Guardian Druid Tank Spec, Builds, and Talents (Legion 7.3.5)
Table of Contents
General Information
On this page, we present the viable talent choices for Guardian Druids in World of Warcraft Legion 7.3.5. We detail what each of the talents do and in which situations they should be taken.
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. Talent Choices
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| 15 |
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| 30 |
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| 45 |
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| 60 |
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| 75 |
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| 90 |
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| 100 |
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Talents can be freely changed when out of combat and in a rested XP area
(such as an inn or a capital city). Moreover,
Tome of the Tranquil Mind
and
Codex of the Tranquil Mind can be used to temporarily allow
players to change talents anywhere, as long as they are out of
combat.
2. Tier 1 (Level 15) Talents for Guardian Druids
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Brambles is a passive effect that causes all attacks made against
you to have an amount of their damage absorbed and reflected back to the
attacker. Moreover, if you choose Brambles, while
Barkskin is active,
you pulse a small amount of Nature damage to all nearby enemies every
second.
Bristling Fur is an active ability with a 40-second cooldown. For
its 8-second duration, you gain Rage from damage taken.
Blood Frenzy causes
Thrash to generate 2 Rage each time it
deals damage.
Bristling Fur is definitely the best talent for Rage generation.
This talent should be standard choice for most fights. It excels on encounters
where it might be advantageous to have a couple of
Ironfur stacks at a
given time; assuming you are taking a fair amount of damage beforehand, you
will get a lot of Rage to spend on Ironfur and
Frenzied Regeneration.
Against sustained physical damage, this can be a lot stronger than
Barkskin/
Rage of the Sleeper, as it can make you easily
keep 3+ stacks up over its duration.
Blood Frenzy is decent for long term cleave/AoE situations. Since
the
Thrash DoT ticks once every 3 seconds, this effectively gives you
10 Rage per 15-seconds per target or 30 Rage per minute for each target
available. Few bosses allow for this talent to very potent, however it can have
some use in high Mythic+ content where enemies might live a longer time.
Brambles is passive, making it easy to use but defensively it
incredibly useless. It is the only talent in this tier that does not generate
Rage, but instead it can be used to do a small amount of extra damage. It can
do a bit of damage in AoE situations, as the damage pulses all around you on
each target, but we only recommend taking Brambles if you are not concerned
with survivability and just want to improve your damage output.
3. Tier 2 (Level 30) Talents for Guardian Druids
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This tier provides you with 3 situational talents, and the choice will depend on your playstyle and the requirements of the encounter.
That said,
Guttural Roars will be the superior talent in this row in
almost every case. The raid utility this talent brings is in many cases strong
enough to make Druids the most preferred tank on an encounter, regardless of
its other strengths and weaknesses.
Intimidating Roar and
Wild Charge suffer from the same
issue, which is that neither of them really brings anything new to the table.
Incapacitating Roar already disorients targets, and its main use is to
interrupt targets that may be stun immune due to diminishing returns, and the
only thing Intimidating Roar will do is make sure they are crowd controlled for
3 full seconds instead. And Wild Charge is rarely worth it due to Druids
already having a charge in form of
Skull Bash; while Wild Charge has a
slightly longer range, it would only be preferable if you have to save Skull
Bash for something else later on. It can also be used in
Travel Form to
leap forward 20 yards without having a target, or in caster form to jump to a
player's position, but it is still a very weak talent.
4. Tier 3 (Level 45) Talents for Guardian Druids
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Balance Affinity
grants you the
Astral Influence passive
ability, which increases the range of all your abilities by 5 yards.
Additionally, you gain access to the Balance-spec abilities
Moonkin Form,
Starsurge,
Lunar Strike,
Solar Wrath, and
Sunfire.
Feral Affinity
grants you the
Feline Swiftness passive
ability, which increases your movement speed by 15%. Additionally, you gain
access to the Feral-spec abilities
Shred,
Rake,
Rip,
Ferocious Bite,
and your energy regeneration is increased by 35%.
Restoration Affinity grants you the
Ysera's Gift passive
ability, which heals you (or a nearby ally, if you are at full health yourself)
for
1.5%
of your maximum health every 5 seconds. Additionally, you gain access
to the Restoration-spec abilities
Rejuvenation,
Healing Touch,
Swiftmend.
For most situations,
Balance Affinity is the go-to
talent. It is excellent for Mythic+ for the extra range on AoE abilities like
Thrash and
Swipe, but it works for all abilities including
auto-attack,
Mangle, and
Skull Bash. This talent makes it easy
to keep doing your rotation while running around and picking up enemies.
Feral Affinity is an obvious choice if you ever find
yourself wanting a little bit more movement speed against a certain encounter.
While it gives you the abilities to deal damage in
Cat Form, it is
realistically never really worth doing so, and you are better off staying in
Bear Form and generating Rage.
The heal of
Restoration Affinity is, realistically, pretty weak and
slow to have much of a meaningful impact, even if it does add up in total over
a longer fight; it could see use in places where there is little to no incoming
healing on you. While it is most effective when the heal goes on other players
as the percentage-based healing is based off of your maximum health and
Guardian Druids have a lot of health, it would require you to be at full health
right before the heal would come in, which is too unreliable to count on
(although it can sometimes happen).
An important note for this talent row is that the legendary
Ekowraith, Creator of Worlds increases the effects of all these 3 talents
by 75%.
Balance Affinity becomes +9 yards,
Feral Affinity becomes 26% movement speed, and
Restoration Affinity heals you for 5.25% of maximum health every 5
seconds.
5. Tier 4 (Level 60) Talents for Guardian Druids
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Mighty Bash is an active ability with a 50-second cooldown, which
stuns the target for 5 seconds. It is usable in all shapeshift forms.
Mass Entanglement is an active ability with a 30-second cooldown,
which roots the target and all enemies within 15 yards of them in place for 30
seconds. Damage done to rooted targets may break the effect. Mass Entanglement
is usable in all shapeshift forms.
Typhoon is an active ability with a 30-second cooldown. It
knocks back all targets within 15-yards in a cone in front of you, dazing them
for 6 seconds. It is usable in all shapeshift forms.
The choice between these talents is very situational, as they are all different forms of crowd control.
In most situations, you will get the most use out of
Typhoon, since
it has a lot of use in Mythic+, where you can interrupt mobs that might have
been stunned too many times, and assuming they can be knocked back in the first
place, you can use this to interrupt again.
Mass Entanglement is a better version of
Entangling Roots, as
you can cast it while in
Bear Form. It breaks very easily on damage,
but can be used to keep certain mobs from reaching you.
Finally,
Mighty Bash could be better should single target lockdown
be more important.
6. Tier 5 (Level 75) Talents for Guardian Druids
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Soul of the Forest causes
Mangle to generate 5
additional Rage and to deal 25% more damage.
Incarnation: Guardian of Ursoc is an active ability with a 3-minute
cooldown. It does not trigger the global cooldown. For its duration, your
armor is increased by 15%, the
cooldown of all melee abilities and
Growl is reduced to 1.5 seconds,
and
Mangle hits up to 3 targets.
Galactic Guardian gives your damaging abilities a 7% chance to
automatically cast a free
Moonfire on the target. When this happens,
the next Moonfire you cast (within 15 seconds) generates 8 Rage and deals 300%
increased damage.
Against a single target,
Soul of the Forest is generally the better talent in terms of Rage generation, especially if you are able to really invest a lot of Rage into
Ironfur.
Incarnation: Guardian of Ursoc is a strong burst talent, and is
particularly good in Mythic+ where you might be doing a big pull every 2-4
minutes; you will be able to not only easily pick everything up because you
have no cooldown on
Thrash and do a lot of burst damage (this is
especially powerful with
Luffa Wrappings), but you will also get a
small survivability boost. While
Mangle also has reduced cooldown and
casting nothing but Mangle will make for quite a bit of Rage generation, Thrash
generally has a higher priority even on single target due to
Pawsitive Outlook procs dealing damage and generating Rage. The damage
is basically equal (if not higher with Thrash, depending on the amount of
Jagged Claws relics you have).
Galactic Guardian is a really strong option for Rage generation as
well, compared to
Soul of the Forest, and definitely takes the
lead when you consider multiple targets, which gives Galactic Guardian
increased chances of proccing. While
Incarnation: Guardian of Ursoc might
be stronger for straight up burst AoE damage, Galactic Guardian becomes a
menacing AoE alternative if you have the legendaries
Fury of Nature and
Lady and the Child. The 8 Rage from casting
Moonfire when you
have a proc up also applies to Lady and the Child Moonfires if a
Galactic Guardian proc is active, meaning that for maximum Rage generation, you
actually do not want to consume it (unless it is about to run out), if there is
a second target that Moonfire can jump to.
7. Tier 6 (Level 90) Talents for Guardian Druids
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Earthwarden grants you a charge of a buff that reduces the
damage of the next attack made against you by 30%, each time you use
Thrash. The buff can stack up to 3 times.
Guardian of Elune causes
Mangle to increase the duration of
your next
Ironfur by 2 seconds, or the healing
of your next
Frenzied Regeneration by 20%.
Survival of the Fittest reduces the cooldown of
Barkskin and
Survival Instincts by 33%.
Guardian of Elune is generally the go-to talent in this row.
Mangle increases the duration of your next
Ironfur, which
makes it a lot easier to always keep one stack active, which means you save
quite a bit of Rage to just maintain an Ironfur stack and you are able to more
easily keep higher stacks for when damage goes up. This proves really effective
against long term high physical damage that is mitigated by Ironfur. It also
empowers
Frenzied Regeneration by 20%, which is a sizeable increase.
When playing with Guardian of Elune, it is recommended you adapt your usage of
active Mitigation slightly in order to try to get most of them empowered, but
keep in mind that Ironfur is only increased in duration, not strength, meaning
if you need multiple stacks up for a big nuke, you should disregard trying to
buff them with Guardian of Elune.
Earthwarden generates one stack per target hit by
Thrash
(
Pawsitive Outlook) procs do NOT grant a stack); this means that
this talent scales very well when there are multiple targets that can get hit
while they do hit you back, thus consuming the stacks by auto attacking. While
Earthwarden only reduces damage against auto-attacks, if you can manage to
consistently have stacks up, the damage reduction against auto attacks that it
provides will allow you to save Rage (or even cooldowns) to use against special
attacks. Because of this, Earthwarden performs very poorly when AoE tanking,
and it is probably even inferior to other talents against a single target
unless the boss spends a lot of time casting or has a slow attack speed (which
would allow you to maintain the stacks).
Survival of the Fittest is a good choice if you find yourself needing
Survival Instincts a lot more often; coupled with
Dual Determination, you will almost cut its cooldown in half,
which can be very strong should the encounter have big nukes you might not be
equipped to handle with just active mitigation. It does also reduce the
cooldown of
Barkskin, so it is a decent talent if you find the general
damage intake to be fluctuating a lot, in which case you will have cooldowns a
bit more often to help deal with it.
8. Tier 7 (Level 100) Talents for Guardian Druids
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Rend and Tear increases your damage done to targets affected by
Thrash, and reduces the damage you take from these same targets, by
2% for each stack of Thrash that is active on them.
Lunar Beam is an active ability with a 75-second cooldown which
summons a beam of light at your location for 8 seconds. Any enemies in the
beam take Arcane damage every second, and you are healed every second while
in the beam. Note that the beam's location is fixed, and does not follow you
as you move.
Pulverize is an active ability that consumes 2 stacks of
Thrash on the target, dealing Physical damage to them in exchange,
and reducing all damage you take by 9% for 20 seconds.
Rend and Tear is passive and therefore easy to "use". It works very
well with
Elize's Everlasting Encasement, as it increases the maximum
stack to 5, and its total damage increase and damage reduction caps at 10%,
which is pretty solid. Its ease of use and the ability to both reduce damage
intake and increase damage output makes it the default talent for most
cases.
Lunar Beam has very limited use. While it is fairly strong together
with
Fury of Nature, it is still weaker for general upkeep than
Rend and Tear, but it then works as a cooldown every 75 seconds, which
could technically be useful if timers work out perfectly for that, which is
however unlikely to happen.
Pulverize is generally the best survivability cooldown, and while
Elize's Everlasting Encasement with
Rend and Tear allows for 10%
instead of 9% damage reduction, it also locks up a legendary slot, which means
that with Pulverize you can instead choose another legendary and you should be
better off defensively.
9. ChangeLog
+ show all entries - show only 10 entries- 18 Mar. 2018: Completely rewrote all sections.
- 03 Dec. 2017: Added a mention that Typhoon does not trigger Sephuz's Secret.
- 12 Sep. 2017: Updated tier 5 talent discussion.
- 28 Aug. 2017: Changed Blood Frenzy (tier 1) from recommended to situational and updated Mass Entanglement's description.
- 07 Jul. 2017: Clarified that Soul of the Forest is now viable against a single target.
- 12 Jun. 2017: Slight rewrites to account for the removal of Mark of Ursol in patch 7.2.5.
- 22 Apr. 2017: Clarified that Wild Charge when in Travel Form causes you to jump to the location of an ally, and not to fly to them.
- 27 Mar. 2017: Updated Intimidating Roar description to account for changes made to it in Patch 7.2.
- 14 Feb. 2017: Updated description of Restoration Affinity to correctly reflect that it heals for 1.5% of maximum health per 5 seconds.
- 10 Jan. 2017: Updated the description of Soul of the Forest following the official patch note release.
- 09 Jan. 2017: Updated talent descriptions to account for Patch 7.1.5 and improved the tier 2, 5, 6, and 7 discussions.
- 16 Dec. 2016: Revised Incarnation: Guardian of Ursoc as a situational (?) talent, and updated the description of Restoration Affinity.
- 25 Oct. 2016: Patch 7.1 changes.
- Updated the description of Galactic Guardian (causes 10 Rage to be generated, down from 15, and increases the damage of the next Moonfire by 300%).
- Added a mention that Incarnation is now off the global cooldown.
- 08 Oct. 2016: Slightly updated the discussion of the Guardian of Elune and Lunar Beam talents.
- 29 Aug. 2016: Updated for Legion's launch.
- 20 Jul. 2016: Revised tier 1 and 5 talent discussions.
- 18 Jul. 2016: Updated for the Legion pre-patch.
CONTENTS
FROM THE DRUID FORUMS
- Balance DPS
- Survivability problems (balance)
- Why is my dps low?
- Balance help
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