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Guardian Druid Tank Spell Summary (Legion 7.3.5)

Last updated on Mar 18, 2018 at 15:24 by Vlad 186 comments

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 Treckie, who has been a long-time leading tank who has competed for world first kills for 5 years. He is one of the casters for both last year's and this year's upcoming Mythic Dungeon invitational. You can watch his stream on Twitch and you can 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 of Guardian Druids

Rage is your primary resource, generated by a number of your abilities (most notably Mangle Icon Mangle), as well as by your auto attacks. It is used to fuel your active mitigation (Ironfur Icon Ironfur), as well as Maul Icon Maul; managing it is crucial for maximising your survivability and damage output.

3. Basic Abilities for Guardian Druids

These are your core skills that are available regardless of talents, and form the core gameplay of the specialization.

Mangle Icon 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 Icon 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 Icon Thrash damages all enemies in an 8-yard radius, and places a 15-second bleed effect on them. Using Thrash also generates 4 Rage, and the bleed can stack up to 3 times.

Swipe Icon 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 for Guardian Druids

Gore Icon Gore causes your Thrash Icon Thrash, Swipe Icon Swipe, Moonfire Icon Moonfire, and Maul Icon Maul casts to have a 15% chance to reset the cooldown of your Mangle Icon Mangle and to cause it to generate an additional 4 Rage. Effectively, this makes your rotational abilities (except for Mangle) have a chance to reset the cooldown of Mangle.

5. Active Mitigation for Guardian Druids

Guardian Druids have one active mitigation ability, Ironfur Icon Ironfur, which is used frequently throughout the encounter to minimise the damage that they take. Aside from this, there is also Frenzied Regeneration Icon Frenzied Regeneration, which while not strictly active mitigation, is still similar.

Ironfur Icon 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 Icon 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 3 charges, and a 24-second recharge time (reduced by Haste). Note that Frenzied Regeneration is not on the global cooldown.

6. Cooldowns for Guardian Druids

As a Guardian Druid, you 3 important defensive cooldowns.

  • Survival Instincts Icon Survival Instincts reduces all damage taken by 50% for 6 seconds. It has 2 charges, and a 4-minute recharge time. This is a very strong cooldown, best used against truly threatening nukes, since it does not last long and it is therefore not generally great at reducing high sustained damage. In any case, however, it will give your healers 6 seconds to bring you back to high health.
  • Barkskin Icon Barkskin reduces all damage taken by 20% for 12 seconds, with a 90-second cooldown. Barkskin can be used while you are stunned, incapacitated, or asleep. This is your go-to cooldown when damage starts ramping up or when you are up against magic damage; it lasts for a long time, making it perfect for reducing sustained damage.
  •  Icon Rage of the Sleeper reduces all damage by 25% for 10 seconds, and together with the  Icon Embrace of the Nightmare artifact trait adds 25% leech to its defensive capabilities, but also makes it serve as an offensive cooldown, increasing damage by 25%. In many ways, Rage of the Sleeper and Barkskin Icon Barkskin are used in the same way, since they both have relatively short cooldowns. Rage of the Sleeper, however, is usually prioritized in case you want some extra damage output as well, or simply because it is stronger and provides leech which can definitely end up making quite a difference when AoE tanking.

7. ChangeLog

  • 18 Mar. 2018: Updated Thrash and Gore sections, as well as the Cooldowns section.
  • 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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