Guardian Druid Tank Spell Summary (Legion 7.2.5)
Table of Contents
General Information
On this page, we list the spells that you will often use as 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 Justwait, a top tank who raids in Method. You can also watch his stream on Twitch and follow him on Twitter.
1. Introduction
If you are new to Guardian, this is a great place to start to get an understanding of how the spec works. On this page we will discuss what abilities you have, what they are used for within the specialisation, how they interact with each other and also with important cooldowns. If you already have experience with Guardian and are comfortable with it in Legion, it is recommended you skip this section and move on to the rest of the guide.
2. Main Resource
Rage is your primary resource, generated by a number of your abilities (most
notably
Mangle), as well as by your auto attacks. It is used to fuel
your active mitigation (
Ironfur), as well as
Maul; managing
it is crucial for maximising your survivability and damage output.
3. Basic Abilities
These are your core skills that are available regardless of talents, and form the core gameplay of the specialization.
Mangle deals damage to the target (increased against targets that
have a bleed active), and generates 5 Rage on use. It is a essential part of
both your single target and AoE rotations.
Maul costs Rage to use and deals damage to the target. It is used
as a filler spell and to prevent you from capping your Rage, but otherwise
using it instead of using your active mitigation abilities is a clear
survivability loss.
Thrash costs Rage to use, damaging all enemies in an
8-yard radius, and placing a 15-second bleed effect on them. Using Thrash also
generates 4 Rage, and the bleed can stack up to 3 times.
Swipe deals damage to enemies around you, costs no Rage and also
generates no Rage, and has no cooldown. This is also used as a filler.
4. Important Procs
Gore causes your
Thrash,
Swipe,
Moonfire, and
Maul casts to have a 15% chance to reset the cooldown of your
Mangle and to cause your next Mangle to generate an additional
4 Rage.
5. Active Mitigation
Guardian Druids have one active mitigation ability,
Ironfur, which
is used
frequently throughout the encounter to minimise the damage that they take.
Aside from this, there is also
Frenzied Regeneration, which while
not strictly active mitigation, is still similar.
Ironfur costs 45 Rage and 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.
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 2 charges, and a 24-second recharge time (reduced by Haste). Note that
Frenzied Regeneration is not on the global cooldown.
6. Cooldowns
As a Guardian Druid, you two important defensive cooldowns.
Survival Instincts reduces all damage taken by 50% for 6 seconds.
It has 2 charges, and a 4-minute recharge time. It is best used
pre-emptively.
Barkskin reduces all damage taken by 20% for 12 seconds,
with a 90-second cooldown. Barkskin is off the global cooldown and it can be
used while stunned, incapacitated, or asleep. It is essentially a weaker
version of Survival Instincts, and should be used in the same way.
Aside from this, you have
Rage of the Sleeper, your Artifact
ability, which can be used both defensively and offensively. For 10 seconds,
25% of the damage you take is prevented and redirected back at your
attacker.
7. ChangeLog
+ show all entries - show only 10 entries- 13 Jun. 2017: Fixed an issue where we incorrectly listed the amount of Armor provided by Ironfur.
- 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 Mangle and Ironfur descriptions to account for Patch 7.1.5 changes.
- 17 Dec. 2016: Page added.
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