Guardian Druid Tank Rotation, Cooldowns, and Abilities (Legion 7.3.5)
Table of Contents
General Information
On this page, we list your Guardian Druid core abilities and how they should be used together (rotation) in World of Warcraft Legion 7.3.5. We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that you will need to know if you want to excel at playing a Guardian Druid.
The other pages of our Guardian Druid guide can be accessed from the table of contents on the right.
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.
1. Single Target Rotation for Guardian Druids
The single target rotation for a Guardian Druid is based on a priority system, and its goal is to generate as much Rage as possible.
- Use
Mangle. - Use
Thrash. - Use
Moonfire (if
Galactic Guardian proc OR if the duration left is less than 5 seconds). - Use
Swipe.
If you are using
Pulverize, you want to try to refresh it when you
have less than 6 seconds left of the old Pulverize; during those last 6
seconds, its priority replaces
Swipe, but it takes highest priority
should the debuff fall off.
This is a defensive rotation, meaning that you are most likely going to be
using all Rage for active mitigation instead of
Maul, but if you are
not currently taking damage and about to Rage cap, Maul takes highest priority.
Offensively (and especially with the
Jagged Claws traits),
Thrash becomes the highest priority (outside of Maul, if you
are about to Rage cap).
If you are using
Incarnation: Guardian of Ursoc, during Incarnation you
will end up just spamming
Thrash except to dump Rage on
Maul and
Moonfire to keep the debuff up.
2. Multiple Target Rotation for Guardian Druids
Defensively, the Rage generation rotation does not really change when facing
multiple targets unless you have
Lady and the Child equipped. The
legendary makes all passively duplicated
Moonfires generate Rage as
well as doing increased damage as long as you have the
Galactic Guardian proc active (only IF there is a valid second target
for Moonfire to hit), forcing you to effectively never really manually cast
Moonfire at all (unless the proc is about to run out, which is unlikely, as it
lasts for 15 seconds).
Offensively, you should use the following priority.
- Use
Thrash. - Use
Maul to avoid Rage capping (stop using on 5 or more
targets). - Use
Mangle (stop using on 4 or more targets). - Use
Maul (stop using on 5 or more targets). - Use
Swipe.
This means that on 5+ targets, your rotation is literally just
Thrash and
Swipe.
3. Active Mitigation for Guardian Druids
As a Guardian Druid, you have one ability that acts as active mitigation:
Ironfur. In addition to this, you have
Frenzied Regeneration, which is a self-heal but which is also used
routinely as part of your playstyle.
3.1. Ironfur
Ironfur increases your armor by 65% for 6 seconds. The ability has
a 0.5-second cooldown, and applications of Ironfur can overlap. This means that
their armor increase will stack, but their duration will not. For example, if
you use Ironfur, and then use it again 3 seconds later, you will have 2
applications of Ironfur for 3 seconds, granting you 130% increased armor.
After 3 seconds, the first application will have expired, leaving you with 65%
armor for 3 more seconds. An important note is that just like
Bear Form, Ironfur only increases base armor from gear and
Iron Claws, and NOT armor you might get from enchants or trinkets
(some trinkets say Bonus Armor, some simply say Armor, but neither work).
Obviously, if you are only faced with Physical damage (which is reduced by
armor, something that is not always the case), then using
Ironfur is
obviously a good idea. Note that your Armor damage reduction caps at 85% for
Druids, which means that (depending on your gear) you will likely Armor cap at
3-4 stacks of
Ironfur, which is unlikely to occur any time outside of
when using
Bristling Fur.
If the incoming non-magic damage is not reduced by armor, then you will have
to use one of your defensive cooldowns instead (
Survival Instincts,
Rage of the Sleeper, or
Barkskin).
In case the amount of incoming physical damage is very high, you can use
Ironfur multiple times to overlap them and gain a great armor
increase. Note that doing so requires you to pool up Rage.
Finally, always consider your situation carefully before deciding to
use
Ironfur. Since it is pro-active in
nature, no matter how low on health you have been brought, using it if there
is no new incoming damage is pointless.
3.2. Frenzied Regeneration
Frenzied Regeneration heals you for 50% of all damage taken in the
last 5 seconds, in the form of a 3-second HoT. It costs 10 Rage, has a maximum
of 3 charges, and a 24-second recharge time (reduced by Haste). Note that
Frenzied Regeneration is not on the global cooldown.
Whereas
Ironfur is an ability that should be used pro-actively,
Frenzied Regeneration is reactive in nature. The first step in using
Frenzied Regeneration effectively is to make sure you 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 that you are not wasting the
charges.
However, this is not all you have to consider, since it is easy to waste
Frenzied Regeneration and then not have it available when you need it
most. The best time to use Frenzied Regeneration is when you have sustained
high damage, will sustain high damage again in the next couple of seconds, and
your healers are not in a good position to heal you (either because the rest of
the raid is also taking damage, or because they are out of range of you or
otherwise unable to heal you). These cases are ideal for using Frenzied
Regeneration. Otherwise, if your healers can easily heal you back up (for
instance, if you are the only raid member taking damage), then you should try
to save Frenzied Regeneration for a more opportune time, but try not sitting on
3 stacks constantly.
4. Taunting
Growl is your main taunting ability. It only works on a single
target and has an 8-second cooldown. Its cooldown is reduced to 1.5 seconds
during
Incarnation: Guardian of Ursoc.
5. Cooldowns for Guardian Druids
As a Guardian Druid, you 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.
More details about how to best use your cooldowns, and about the cooldowns you can gain from your talents, can be found in our detailed cooldown section.
6. Optional Read: Mastering Your Guardian Druid
Tanking as a Guardian Druid is quite straightforward, and the information provided above should be more than sufficient to allow you to perform your role at a high level. There are, however, a few details you should also understand in order to fully master your character.
6.1. Rage Generation
Guardian Druid tanks use a resource called Rage (Warriors are the only other class in the game to use it). For you to properly master your Druid, you must understand how Rage works.
The Rage bar has a maximum capacity of 100, and is empty by default. Rage decays at a rate of 1 per second when out of combat. In combat, Rage does not decay.
Rage is generated in the following ways:
- Activating
Bear Form grants you 20 Rage (but leaving Bear Form
empties the Rage bar). - Auto-attacks generate 6 Rage.
Mangle generates 5 Rage (+4 with a
Gore proc and
+5 with
Soul of the Forest).
Thrash generates 4 Rage (and another 4 Rage for each
Pawsitive Outlook proc).
Moonfire with a
Galactic Guardian proc generates 8
Rage.
Bristling Fur generates Rage, depending on the amount of damage
taken.
Blood Frenzy generates 2 Rage every 3 seconds for each enemy on
which
Thrash is active.
6.2. Mastery: Nature's Guardian
Your Mastery is
Mastery: Nature's Guardian. It increases your maximum
health and healing received, as well as your attack power. The exact increase
amount depends on how much Mastery you have.
Notably,
Mastery: Nature's Guardian does not actually increase the
value of healing taken but rather a self-heal equal to your Mastery percentage
of the heal you received. It does also not work together with several other
self-heals like
Frenzied Regeneration,
Restoration Affinity,
and Netherlight Crucible traits that heal.
6.3. Gore Procs
Your
Thrash,
Swipe,
Maul, and
Moonfire has a 15% chance to trigger
Gore, which resets the
cooldown of
Mangle, and causes it to generate an additional 4 Rage.
Making quick use of Gore procs is essential to making sure you that they are
not wasted by new procs.
6.4. Detailed Cooldown Usage for Guardian Druids
Playing a Guardian Druid tank is an active experience, in the sense that you will have to regularly and wisely use your active defensive cooldowns to maintain your survivability. Your active mitigation only really deals with Physical damage, however you do have your large health pool and your cooldowns to counter magic damage.
You have 3 defensive abilities, your Artifact ability, as well as a few abilities you gain from talents. Your active mitigation abilities have been discussed above.
6.4.1. Survival Instincts
Survival Instincts is best used pre-emptively. This means that you
should use Survival Instincts before taking a large amount of damage (generally
due to a boss mechanic). Additionally, you can use it to prolong your survival
if your healers are dead or incapacitated.
It is not advised to wait until you are low on health to use Survival Instincts, but it is so strong that many times it does feel like you stop all damage intake for a couple of seconds when you use it.
Generally, it is best to make use of this cooldown as many times as possible during the fight, since it has 2 charges, and even if you play freely with one of them you will still have the other one as backup. Keep in mind, though, that you may be required to use it at a very specific time, so make sure you save it for that moment.
6.4.2. Barkskin
Barkskin is the go-to cooldown when damage starts ramping up or
when there is magic damage that you otherwise can not really mitigate. This is
a fairly small cooldown with only being a 20% damage reduction, but it lasts
for quite a while and on a fairly short cooldown, so it should be used pretty
freely. With the amount of health Guardian Druids have, this still makes you
able to survive pretty strong nukes even if it is a smaller kind of cooldown.
Barkskin can be used while in most forms of crowd control if you find yourself
in trouble without being able to use anything else.
6.4.3. Rage of the Sleeper
When using
Rage of the Sleeper as a defensive cooldown, you want
to follow the same liberal usage guidelines as for
Barkskin. With the
Artifact trait
Embrace of the Nightmare, you are immune to most
forms of crowd control, however it can not be used while being crowd controlled
to break free. Additionally, the trait increases Leech and damage by 25%,
making it incredibly strong for Mythic+, both defensively and offensively. For
raids, you will likely prefer to save it as mainly a defensive option, but
whenever used you will do increased damage as well.
6.4.4. Tier 1 Talents
If you have the
Brambles talent, you are more likely concerned
about damage output rather than survivability, meaning that you want to use
Barkskin as often as possible, preferably when tanking multiple
mobs.
If you have taken
Bristling Fur, you will just have to make sure to
use all of the Rage you gain quickly, so that none is wasted. Since you
actually want to take damage while Bristling Fur is active, you should avoid
stacking it with
Survival Instincts.
The formula for Bristling Fur is:
- BristlingFurRage = 100 * Damage / ExpectedMaxHealth
The formula is rather simple, and here is how it works. If you take 30% of your maximum health in damage, you generate 30 Rage. If you take 65% of your maximum health in damage, you generate 65 Rage.
Remember that you will cap out on Armor at 85% (3-4
Ironfur stacks,
depending on gear) and during
Bristling Fur, it is fairly common to be
able to have the Rage to stack it up to 4 or more stacks.
If you have taken the
Blood Frenzy talent, simply make sure your
Thrash bleed never drops off the targets. Against a single
target, you should not be using this talent.
6.4.5. Tier 3 Talents
Keep in mind when using
Balance Affinity that some
Mythic+ instances can be very crowded, and it is fairly easy to over-pull,
especially if you are using
Luffa Wrappings, or when using
Incapacitating Roar, as it has close to a 40-yard range.
If you have taken the
Restoration Affinity talent, then you can cast
Swiftmend on injured allies whenever it is needed and when you are not
actively tanking (since it takes you out of
Bear Form).
6.4.6. Tier 5 Talents
Incarnation: Guardian of Ursoc is mainly to be used as an offensive
burst AoE cooldown, however it can also be used to boost Rage generation.
Alternatively, it can be used when you need to make extensive use of
Growl. Remember that
Mangle hits up to 3 enemies while this
cooldown is active, while doing better Rage generation than spamming
Thrash.
6.4.7. Tier 6 Talents
When using
Guardian of Elune, you want to make sure that, if
possible, every
Frenzied Regeneration and
Ironfur cast you
have is empowered by
Guardian of Elune. Against a single incoming nuke,
it is obviously fine to get a non-Guardian of Elune powered Ironfur, as its
duration will not be a factor (especially if there is a tank swap after the
nuke).
7. ChangeLog
- 18 Mar. 2018: Made wide-ranging updates to the entire page.
- 28 Aug. 2017: Updated the multiple target rotations slightly.
- 07 Jul. 2017: Updated the single target rotation and the Pulverize mentions in all rotations. Removed Catweaving section (since it is now obsolete).
- 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.
- 27 Mar. 2017: No changes needed for Patch 7.2.
- 09 Jan. 2017: Added mentions of using Pulverize in the rotations, as well as making various updates to account for changes to abilities in Patch 7.1.5.
- 16 Dec. 2016: Fixed an error whereby we were referring to Galactic Guardian generating 15 Rage (when it is actually 10).
- 08 Oct. 2016: Added a mention that the goal of the single target rotation is to generate as much Rage as possible.
- 29 Aug. 2016: Updated for Legion's launch.
- 24 Jul. 2016: Added a section on using Guardian of Elune.
- 20 Jul. 2016: Updated tier 1 talent discussion and added Moonfire (with Galactic Guardian procs) to the rotations.
- 18 Jul. 2016: Updated for the Legion pre-patch.
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