Guardian Druid Changes in Patch 5.0

 

You want to play, not read, so here’s a quick guide to what’s changed for guardian (formerly bear feral) druids in Patch 5.0! (First two sections are for all druids; scroll down for feral specifics.)

Changes for All Druids
  • Feral is no longer a tank/DPS spec. Feral is now solely melee DPS, and a new spec has been added for bear tanks, Guardian. Yes, that makes us the only class with 4 specs in the game, which means we are still the best class in the game. (I may be biased.)
  • Many abilities are now available only to certain specs. This is a good thing, as most of the off-spec abilities were pretty useless.
  • The old talent trees are gone! Rejoice. Instead, you now have six “tiers” of talent choices, with one choice (out of three options) every 15 levels. I’ll cover the major choices briefly below; see my Druid Talents page for more.
  • All the old Prime glyphs are gone. Now, there are just two tiers: Major and Minor. Glyphs are now much less important and are mostly situational. Hit my Druid Glyphs page for a full list.
  • Relics and head enchants are gone.
  • You can AoE loot now. Have fun storming the (Molten Core/Black Temple/old raid of choice)!
  • Druids get a new spell called Symbiosis at level 87 that lets you link with a group/raidmate, giving both you and them a new ability. You won’t get this until you can start leveling in Mists, but you might want to read up on it now; there’s a LOT of possible combos.
  • Druids get a new spell called Symbiosis at level 87 that lets you link with a group/raidmate, giving both you and them a new ability. You won’t get this until you can start leveling in Mists, but you might want to read up on it now; there’s a LOT of possible combos.
  • Rebirth now returns a player to 60% life instead of 20%, making the glyph much less mandatory.

New Talents
  • Level 15: Movement talents, one of Feline SwiftnessDisplacer Beast, or Wild Charge. Feline Swiftness grants you all-around movement speed, while Wild Charge gives you a quick movement ability (actual ability varies by form, check the comments on wowhead). Both are good choices. Displacer Beast is terrible.
  • Level 30: Self-healing talents, one of Nature’s SwiftnessRenewal, or Cenarion Ward. NS is great; lets you use free instant heals or rezzes without leaving form with NS + Healing Touch or NS + Rebirth. Renewal’s a simple option; 30% self-heal every 2 min. CW is a bit too fiddly for most specs but is good for leveling. None of these choices are bad, really.
  • Level 45: Crowd control talents, one of Faerie SwarmMass Entanglement, or Typhoon. None really stand out; feral/guardian will gravitate away from Faerie Swarm, since they have Infected Wounds still.
  • Level 60: DPS-increasing talents, one of Soul of the ForestIncarnation, and Force of Nature. Force of Nature is the old balance treants on a 1m CD that also stun (feral), taunt (guardian), heal (resto) or root (balance) their target; great for PvP, and reasonable damage. SOTF is a passive DPS increase for Feral/Balance, a passive rage increase for Guardian, and an odd haste buff for Resto. Pretty good for all but Resto, IMO. Finally, Incarnation is a burst cooldown that gives you a sweet armored form and some extra damage or healing. It’s likely the best option for max dps but takes some management.
  • Level 75: Crowd control talents again, one of Disorienting RoarUrsol’s Vortex, or Mighty Bash. UV sounds cool, but isn’t that effective in practice; just pick Bash. (Yes, it’s the old bear bash, but now usable in any form, which makes it 100% more awesome.)
  • Level 90: Hybrid healing/damage talents, one of Heart of the WildDream of Cenarius, and Nature’s Vigil. HOTW is a passive buff that can also be activated to buff your non-spec forms; that bit’s not very effective. Take it for the passive buffs. DoC changes your rotation considerably for the damage classes; you’re now weaving Healing Touches in, so you generate some healing and hit a bit harder. Likely to end up as the best DPS option, but requires significant skill to maximise properly. Not very useful for the non-DPS specs.  Nature’s Vigil gives you yet another burst cooldown that also does some healing (or damage). Basically, it’s a choice between HOTW for passive buffs or NV for a burst ability, with balance/feral getting to mix things up with DoC to potentially squeeze out a bit higher DPS.

Guardian-Specific Changes
New Mechanics
  • Active Mitigation is now real. How well you perform your rotation directly translates to how much rage you get, which directly translates to how many survivability abilities you can use. Rage primarily comes from Mangle and your autoattack, though Enrage is still available.
  • Savage Defense is no longer your mastery; instead, it’s effectively a brand new ability. It costs 60 rage and grants you a buff that gives you a 45% chance to dodge for 6 seconds. It has no cooldown, but does operate on a three-charge system that regenerates one charge every 9 seconds. You want to keep this up as much as possible, but the charge system means the max (sustained) uptime is 66%.
  • Frenzied Regeneration now instantly converts up to 60 rage into health. While you want to prioritize SD, you use FR if you have more rage than you can spend on SD or you NEED A HEAL RIGHT NOW.
  • Mastery: Nature’s Guardian is the new mastery, which increases armor.
  • Mangle costs no rage and generates 5 rage.
  • Lacerate/Thrash/Swipe no longer cost rage.
  • Faerie Fire/Lacerate/Thrash have a 25% chance to reset the cooldown of Mangle.
  • Spell hit and regular hit have been merged, which means no more missing with Faerie Fire even though you’re hitcapped.
  • Last but not least, Bearcatting is effectively dead.
New/Removed Abilities
  • Might of Ursoc is a new survivability cooldown that increases your health by 30% for 20 sec.
  • Bear Hug is a new crowd control/damage ability that stuns an enemy for 3 sec, immobilizes you for the duration, and does 10% of your max HP as damage every second. You won’t use this too much, except for soloing.
  •  PulverizeDemoralizing Roar, and Challenging Roar are gone. Good riddance (well, except for Challenging Roar, that was occasionally helpful.)
Rotation Basics
The rotation has changed significantly, but it’s much simpler. Remember that this rotation is for a generic boss. For trash, you’ll drop some Lacerates/FFs for Swipes for AoE threat; for bosses with high magical damage, you’ll prioritize Frenzied Regeneration instead of Savage Defense; you get the idea.
  • Keep Savage Defense up as much as rage (or charges) allow.
  • Mangle on cooldown for rage.
  • Thrash on cooldown to put up Weakened Blows and hopefully proc Mangle.
  • Fill remaining GCD’s with Frenzied Regeneration (if you have the rage), or Lacerate/Faerie Fire to hopefully proc Mangle.
  • For periods of high sustained damage, a DPS talent such as Incarnation can increase your rage generation significantly for more Frenzied Regeneration use.

That should get you started; if you have any questions, let me know. I plan to have a full MoP guide for guardian up sometime in the next month, so subscribe to my RSS feed or follow me on Twitter and I’ll let you know when it drops!

 Posted by at 9:51 pm

  6 Responses to “Guardian Druid Changes in Patch 5.0”

  1. […] Guardian – Patch 5.0.4 Survival Guide – The Inconspicuous Bear Guardian Druid Changes in Patch 5.0 – The Fluid Druid Guardian Druid Quick-Start Guide – MMO Melting […]

  2. omg thats is soo epic! my main is a druid tank, i love the changes. May druids rule forever x3

  3. I’ve just macro’d Savage Defense to Mangle. Works like a charm!

    • Is this a good idea? It sounds good, in theory, but isn’t there a worry that SD will not be available during a crucial time if you are macro’ing it in to a main ability?

      • Yeah this is not a good idea because in fight that are spell damage oir somthing that can not be midigated you will need to be doing FR for the big heals.

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