Kick
Interrupt Hex first if they hard-cast it. Enhancement barely casts otherwise — save the kick for their healer. Kick Healing Surge only if Hex is down and they are panicking.
Watch for
Feral Spirit plus Crash Lightning on a stacked team is their kill. Grounding Totem eats your first crowd control. Astral Shift covers the return after wolves.
Defensives
Stop the go during Astral Shift. Bait Grounding Totem with a cheap instant, then stun — do not kick the totem. Ghost Wolf is a kite; re-root after Spirit Walk, not before.
CC
Hex is the crowd control to kick or trinket. Capacitor Totem stuns the clump — look at your feet as you trinket. Thunderstorm knocks you into the wolves; leave the platform edge.
Kill window
Go after Astral Shift is down and Feral Spirit has faded. After Grounding Totem is baited and they missed Hex they are often in the open with no wall.
Biggest mistake
Casting your first crowd control into Grounding Totem, or dumping offensive cooldowns into Astral Shift.
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