Guardian Druid Tank Easy Mode
Table of Contents
This page is intended for players who are new to the game or class, have no intentions of raiding Mythic difficulty, or simply want a more straightforward way to play their specialisation without being overwhelmed by the numerous subtleties and active abilities that need to be taken into consideration for optimal play.
1. The Basics of Guardian Druids
Guardian Druids have high health pools and active mitigation
(
Ironfur) that can have a very high uptime (100%), which helps provide
a stable damage intake. Combined with the ability to heal themselves based off
of recent damage intake (
Frenzied Regeneration), Guardian Druids are
currently well suited to tanking in all situations.
They also provide the raid with something no other tank can bring, in form
of
Stampeding Roar (coupled with the
Guttural Roars talent) to
give your raid a huge movement speed boost which can be invaluable for the raid
when faced with encounters where movement is paramount.
Your main goal throughout fights will be to maximise your Rage generation, and then use this Rage on the various active mitigation abilities at your disposal in order to keep yourself alive.
2. Talent Choice for Guardian Druids
These choices are optimised for ease of use. That said, only viable talents are suggested and the gains in survivability and DPS from choosing only the "best" talents are not game-breaking.
- Level 15:
Blood Frenzy - Level 30:
Guttural Roars - Level 45:
Balance Affinity - Level 60:
Typhoon - Level 75:
Soul of the Forest - Level 90:
Guardian of Elune - Level 100:
Rend and Tear
3. Stat Choice
Currently, you will want to prioritise secondary stats as follows:
- Versatility;
- Mastery;
- Haste;
- Critical Strike.
4. Basic Rotation for Guardian Druids
- Use
Mangle. - Use
Thrash. - Use
Moonfire (to keep the debuff up). - Use
Swipe. - Use
Maul (to dump excess Rage).
This rotation is the go-to for Rage generation no matter the amount of
targets. However, for damage output against more than one target,
Thrash has a much higher priority than
Mangle, and
Swipe overtakes Mangle at 4+ targets.
5. Active Mitigation Abilities for Guardian Druids
Your rotation is mainly there to generate Rage for you, which you should then
invest into your active mitigation ability,
Ironfur, as well as into
Frenzied Regeneration for healing or
Maul for damage.
When choosing to spend your Rage, you will have to consider if the damage
you are taking is Physical or not; if it is, you should aim to always have at
least one stack of
Ironfur active. Remember that you are able to have
multiple stacks of Ironfur up at once, but each application will always run out
independently of the others, which means that while you should avoid Rage
capping, it is always a good idea to have some Rage available in case you want
to use another Ironfur to reduce damage further, or even to self-heal with
Frenzied Regeneration.
Whereas
Ironfur is an ability that that should
be used pro-actively,
Frenzied Regeneration is reactive in nature. You
should only use it after you have taken a lot of damage in the previous 5
seconds, since this will ensure that you are actually healed by it and you are
not wasting Rage and charges.
As for
Maul, it is only to be used as a way to dump Rage for
damage, usually when damage intake is low or non-threatening.
6. Cooldown Usage for Guardian Druids
As a Guardian Druid, you have 3 important defensive cooldowns.
Survival Instincts reduces all damage taken by 50% for 6 seconds.
It has 2 charges, and a 4-minute recharge time. This is a very strong cooldown,
best used against truly threatening nukes, since it does not last long and it
is therefore not generally great at reducing high sustained damage. In any
case, however, it will give your healers 6 seconds to bring you back to high
health.
Barkskin reduces all damage taken by 20% for 12 seconds,
with a 90-second cooldown. Barkskin can be used while you are stunned,
incapacitated, or asleep. This is your go-to cooldown when damage starts
ramping up or when you are up against magic damage; it lasts for a long time,
making it perfect for reducing sustained damage.
Rage of the Sleeper reduces all damage by 25% for 10 seconds,
and together with the
Embrace of the Nightmare artifact trait adds
25% leech to its defensive capabilities, but also makes it serve as an
offensive cooldown, increasing damage by 25%. In many ways, Rage of the Sleeper
and
Barkskin are used in the same way, since they both have relatively
short cooldowns. Rage of the Sleeper, however, is usually prioritized in case
you want some extra damage output as well, or simply because it is stronger and
provides leech which can definitely end up making quite a difference when AoE
tanking.
About Our Reviewer
This guide has been reviewed and approved by Treckie, who has been a long-time leading tank who has competed for world first kills for 5 years. He is one of the casters for both last year's and this year's upcoming Mythic Dungeon invitational. You can watch his stream on Twitch and you can follow him on Twitter.
7. ChangeLog
+ show all entries - show only 10 entries- 18 Mar. 2018: Made many updates to the page to account for updates made to other parts of the guide.
- 12 Sep. 2017: Updated Tier 5 talent suggestion.
- 28 Aug. 2017: Made a small update to tier 1 talents.
- 07 Jul. 2017: Updated the page to account for updates made to other parts of the guide (stats, rotation, and talents).
- 12 Jun. 2017: Updated the page to account for the removal of Mark of Ursol and for changes to Maul in Patch 7.2.5.
- 09 Jan. 2017: Updated the rotation to include Pulverize usage, and made a mention of choosing Pulverize as the tier 7 talent.
- 17 Dec. 2016: Added easy mode page.
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