Developers’ notes: The goal of these changes is to reduce the overall rage generation and excessive APM requirement of Guardian. Shifting more damage into other baseline abilities and some new talents. Removing talents such as Tooth and Claw and Thorns of Iron should dramatically change the way we use rage and lead to a much more logical and better experience overall.
Guardian Druid: Midnight Expansion Preview
Welcome to our comprehensive guide on the Guardian Druid changes in World of Warcraft's upcoming expansion, Midnight. This page is intended to help you learn about the new changes and help you know what to expect from Guardian Druid in Midnight.
In this guide, you will find detailed breakdowns of the new Talents and Apex Talent system for Guardian Druid. We will explore the most significant updates to the spec, and offer insights into how these changes will impact your overall gameplay. Whether you are an experienced Guardian Druid or new to the spec, this page will be useful in knowing what to expect come launch next year.
Guardian Druid: Midnight Expansion Preview
Welcome to our Midnight expansion guide for Guardian Druid. Ahead of launch, this page will contain everything you need to know about the Guardian Druid spec in the forthcoming the Midnight expansion, including changes, additional Hero Talents, Apex talents, and some light predictions on the state of the spec going into the expansion.
This page is a constantly evolving work in progress, with regular changes expected as updates hit the Midnight beta. This is not meant to be a launch guide for Guardian Druid, but instead serves as a resource for you to keep up to date with how the spec is evolving on Beta, and what you can expect from its playstyle and feel on launch.
Midnight Changes for Guardian Druid
Core Changes
Guardian Druid has received a massive specialization talent tree rework, which was sorely needed. The new pathing is significantly improved, several weak/useless talents have been removed, and the overall pacing of the tree fixed in many ways. No tree is ever perfect, but this one should give us a lot more flexibility than the previous version, which remained quite stagnant for the majority of The War Within.
Systems Changes
Midnight has major implications for all specs thanks to the updated Hero Talent Tree system, new tier sets, stat squish, Apex talents and overall philosophical design changes.
Removed Talents
Tooth and Claw - While it was a strong and useful talent it allowed us
to essentially only spend rage offensively if it was free. Also, one less
thing to track with the removal of many Addons/Weakauras.
Thorns of Iron - The main cause of excessive APM, finally removed.
Improved Survival Instincts - 2 Charges made baseline.
Berserk: Persistence - Built into
Berserk by default.
Berserk: Unchecked Aggression - Built into
Berserk by default.
Earthwarden - Possibly too strong defensively? Unsure why this was removed.
Overall, this shifts our rage spending offensively back to basics.
Maul/
Raze offensively while maintaining 1 stack of
Ironfur,
stack more if required defensively. No more spamming
Ironfur for damage
and having to dump your entire rage bar constantly in an off-GCD ability that does
very little damage.
New Talents
Persistence - Allows us to safely shapeshift which
Wildshape Mastery previously had.
Memory of Ysera - Health payout for rage spent.
Ward of the Forest - Could be a good niche pickup but I do not think
this will see a lot of use.
Gift of an Ancient Guardian - Rewarded for maintaining your single stack of
Ironfur.
Red Moon - New single target option.
Harnessed Rage - Great for consistent rage generation and allows for not
rotational downtime.
Waking Nightmare - Could be interesting as a passive AoE tool.
Sundering Roar - A semi-useful AoE threat tool on a short cooldown.
Dream Guide - A passive version of
Dream of Cenarius,
makes it much easier to use.
Killing Blow - Better way to spend rage effectively.
Natural Resilience - An awesome way to effectively increase our
maximum HP for big hits and reduce overhealing inefficiency.
The new pathing and new talents really try to hit some of the issues
Guardian has been facing for awhile. Hopefully these work well in reality.
Massive fan of
After the Wildfire being moved to a central point
in the tree and buffed to 20 yards. This will be massive utility all bears will
bring and something fun to play around in certain situations.
Rotational Changes
With all the new talents and spec tree pathing the rotation in Midnight
for Guardian druids looks to be fairly similar to what it is now, with a bit
more emphasis on
Mangle and
Maul to fill the rage spender gap
This is good news for anyone who has been enjoying recent iterations of Guardian
and wants to give it a go in Midnight, as you won't be bombarded by a bunch of
new things and spec retains the simple playstyle that it is known for.
Apex Talents: Wild Guardian
Wild Guardian - After
Berserk ends gain access to
Wild Guardian which buffs the next 2 casts of
Ironfur,
Frenzied Regeneration and
Maul by 50%.
Wild Guardian -
Maul is always empowered now and
deals 40% extra damage over 12 seconds.
Wild Guardian - Grants 2 charges of
Dream of Cenarius
and now echoes spells twice more over 8 seconds at 100%.
Additional Line in Hero Talent Trees for Guardian Druid in Midnight
Elune's Chosen Hero Talents for Guardian Druid
Star Cascade -
Thrash has a 50% chance to launch
a
Starsurge at a victim at 120% effectiveness.
Penumbral Swell -
Lunar Beam increases your arcane
damage by 10% while active.
Bask in Moonlight -
Maul damage increased by 10% and
Lunar Beam damage increased by 30% to primary target.
Druid of the Claw Hero Talents for Guardian Druid
Limb from Limb - Your auto-attacks are 30% more likely to trigger
Ravage.
Exacerbating Wounds - Your
Dreadful Wound increase the
damage afflicted enemies take from your bleed damage over time.
Twin Claw - You have an 18% chance to follow up any single target
melee ability or
Raze with a Twin Claw, dealing damage and
generating 5 rage.
Guardian Druid Tier Set in Midnight
Below are the Tier Set Bonuses for Guardian Druid in Midnight.
-
Druid Guardian 12.0 Class Set 2pc —
Maul/
Raze/
Ravage
and
Moonfire damage increased by 10%.
-
Druid Guardian 12.0 Class Set 4pc —
Maul/
Raze/
Ravage
have a 5% chance to activate
Galactic Guardian. Periodic damage from
Moonfire
has a chance to make your next
Maul/
Raze/
Ravage
strike again at 100% effectiveness.
Both set bonuses are completely passive and are not expected to have any gameplay impact.
How Good is the Guardian Druid Tier Bonus in Midnight?
The set bonus is numerically very average and fairly passive. It adds little to no defensiveness and doesn't shift our gameplay at all which is alright for a first season tier set.
Changelog
- 30 Nov. 2025: Updated talents and Apex talents.
- 07 Nov. 2025: Added tier sets/hero talent lines and more spell changes.
- 12 Oct. 2025: Added Page.
More Druid Guides
Guides from Other Classes
This guide has been written by Pumps who has played since Vanilla and has tanked in Honestly, the #1 Oceanic raiding guild, since Mists of Pandaria. He also played in the first MDI Mythic+ dungeon tournament, where his team placed second. His mindset on tanking has always been about taking the utility and damage one can bring to the raid to the next level. He was the #1 Rank DPS Guardian Druid for 5 tiers in a row and top the 1-6 for the last 12 tiers, playing Guardian Druid, Brewmaster Monk and Protection Warrior based on which is the strongest for progression at the time. You can find him on discord — pumps. — and on Twitch.
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