.

Merithra's Blessing

Our apex talent, it makes it so that every time you use either Echo or Emerald Blossom you have a 20% chance to turn Reversion into Merithras Blessing.

  • Merithras Blessing is an instant-cast spell that will instantly heal the target and then proceed to jump up to five times to other injured players healing them for the same amount. If there are no more injured players nearby it can do all of its jumps on the same target healing them multiple times

  • Merithras Blessing Echoes fully, meaning every Echo you consume with it will do the initial heal and all the five extra bounces.

  • Despite being a replacement for Reversion, it still applies a normal Reversion on the target of the cast and on any Echoes it consumes. Notably, Echoing Merithras Blessing will apply the baseline version of Reversion, not the Echo one.

Lifebind

Every time you use Verdant Embrace on someone that isn't yourself that target will have Lifebind applied on them. While Lifebind is active 60% of the healing you do on either target will transfer to the other. Lifebind does not apply to Echoed Verdant Embrace.

You are usually limited to one Lifebind at the same time but things like Wings of Liberty and Stasis can let you have multiple up at the same time. In this case it is important to remember that Lifebind works between you and the affected players, and not from the affected players to each other, healing you do to yourself will transfer to all Lifebinds but healing someone else that has Lifebind will only transfer back to you, not to everyone else.

Lifebind will transfer any healing done by you, it doesn't necessarily have to be things specific to Preservation, you can Lifebind healing potions or warlock health stones. Effects that increase the healing you do or take like a priests' Guardian Spirit or Divine Hymn also increase the amount that gets transferred.

Time of Need

Time of Need will spawn a clone of you when any nearby ally drops below 30% health, the clone will first cast one Verdant Embrace and then as many Living Flames as it can during the next 8 seconds on that same target. Some of your stats, talents and buffs will improve the healing Time of Need does, here is a comprehensive list:

Benefits from:Does not benefit from:
Versatility, Critical Strike, HasteMastery
Trinkets or buffs that increase secondary statsLeaping Flames
EnkindledAncient Flame
Lifeforce MenderScarlet Adaptation
Call of YseraGrace Period
Flow StateChrono Flame
Exhilarating Burst
Rescue (You can rescue the clone)
Lifespark

To note, Time of Need also has a ~100% power increase to all spells it casts compared to your own.

Lifespark

Titan's Gift

Echoes cast with Essence Bursts will have their initial heal increased by 25%, and also transfer 25% more when they are consumed (88% power without Time Lord and 131% with it), and Emerald Blossoms cast with Essence Bursts will heal for 25% more.

Flow State

Every point in Flow State gives you:

  • 5% faster cooldown recovery rate
  • 5% movement speed
  • 5% increased cast speed
  • 5% increased essence regeneration rate

What it doesn't give you:

  • 5% faster progression of buffs/debuffs on you
  • haste effects on dots/hots
  • faster rppm proc rates

Class Spells

Verdant Embrace

Casting Verdant Embrace will instantly make you fly to your targeted ally and heal them and apply Lifebind when you land. You will physically fly through any mechanic or ground aoe in the way between your starting position and your final destination which can very easily result in your death if you are not careful.

You can avoid the flight by talenting into Dream Simulacrum, and can cast Verdant Embrace multiple times in succession by talenting into Wings of Liberty. Verdant Embrace is a very potent tool in Preservation's kit as a very powerful single target heal that can be Echoed and learning how to use it in the correct situations without killing yourself is important.

Emerald Blossom

On cast Emerald Blossom will appear on the ground below the targeted ally and will burst after 1.5 seconds, healing five injured friendly targets inside it's aoe. Each Emerald Blossom will spawn two Fluttering Seedlings, and every other cast of Emerald Blossom will convert one of these Fluttering Seedlings into another full-power Emerald Blossom.

Emerald Blossoms stored inside Stasis will cast on the same target as the original cast when released, and consume the Ouroboros stacks you have at the moment of release.

For Flameshaper, any target healed by Emerald Blossom will also be healed by Enkindle if you are talented into it for 20% of the total amount.

Leaping Flames

Casting Fire Breath will give you the Leaping Flames buff, which will make your next Living Flame spawn additional Living Flames depending on the rank of the Fire Breath, each rank adds one additional Living Flame. With Font of Magic the maximum amount of extra Living Flames Leaping Flames can give is 4, this means that casting Living Flame will hit five targets, one for the original cast and four extras from Leaping Flames.

If the Living Flame that consumes the buff is an offensive one, then the extra Living Flame will try to hit unique enemy targets, if you have more extra Living Flames than there are enemies available then the Living Flames will heal nearby allies. In a single target scenario this means that casting Living Flame with Leaping Flames on the one enemy you are fighting will hit that enemy with one Living Flame and four nearby allies with healing Living Flames. This healing Living Flames will not consume any Echoes you might have out at the time and they also won't consume Lifespark nor benefit from it.

If you cast Living Flame on an ally while Leaping Flames is up, then the extra Living Flames will aim towards nearby allies. The extra Living Flames will not benefit from Lifespark and the buff will be consumed.

Hover

By default Hover has a 35 seconds cooldown, this is reduced to 30 by Blessing of the Bronze and when playing Chronowarden further reduced to 26s with Warp.

Hover sends you dashing in the direction you are currently moving and then applies an six second buff that lets you cast non-empowered spells while moving. If you are not moving in any direction at the moment you cast it you won't dash and instead you will simply instantly get the buff.

The hero talents alter the way Hover works:

  • Flameshapers can get Trailblazer which makes Hover travel 40% quicker and 40% further

  • Chronowardens can get Warp which turns Hover into a blink. This is further enhanced by Temporality turning Warp into a damage reduction. This dr starts at 20% and gets reduced every 0.3 by 2%, lasting a total of 3 seconds

Blessings of the Bronze and Time Spiral

Blessing of the Bronze will reduce the cooldown of a movement ability by 5 seconds, while Time Spiral will give everyone a 10 seconds buff that gives one extra charge of their movement spell. These are the spells both buffs benefit for each class:

ClassSpell
Death KnightDeaths Advance
Demon HunterFel Rush / Infernal Strike
DruidDash / Tiger Dash
EvokerHover
HunterAspect of the Cheetah
MageBlink / Shimmer
MonkRoll / Chi Torpedo
PaladinDivine Steed
PriestLeap of Faith
RogueSprint
ShamanGust of Wind / Spirit Walk / Spiritwalkers Grace
WarlockDemonic Circle
WarriorHeroic Leap

Spatial Paradox

Spatial Paradox can only be cast on friendly healers and will give you and your target a 10 seconds buff that doubles the range of all your spells. If you use it without a healer targeted it will automatically pick the nearest one.

All the targetable spells except Rescue go up to 60 yards of range, and all the frontal cone spells also get their radius doubled. Temporal Anomaly doesn't travel twice as far however.

Hero Talents

Chronoflame

For Chronowardens, Chrono Flame will 'replace' Living Flame on your spell book. The way this works in practice is:

  1. You cast Chrono Flame on a target, enemy or ally
  2. They first get hit by a normal Living Flame, increased by any bonuses like Enkindled and Lifeforce Mender
  3. Right after, they get hit by Chrono Flame itself, doing 15% of any healing or damage you have done to that same target on the last five seconds, with a cap of 3.5 times your spell power increased by versatility.

And a couple of things to know about this spell:

Afterimage

Afterimage produces three full power Chrono Flames on each empower cast. These Chrono Flames land on three targets that where hit by the empower spell that spawned them: Dream Breath would send them on allies and Fire Breath on enemies.

The amount of Chrono Flames caused depends on the amount of targets hit, not the empower level. A rank one Dream Breath or Fire Breath will still spawn three Chrono Flames if they hit three targets.

Chrono Flames generated by Afterimage benefit from static effects like Enkindled and Lifeforce Mender, but do not benefit from dynamic buffs like Lifespark. Each Chrono Flame also has its own chance to generate a Essence Burst.

Time Convergence

Activates itDoesn't activate it
Deep BreathZephyr
Oppressing RoarTail Swipe
Fury of the AspectsWing Buffet
Tip the ScalesTime Dilation
RewindRescue
Stasis (Initial use)Stasis release
Time of NeedLandslide
Time SpiralObsidian Scales
Dream FlightSpatial Paradox

Consume Flame

Healing a target that has a Dream Breath active with either Verdant Embrace or Emerald Blossom will cause Consume Flame, reducing the duration remaining on the Dream Breath buff and healing that target for twice the amount the heal over time would do over a period of time, four seconds for Verdant Embrace and two seconds for Emerald Blossom. It is important to notice that unlike the previous version of Consume Flame, it will only heal the player whose Dream Breath is getting consumed, and do no AoE healing at all.

Each instance of Verdant Embrace or Blossom healing causes its own Consume Flame, so Echoing the spells means you can cause multiple Consume Flames at the same time and even multiple times on the same target.

The healing of Consume Flame depends on the healing of Dream Breath, and not the Verdant Embrace or Blossom that triggered it, so to increase its healing you can use talents like Call of Ysera, Renewing Breath, Expanded Lungs, Tempo Charged and Fulminous Roar.