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=109 runs with a build recorded
22 talents shift at least 20 points between the lowest and highest key band, and 6 shift at least 40. Field of Dreams sits at 36% in +10-14 and 94% at +18 and up. Wings of Liberty peaks in the middle: 31% at +10-14, 65% at +15-17, then 14% 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.

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 36 runs at +10-14, 37 at +15-17 and 36 at +18 and up. That is 109 of the 109 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

56 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 56 are three different kinds of thing, and the difference matters if you are not on Flameshaper.

The 42 spec and class talents

These are yours regardless of hero tree.

Aerial Mastery, Attuned to the Dream, Blast Furnace, Call of Ysera, Cauterizing Flame, Draconic Legacy, Dream Breath, Echo, Energy Loop, Enkindled, Essence Attunement, Essence Burst, Expunge, Golden Hour, Grace Period, Heavy Wingbeats, Inherent Resistance, Inner Radiance, Landslide, Leaping Flames, Life-Giver's Flame, Lifebind, Lifeforce Mender, Lush Growth, Natural Convergence, Obsidian Bulwark, Obsidian Scales, Panacea, Renewing Blaze, Renewing Breath, Rescue, Reversion, Rewind, Scarlet Adaptation, Spiritual Clarity, Temporal Anomaly, Temporal Compression, Time Dilation, Tip the Scales, Unshakable, Verdant Embrace, Zephyr.

The 12 Flameshaper hero talents, and why they are not evidence

Log-verifiedn=109 runs with a build recorded
Ashes in Motion, Burning Adrenaline, Conduit of Flame, Consume Flame, Deep Exhalation, Essence Well, Fire Torrent, Fulminous Roar, Legacy of the Lifebinder, Lifecinders, Titanic Precision and Twin Flame are all above 95%. That is not 12 separate findings. 109 of the 115 builds recorded are Flameshaper and 6 are Chronowarden, so a Flameshaper hero talent is near universal here for one trivial reason. Read their take rate as the hero tree split restated.
Hero talents are separated from the spec talents on this page for exactly this reason. Pooled into one floor list they read as 54 findings about what everyone takes, when 12 of them are one finding about who happened to be logged. A Flameshaper player takes them because they are on the tree, and a Chronowarden cannot take them at all.

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

Flameshaper appears on the same list and is not a talent at all. It is the tree itself, recorded the way every other node is.

The apex talent

Merithra's Blessing is on the floor list at 100%, and it is a different tier of choice from everything else there. It is also not a button. It is a proc that upgrades your next Reversion, so what a log shows as a Merithra's Blessing cast is a Reversion that went out while the proc was up.

If you are on Chronowarden

Skip the 12 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 5% overall, which is about what you would expect from 6 Chronowarden runs.

Only the 12 talents named above were checked against the hero trees. If you are on Chronowarden, check the rest of the 42 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=109
+10-14
n=36
+15-17
n=37
+18 and up
n=36
Lifespark77%53%86%92%
Lifecinders95%89%97%100%
Oppressing Roar87%72%89%100%

Lifespark is the earliest switch in the whole set. It jumps 34 points between the bottom band and the middle one and then barely moves. Lifecinders and Oppressing Roar are in every recorded build at +18 and up.

Lifecinders is worth understanding rather than just slotting. It puts Obsidian Scales on your target or a nearby injured ally at half value, which turns a personal defensive into an external. If you have it, pressing Obsidian Scales early spends something the tank might have wanted.

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=109
+10-14
n=36
+15-17
n=37
+18 and up
n=36
Field of Dreams62%36%57%94%
Fluttering Seedlings64%39%59%94%
Foci of Life79%69%73%94%

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=109
+10-14
n=36
+15-17
n=37
+18 and up
n=36
Shape of Flame63%58%43%89%
Dream Simulacrum63%69%35%86%
Regenerative Magic50%47%32%69%
Protracted Talons51%50%35%69%
Overawe43%39%32%58%

Do not read the middle dip as a reason to drop these at +15. With 37 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=109
+10-14
n=36
+15-17
n=37
+18 and up
n=36
Wings of Liberty37%31%65%14%
Trailblazer37%42%57%11%
Extended Flight49%53%62%31%
Clobbering Sweep44%50%51%31%
Terror of the Skies34%44%35%22%

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. Wings of Liberty and Trailblazer both peak in the middle band and then collapse, to 14% and 11% at +18 and up. 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=109
+10-14
n=36
+15-17
n=37
+18 and up
n=36
Time Lord47%61%57%22%
Titan's Gift50%61%62%25%
Just in Time15%25%19%0%
Stretch Time13%28%11%0%
Timeless Magic9%22%5%0%
Spatial Paradox12%19%16%0%

Just in Time, Stretch Time, Timeless Magic and Spatial Paradox hit exactly zero among the 36 builds at +18 and up. Time Lord and Titan's Gift survive at 22% and 25% in the top band and are far more common below it. 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 43%, against 11% below and 31% above. Ancient Flame goes 72%, then 54%, then 78%. Take them or leave them.

Not moved by key level

4 talents are common enough to be near default. Nozdormu's Teachings at 94%, Instinctive Arcana at 91%, Bountiful Bloom at 86% and Expanded Lungs at 92%. Take them all unless you want the points elsewhere.

Exhilarating Burst sits at 62% 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 27%, Twin Guardian at 15%, Innate Magic at 8% and Font of Magic at 9% are minority picks. Font of Magic is the one worth knowing about, because it raises your maximum empower level by one. For the other 91% of builds, maximum rank means rank III.

The rest of the list sits lower still. 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=109
+10-14
n=36
+15-17
n=37
+18 and up
n=36
Nozdormu's Teachings94%86%97%100%
Stasis94%92%95%97%
Expanded Lungs92%94%86%94%
Instinctive Arcana91%81%95%97%
Bountiful Bloom86%83%78%97%
Exhilarating Burst62%64%62%61%
Flow State27%31%27%22%
Twin Guardian15%11%24%8%
Spatial Paradox12%19%16%0%
Font of Magic9%8%19%0%
Innate Magic8%14%11%0%
Sleep Walk8%11%11%3%
Enkindle8%6%14%6%
Draconic Instincts5%11%3%0%
Temporal Barrier5%11%3%0%
Inner Flame5%8%3%3%
Exuberance4%0%0%11%
Twin Echoes4%8%3%0%
Unravel4%8%3%0%
Tailwind3%6%3%0%
Forger of Mountains1%3%0%0%
Power Nexus1%3%0%0%
Source of Magic1%3%0%0%
Potent Mana1%3%0%0%
Tempo Charged1%3%0%0%
Dream Flight1%3%0%0%
Time of Need1%3%0%0%
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.