General Information
On this page, we list your Guardian Druid core
abilities and how they should be used together (rotation) in World of Warcraft
MoP 5.4. 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.
1. Single Target Rotation↑top
The single target rotation for a Guardian Druid is based on this very
simple priority system:
- Use
Mangle on cooldown (its cooldown has a chance to be
reset by some of your other abilities, so you need to watch out for this).
- Keep up the
Thrash bleed (lasts 16 seconds).
- Keep up the debuff provided by
Faerie Fire (lasts 30 seconds).
- Spam
Lacerate.
- Use
Maul only when
- you are under the effect of a
Tooth and Claw proc;
- you are at or very close to maximum Rage;
- you do not need to use your active mitigation.
2. Multiple Target Rotation↑top
- Keep up the
Thrash bleed on the targets (lasts 16
seconds).
- Use
Mangle on cooldown.
- Use
Swipe on cooldown.
You will want to alternate using
Mangle on various enemies,
preferring those on who your threat is lowest.
3. Taunting↑top
Growl is your main taunting ability. It only works on a single
target and has an 8-second cooldown.
4. Cooldowns↑top
As a Feral Druid Tank, you have several important defensive cooldowns.
Frenzied Regeneration converts up to 60 rage into health. The
ability has a 1.5 second cooldown. If you are using the
Glyph of Frenzied Regeneration, the ability always costs 60 rage, no
longer converts that rage into health, but instead increases the healing you
receive for the next 6 seconds by 40%.
Savage Defense increases your dodge chance by 45% for 6 seconds.
This ability has no cooldown, and it works on a system of charges. You can
have a maximum of three charges at any given time, and each charge takes 9
seconds to recharge.
Might of Ursoc increases your current and maximum health by 30% for
20 seconds.
Survival Instincts reduces all damage taken by 50% for 12 seconds,
with a 3-minute cooldown.
Barkskin is a simple 20% damage reduction, lasting 12 seconds,
with a 30-second cooldown.
You also have one predominantly offensive cooldown,
Berserk. This
has a 3-minute cooldown, and causes your
Mangle to hit 3 targets
instead of 1, and have no cooldown, for 10 seconds.
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.
4.1. Abilities Granted by Symbiosis
Symbiosis is a buff that you can place on one party or raid member.
The buff lasts for 1 hour, and grants you an ability belonging to the target's
class, depending on what your specialisation is. At the same time, the target
receives one of your spells. Both of these spells come in a slightly modified
version (less powerful than the original). You can see the full list of spells
here, but the spells useful to you as a Guardian are:
Bone Shield serves as a minor defensive cooldown. It is
gained from Death Knights.
Elusive Brew serves as a minor defensive cooldown. It is
gained from Monks.
Consecration helps with AoE threat/DPS. It is gained from
Paladins.
Spell Reflection allows you to reflect a harmful spell cast against
you back to the caster. This works on very few spells in PvE. It is gained from
Warriors.
As a Guardian Druid, keep in mind that using Symbiosis on a fellow tank
will grant them a minor defensive cooldown, so this is generally the best
practice to follow.
5. Optional Read: Mastering Your Guardian Druid↑top
Tanking as a Guardian Druid is very simple, and the information provided
above should be more than sufficient to allow you to perform your role at an
excellent level. There are, however, a few details you should also understand
in order to fully master your character.
5.1. 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 following two ways:
- Dealing damage with auto-attacks generates rage. Critical strikes from
auto attacks generate extra rage.
- Certain abilities (
Mangle,
Enrage) generate
fixed amounts of rage.
The only factors which affect rage generation are attack speed, chance to
hit (only up to the point where you are guaranteed to hit, so 7.5% chance to
hit) and Expertise Rating. This is because the more you attack, the more times
you will generate rage. For more details on white (normal) and yellow
(special) attacks, and how they are influenced by Hit and Expertise Rating,
you can check our guide on the
mechanics of melee attacks.
5.1.1. Berserk
Berserk boosts your rage generation if you score a Critical Strike
against the additional targets that
Mangle hits. The regular hits
from Mangle on these targets will not generate additional rage.
5.2. Vengeance
Vengeance is a passive ability which you receive for choosing
the Guardian specialisation. It increases your attack power
for 1.5% of the unmitigated damage of each attack made against you (even those
attacks that you dodge, where you receive Vengeance based on the amount of
damage you would have taken). The amount of Vengeance you receive from an
attack decays over time at a rate of 5% per second, until it eventually
disappears altogether (only while you are taking damage). Shifting into
Cat Form removes the buff. It is an essential mechanic in allowing you to
maintain aggro of mobs.
Vengeance also has diminishing returns, in that each additional target
attacking you generates less Vengeance than the previous one.
5.3. Mastery: Nature's Guardian
Your Mastery is
Mastery: Nature's Guardian. It increases your armor by a
percentage value. This provides you with passive mitigation against Physical
damage. Note that some sources of Physical damage, such as bleeds, bypass
armor and their damage is not reduced by it.
5.4. Detailed Cooldown Usage
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.
You have two short-cooldown abilities, as well as a few abilities you can
use only a few times during the encounter. Lastly, you have one offensive
cooldown.
5.4.1. Frenzied Regeneration
Frenzied Regeneration is a heal. It should be used when you have
sustained damage and you wish to help your healers keep you up. It is important
to learn to use this ability when needed, something that will come with
practice and experience. Frenzied Regeneration is a reactive cooldown, meaning
that it should be used after you have sustained damage.
5.4.2. Savage Defense
Savage Defense increases your chance to dodge by a very large
amount. While you generally dodge melee attacks, it is also possible to dodge
certain types of special attacks. Knowing which special attacks you can dodge
(something that you can really only find out by testing in practice) is
useful, because it allows you to use Savage Defense right before the more
damaging special attacks to dodge them. Otherwise, you should use Savage
Defense right before you are about to take one or more powerful melee attacks.
It is a proactive cooldown, meaning that it should be used before you
have sustained damage.
5.4.3. Tooth and Claw
Generally speaking,
Maul provides no survivability increase, and it is
just a means of dumping Rage when you wish to increase your DPS/threat, at the
expense of your survivability (because you are using up Rage that could have
been used on
Frenzied Regeneration and/or
Savage Defense).
However, thanks to
Tooth and Claw, a passive ability, your auto attacks
have a chance to cause your next Maul to reduce the damage done by the target's
next attack. In this case, Maul gains a survivability component.
These procs from Tooth and Claw over-write each other, meaning that if you
do not use the proc up before it procs again, the first proc is effectively
wasted. On the target, however, the debuffed applied by these procs stacks.
For example, applying one empowered Maul to the boss will reduce the
damage of his next attack by 3,000. If you then manage to land another
empowered Maul on him before he has had a chance to successfully attack, the
damage reduction of his next attack will go up to 6,000, and so on.
While an empowered Maul is a survivability gain, it is a smaller one than
using Frenzied Regeneration to heal yourself, or Savage Defense. You should
use such Mauls when you do not need the self-healing or the extra dodge from
Savage Defenses, and when your Rage is reaching maximum capacity. This way,
you can avoid wasting Rage by being capped, while still increasing your
survivability somewhat.
5.4.4. Might of Ursoc
Might of Ursoc can be used both pre-emptively or reactively. It
increases your current and maximum health by 30% for 20 seconds.
5.4.5. 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, since you will probably die before it has had a chance to benefit
you fully.
Generally, it is best to make use of this cooldown as many times as possible
during the fight (it is better to have wasted it than to have died
with it available). Keep in mind, though, that you may be required to use it a
very specific time, so make sure you save it for that moment.
5.4.6. Barkskin
Barkskin works like a weaker version of
Survival Instincts, so the same usage guidelines apply. The only
difference is that Barkskin's cooldown is much smaller, meaning that you can
use it more freely.
5.4.7. Tier 2 Talents
Your Tier 2 talent of choice should be used as follows:
Ysera's Gift is entirely passive.
Renewal is an excellent minor survival cooldown.
Cenarion Ward can be placed either on yourself or on allies. It
should be used on cooldown.
5.4.8. Tier 4 Talents
Your Tier 4 talent of choice should be used as follows:
Soul of the Forest produces its benefit passively, so there is
nothing for you to do in this regard.
Incarnation: Son of Ursoc should be used whenever you need a boost of
rage generation (and, implicitly, survivability) and threat. Alternatively,
it can be used when you need to make extensive use of
Growl.
Force of Nature should not be taken, since it is currently very
weak. If you do take it, note that it will not improve your survivability in
any way against raid bosses (since the treants do not taunt them), and it
should be used merely as a DPS boost, or against adds.
During Incarnation: Son of Ursoc, you should make maximum use of the reduced
cooldown on
Mangle, by spamming it. During this time, you should
forsake
Lacerate, and simply focus on casting Mangle, and keeping up
Thrash and
Faerie Fire.
5.4.9. Tier 6 Talents
Your Tier 6 talent of choice should be used as follows:
- The active portion of
Heart of the Wild should be used when you need
to perform a role other than the tanking one.
- To DPS, you can use Heart of the Wild, an Agility potion,
Berserk,
and
Cat Form. Once your potion and Berserk run out, you can shift out of
Cat Form and continue to spam
Wrath until Heart of the Wild ends.
- To heal, you can use
Tranquility while Heart of the Wild is up.
Additionally, you can spam
Rejuvenation on raid members while in
Cat Form.
Dream of Cenarius requires that you cast
Healing Touches whenever
you have a proc of the talent.
Nature's Vigil should be used when you need to generate extra threat
or when you want your self-heals to be more potent. The hybrid-enhancing
part of this ability is rather weak.
5.4.10. Berserk
Berserk is not a defensive cooldown. It it a powerful offensive,
threat-generating and DPS-increasing cooldown. It removes the cooldown from
your
Mangle and it causes Mangle to also hit two additional
targets.
You should use this at the pull, in order to gain initial aggro. After that,
you should use it whenever there are multiple targets up or simply on cooldown,
in order to maximise your DPS.
It might be argued that the ability to use
Mangle more often
will increase your rage generation and survivability, but even spamming nothing
but Mangle during Berserk will only net you about 50 additional rage, hardly
enough to make it worth considering as a defensive cooldown.
5.5. Procs
Hits from
Lacerate,
Thrash, and
Faerie Fire have a 25% chance to reset the cooldown of
Mangle. You should try to use these resource-free Mangles as
quickly as possible.
Additionally, thanks to
Tooth and Claw, a passive ability, your auto
attacks have a chance to cause your next
Maul to reduce the target's
next attack. You should make it a point to always use up these procs.
6. Changelog↑top
- 12 Sep. 2013: Patch 5.4 update.
- Updated several areas of the guide to account for changes to talents and
abilities.
- Replaced mentions of
Nature's Swiftness (removed from Guardian
Druids) with
Ysera's Gift.
- Updated the cooldown of
Barkskin to 30 seconds.
- 20 May 2013: Patch 5.3 update: nothing to change.
- 05 Apr. 2013: Made several updates.
- Removed
Life Tap and
Feint from the list of
useful abilities gained from Symbiosis, since they are inefficient from a
survival point of view. Added
Elusive Brew.
- Added a mention of how
Berserk influences rage generation as far as
additional targets hit by
Mangle are concerned. Removed mention of
base weapon speed affecting rage generation.
- Updated the wording of the Vengeance section to be more accurate.
- Removed mention of
Glyph of Frenzied Regeneration, since this glyph
should never be used.
- Added a mention that certain Physical damage sources (such as bleeds)
ignore armor.
- Added mention that certain special attacks are susceptible to being
dodged.
- Added specific suggestions for how to DPS and heal with
Heart of the Wild.