DREAMBREATH

Talent take rates

There is no single Preservation build. Take the spec talents on the floor list, then choose the rest from the keys you actually run.

Log-verifiedn=6 runs with a build recorded
92 talents shift at least 20 points between the lowest and highest key band, and 81 shift at least 40. Wings of Liberty peaks in the middle: 60% at +10-14, not measured at +15-17, then not measured at +18 and up.
A talent that swings this far is not something players pick by taste. The key level is making the choice for them. So a build export pinned to one bracket is wrong everywhere else by roughly the size of the swing, and that is the thing a single recommended build can never tell you.
Thin sample: 6 runs with a build recorded.

PTR data, so tuning may have moved · leaderboard sourced, so this is the top of the spec and not the middle

The band samples are 5 runs at +10-14, 0 at +15-17 and 0 at +18 and up. That is 5 of the 6 builds recorded. These runs go from +2 to +20, so keys below +10 sit outside every band and the overall column is a different population from the band columns. At these sizes a 60 point swing is safe to act on and a 5 point one is not, so nothing under 20 points is listed below as a trend.

The floor: take these and stop thinking about them

0 talents appear in 95% or more of recorded builds and move by less than 20 points between bands, so the floor is stated as one overall figure rather than a per band one. There is nothing per band to report about a talent that never drops below 95% anywhere.

Those 0 are two different kinds of thing, and the difference matters if you are not on Flameshaper.

The 0 spec and class talents

These are yours regardless of hero tree.

.

If you are on Chronowarden

Skip the 0 hero entries above. You cannot take them. Temporal Barrier is Chronowarden's version of Temporal Anomaly, same mana, same 1.5 second cast, same 15 second cooldown, so that slot on the floor list swaps rather than disappears. Temporal Barrier sits at 50% overall, which is about what you would expect from 6 Chronowarden runs.

Only the 0 talents named above were checked against the hero trees. If you are on Chronowarden, check the rest of the 0 against your own tree before copying the list wholesale.

Talents that come in as keys get harder

Pick these up at +15

Take rate per band, with the band's run count in its header. A band with fewer than five runs shows a count instead of a percentage, because a percentage off four runs implies a precision the sample does not have.

Talents whose take rate rises sharply between the bottom band and the middle one.
TalentOverall
n=6
+10-14
n=5
+15-17
n=0
+18 and up
n=0
Lifespark33%40%not measurednot measured
Oppressing Roar67%80%not measurednot measured

Lifespark is the earliest switch in the whole set. It jumps -40 points between the bottom band and the middle one and then barely moves.

Pick these up at +18, they climb the whole way

Three talents that rise at every step rather than switching on at one key level.

Talents whose take rate rises across all three key bands.
TalentOverall
n=6
+10-14
n=5
+15-17
n=0
+18 and up
n=0
Foci of Life50%40%not measurednot measured

Take Field of Dreams and Fluttering Seedlings together or take neither. Field of Dreams grows one of your Fluttering Seedlings into a new Emerald Blossom, so it does nothing at all without Seedlings. Both hang off Emerald Blossom, which is already one of the most pressed buttons in a ramp window. These two buy you more from a button you press anyway.

Pick these up at +18, they dip in the middle first

The middle band is the low point for all five, and the top band is the high point for all five.

Talents that fall in the middle key band and then rise above their starting rate.
TalentOverall
n=6
+10-14
n=5
+15-17
n=0
+18 and up
n=0
Dream Simulacrum33%20%not measurednot measured
Regenerative Magic17%20%not measurednot measured
Protracted Talons17%20%not measurednot measured
Overawe17%20%not measurednot measured

Do not read the middle dip as a reason to drop these at +15. With 0 runs in that band a dip of that size is real, but the reason for it is not in the data. All five are more common at +18 and up than anywhere below. Shape of Flame and Dream Simulacrum are close to universal there.

Talents that drop out

Thinned out by +18

Five talents that survive in the bottom two bands and thin out at the top rather than disappearing.

Talents whose take rate falls at +18 and up without reaching zero.
TalentOverall
n=6
+10-14
n=5
+15-17
n=0
+18 and up
n=0
Wings of Liberty50%60%not measurednot measured
Extended Flight83%80%not measurednot measured
Clobbering Sweep50%60%not measurednot measured
Terror of the Skies83%80%not measurednot measured

These five are not one category, whatever the shared shape of the numbers suggests. Trailblazer and Extended Flight are the mobility talents, and both of them are Hover talents. Clobbering Sweep and Terror of the Skies are crowd control: one cuts Tail Swipe's cooldown, the other adds a stun to Deep Breath. Wings of Liberty is neither of those: it is a second charge of Verdant Embrace, which is healing. So whatever is pushing these out of top band builds, it is not one decision about movement. The others survive in a minority of top band builds, so they thin out rather than vanish. Below +15 all five are common enough that keeping them is not a mistake.

Gone, or nearly, by +18

The time themed cluster. Four of the six reach zero in the top band, which is a different thing from thinning out.

Talents that reach zero or near zero at +18 and up.
TalentOverall
n=6
+10-14
n=5
+15-17
n=0
+18 and up
n=0
Time Lord100%100%not measurednot measured
Titan's Gift67%60%not measurednot measured
Just in Time67%60%not measurednot measured
Stretch Time33%20%not measurednot measured
Timeless Magic67%60%not measurednot measured
Spatial Paradox33%40%not measurednot measured

If you are pushing above +18, most of this cluster goes entirely and the rest is a minority choice.

Two that do not follow a line

Time Spiral peaks in the middle at not measured, against 20% below and not measured above. Ancient Flame goes 60%, then not measured, then not measured. Take them or leave them.

Other movers

Talents that move at least 20 points across bands and are not covered by a group above. This table is the catch-all: anything that starts moving as more runs land appears here rather than going unmentioned.

Key level movers not covered by one of the named groups above.
TalentOverall
n=6
+10-14
n=5
+15-17
n=0
+18 and up
n=0
Essence Attunement100%100%not measurednot measured
Essence Burst100%100%not measurednot measured
Dream Breath100%100%not measurednot measured
Temporal Compression100%100%not measurednot measured
Spiritual Clarity100%100%not measurednot measured
Unshakable100%100%not measurednot measured
Call of Ysera100%100%not measurednot measured
Lifebind100%100%not measurednot measured
Golden Hour100%100%not measurednot measured
Temporal Anomaly100%100%not measurednot measured
Cauterizing Flame100%100%not measurednot measured
Enkindled100%100%not measurednot measured
Draconic Legacy100%100%not measurednot measured
Obsidian Scales100%100%not measurednot measured
Blast Furnace100%100%not measurednot measured
Inner Radiance100%100%not measurednot measured
Time Dilation100%100%not measurednot measured
Rewind100%100%not measurednot measured
Reversion100%100%not measurednot measured
Echo100%100%not measurednot measured
Leaping Flames100%100%not measurednot measured
Zephyr100%100%not measurednot measured
Lush Growth100%100%not measurednot measured
Panacea100%100%not measurednot measured
Tip the Scales100%100%not measurednot measured
Aerial Mastery100%100%not measurednot measured
Renewing Blaze100%100%not measurednot measured
Inherent Resistance100%100%not measurednot measured
Heavy Wingbeats100%100%not measurednot measured
Merithra's Blessing100%100%not measurednot measured
Life-Giver's Flame100%100%not measurednot measured
Grace Period100%100%not measurednot measured
Energy Loop100%100%not measurednot measured
Stasis100%100%not measurednot measured
Rescue100%100%not measurednot measured
Bountiful Bloom100%100%not measurednot measured
Attuned to the Dream100%100%not measurednot measured
Reverberations100%100%not measurednot measured
Afterimage100%100%not measurednot measured
Instability Matrix100%100%not measurednot measured
Golden Opportunity100%100%not measurednot measured
Nozdormu Adept100%100%not measurednot measured
Warp100%100%not measurednot measured
Primacy100%100%not measurednot measured
Temporal Burst100%100%not measurednot measured
Chronowarden100%100%not measurednot measured
Overclock100%100%not measurednot measured
Chronal Dynamo100%100%not measurednot measured
Chronoboon100%100%not measurednot measured
Chrono Flame100%100%not measurednot measured
Verdant Embrace100%100%not measurednot measured
Expunge100%100%not measurednot measured
Landslide83%100%not measurednot measured
Temporality83%100%not measurednot measured
Renewing Breath83%80%not measurednot measured
Obsidian Bulwark83%80%not measurednot measured
Scarlet Adaptation83%80%not measurednot measured
Instinctive Arcana83%80%not measurednot measured
Double-time83%80%not measurednot measured
Natural Convergence67%80%not measurednot measured
Lifeforce Mender67%60%not measurednot measured
Exhilarating Burst50%60%not measurednot measured
Temporal Barrier50%60%not measurednot measured
Nozdormu's Teachings50%40%not measurednot measured
Spark of Insight33%40%not measurednot measured
Unravel33%40%not measurednot measured
Time of Need33%40%not measurednot measured
Tempo Charged33%40%not measurednot measured
Innate Magic33%20%not measurednot measured
Twin Echoes33%20%not measurednot measured
Time Convergence17%20%not measurednot measured
Tailwind17%20%not measurednot measured
Flow State17%20%not measurednot measured

Not moved by key level

3 talents are common enough to be near default. Nozdormu's Teachings at 50%, Instinctive Arcana at 83% and Bountiful Bloom at 100%. Take them all unless you want the points elsewhere.

Exhilarating Burst sits at 50% and does not move by key level. It is the one genuine split in the data. Several talents land nearer 50/50 overall, but those split by key band rather than by preference, and you will find them in the tables above.

Below that, Flow State at 17% and Innate Magic at 33% are minority picks.

The rest of the list sits lower still, including Chronowarden itself at 100%, which is the hero tree split again rather than a talent. The key level movers above still carry overall rates in the teens and twenties even where they hit zero in the top band, so do not read a low overall figure as a dead talent without checking its band column.

Every talent below the floor whose rate moves less than 20 points across the bands, sorted by overall take rate. These are real choices that the key level does not appear to make for you.

Talents that are neither at the floor nor moved by key level.
TalentOverall
n=6
+10-14
n=5
+15-17
n=0
+18 and up
n=0
Motes of Acceleration17%0%not measurednot measured
How these numbers were measured

Runs come from Warcraft Logs. Preservation Evoker only, Mythic+ only.

Only one report counts per key. Two players in the same group each upload the same run, so the raw data holds that key twice. 27 of 352 logged rows are a second copy of this kind, and only one of each pair is counted. That is where 325 comes from.

Runs whose event stream was cut short are excluded, because their totals would be low by an amount nobody can measure. None have hit that yet.

A pull is listed only if it appears in at least 60 percent of that dungeon's runs. What you see is the dungeon's spine, not one group's exact route. If your group skips a pack listed here, or takes one that is not, nothing is wrong.

An ability is called part of the ramp only if it appears in at least 60 percent of the runs with ramp casts for that pull. One player's habit on one key does not reach the page.

Casts are only collected from the 30 seconds before a damage spike. That is a setting, not a finding, so nothing here can tell you whether a ramp starts earlier than that. Where you see a window, it is the window we looked in.

Ramps are worked out one run at a time and then compared, rather than by taking each ability's average timing separately. Doing it the second way produced ramps of six casts inside four seconds, which is faster than the game allows anyone to press buttons.

Damage figures are the whole party added together. Nothing here records who took the damage, and most autoattack damage lands on the tank. Use these numbers to compare one pull against another. They are not an amount you have to heal.