Use the potion early
Alchemy gives you recovery and movement after a pull starts going wrong. Swiftness Potion creates distance. Free Action Potion prevents new stuns and movement-impairing effects for 30 seconds. Use it before the retreat. Major Healing Potion restores 1050–1750 HP outside the global cooldown. Herbalism keeps the bag stocked from nodes already on the route.
Keep these in the bag
Carry Major Healing Potions. Use one while you can still choose how to leave the pull.
Use Swiftness Potion when class movement tools are spent. Use Free Action Potion before a retreat crosses a root or stun.
Use Elixir of Fortitude for +250 maximum HP, Elixir of the Mongoose for +25 Agility and +2% crit, or Elixir of Firepower for +40 fire spell damage. Choose the one that fits the next zone.
Gather for the refill
Peacebloom and Silverleaf start the line. Goldthorn and Kingsblood carry the 30s, and Mountain Silversage reaches endgame crafts. Gathering your own herbs keeps town restocks routine and lets you carry the potions you plan to use.
Who benefits
Warrior, Priest, Druid, and Paladin get the most from regular recovery because damage often builds across several pulls. Mage and Rogue can choose Engineering for direct control. Alchemy keeps health, movement, and supplies available through the longer route.
Restock in town
Refill in town with repairs.