Playstyle & Rotation
Note that the following rotations do not consider cooldowns with a 1min or longer CD, as these tend to be more situational and will be discussed in the Playstyle section.
Druid of the Claw Standard Rotation
- Maintain Moonfire DoT
- Maintain 3 stacks of Thrash (or more if talented into Flashing Claws)
- Maul / Raze / Ravage if above 60 rage
- Mangle
- Thrash
- Galactic Guardian proc’d Moonfire
- Swipe as filler
Druid of the Claw Catweaving Rotation
- Maintain Moonfire DoT
- Maintain 3 stacks of Thrash (or more if talented into Flashing Claws)
- Maul / Raze / Ravage if above 80 rage
- Ferocious Bite with 6 stacks of Feline Potential if an empowered Rip is already active with >8s left
- Rip with 6 stacks of Feline Potential
- Ferocious Bite with >2 combo points if Rip is already active with >8s left
- Rip with >2 combo points if empowered Rip is not active
- Mangle
- Thrash
- Galactic Guardian proc’d Moonfire
- Maul / Raze / Ravage if below 80 rage
- Maintain Rake if it is safe to be in Cat Form
- Shred if it is safe to be in Cat Form
- Swipe as filler if it is unsafe to be in Cat Form or you lack energy to Shred
Druid of the Claw Notes
Catweaving and Rage - When shifting into Cat Form beware that whatever rage you currently have will not be maintained, and will instead be set to 25 upon shifting back into Bear Form. This means in order to optimize your resources you want to ensure you dump your rage to below 25 before shifting forms, which can be done with whatever spender makes sense in your current situation. Not only will this result in less wasted rage, it actually can be a slight boost to your rage generation if done properly.
Red Moon - When spec’d into Red Moon the priority of your rotation shifts slightly, with Mangle becoming by far the most important press, even over Ravage, since it extends the debuff and grants bonus rage. Beyond that, you’ll also want to line up cooldowns like Lunar Beam and Incarnation with a Red Moon window to empower it and extend it for as long as possible.
Elune’s Chosen Rotation
- Maintain Moonfire DoT
- Maintain 3 stacks of Thrash (or more if talented into Flashing Claws)
- Lunar Beam
- Maul / Raze if above 80 rage
- Mangle
- Thrash
- Moonfire as filler
Elune’s Chosen Notes
Lunar Beam - Thanks to the Lunation hero talent, Lunar Beam becomes an ability you want to press as close to on CD as possible so that you can get full value out of the cooldown reduction provided by both Thrash (buffed by Lunar Calling) and Moonfire.
Note that while Moonfire pushes swipe out of the rotation, it should never take priority over Mangle, as the base damage and rage generation loss is more significant than a little more Lunar Beam CDR.
Opener
- Bear Form (pre-pull)
- Barkskin
- Lunar Beam
- Light's Potential potion
- Rake
- Heart Of The Wild
- Incarnation
- Wild Guardian
- Thrash
- Red Moon
- Mangle
- Ironfur
- Mangle
- Thrash
- Follow respective rotation rules
General Playstyle
Guardian druid is a rage based tank, meaning you build rage by using short cooldown generators like Mangle and Thrash, then can spend it on defensive or offensive abilities, including Ironfur, Maul, and Raze.
This makes the basic playstyle of Guardian relatively straightforward, with your main goal being to keep your generators on CD while also ensuring you don’t cap on rage as that results in wasted offense and/or defense.
A common misconception about Guardian is that changing your stats will have a significant impact on your durability, when in reality, the biggest thing you can do is make sure your rotation is done correctly, as many synergistic defensive talents are passively kept active by doing so. For example, both Scintillating Moonlight and Rend And Tear are small damage reductions tied to Moonfire and Thrash, respectively, adding a significant defensive benefit to maintain those DoTs.
Shielding from Ursoc's Fury is also an impactful defensive layer, and this is strictly based on the damage done by Thrash, Maul, and Raze, so optimizing the offensive value of those abilities also maximizes the size of this shield.
Harnessed Rage is a new example, where using offensive spenders above 80 rage gives you an increased chance to proc Gore to reset Mangle, which in turn translates to not only more single target damage, but also more rage generation that you can use to fuel additional spending.
As you can see, there are A LOT of minor defensive gains you can get just by doing your rotation properly, which you can find more details on in the Rotation section. Sometimes, though, you need a beefier defensive cooldown to get you through heavy incoming damage, so let's move on to cooldown usage.
Cooldowns and Defensive Usage
As a Guardian Druid, you have 4 major defensive cooldowns to cycle between, which you then combine with the several smaller damage reductions in your kit, which were discussed in the previous section.
These CDs include Barkskin, Survival Instincts, Berserk/Incarnation, and Lunar Beam. On top of these longer cooldowns, Guardian also has a short CD, powerful self heal in Frenzied Regeneration, a slightly weaker but more flexible heal from Dream of Cenarius Regrowths, as well as a spammable physical defensive in Ironfur, which we’ll be discussing in this section.
Notably, out of these major cooldowns, Incarnation and Lunar Beam are significant damage increases on top of being strong defensively. That means, unless you require them to live a certain pull or boss mechanic, you should be trying to maximize the number of times you can use these abilities over the course of a dungeon or boss encounter.
If you’re looking for the most serious damage output possible at the expense of defense, often that means you’ll be overlapping these abilities to stack their damage and stat boosts on top of each other.
Outside of this, you’ll want to do your best to never overlap your Barkskin and Survival Instincts durations, as for the vast majority of incoming damage situations, having just one of these active is more than enough to survive when combined with your other tools.
Overlapping them just results in worse overall damage reduction since these cooldowns stack multiplicatively instead of additively, plus it reduces your overall defensive coverage, which can be punishing in harder content.
Moving on to Frenzied Regeneration, don’t underestimate the power of pressing this button slightly before taking incoming damage, especially with the Natural Resilience talent causing overhealing to turn into an absorb shield and the Fount Of Strength Druid of the Claw talent causing it to boost your max HP.
In boss encounters or situations where damage patterns are very predictable, doing this can very quickly heal you back up to full health, potentially allowing you to save a defensive on something else if the hit itself isn’t enough to kill you outright.
Continuing on the topic of healing, Dream Of Cenarius gives Guardian a stable stream of procs, which they can bank up to 4 and spend to empower a cast of Regrowth, which can be cast in Bear Form and used to heal either themselves or an ally.
While this heal isn’t as substantial as Frenzied Regen, it’s still a decent chunk of healing and is especially impactful when used on allies who have smaller health pools. These procs are also quite frequent, particularly in M+, so don’t be afraid to use them up, especially if you’re at the cap of 4.
Then we’ve got Guardian’s primary form of mitigation, Ironfur, which is something you’ll want to try and maintain at least 1 stack of whenever you’re taking physical damage.
Additional uses of Ironfur do not actually refresh the duration; instead applying an entirely new full-length stack that overlaps with any existing ones.
Keeping at least 1 stack up is also extremely beneficial when talented into Gift Of An Ancient Guardian to gain its Mastery increase, plus it can also provide some additional magic defense if talented into Ursol's Warding.
When it comes to resources, it’s important to keep on top of your rage and ensure you waste as little as possible, as spending it fuels Ursoc's Guidance CDR and After The Wildfire healing, meaning the more you manage to spend, the more uptime you get on Incarnation.
A decent portion of your rage spending will be done on Ironfur as it’s off the GCD and can be used alongside other rotational abilities, but using Maul or Raze will be a lot more prominent with the changes coming in Midnight, which will not only yield significantly more damage, but also has a boosted defensive upside thanks to buffs to Ursoc's Fury, so you’ll need to balance maintaining Ironfur along with using your offensive spender.
Weaving
The Druid of the Claw hero tree gives players the option to spec into Wildpower Surge, opening up a playstyle known as “catweaving” where you shift in and out of Cat Form, using feral abilities to increase your damage output.
That being said, it is much more simple than previous iterations, with you only spending a few globals in cat form at a time, and the damage benefit being relatively low.
For players who prefer to avoid this playstyle, you are able to opt out of it entirely, which is my current general recommendation, as the output does not seem worth the effort as of now.
As for how it works, you’ll gain stacks of Feline Potential whenever you hit Mangle, and then at 6 stacks, your next Rip or Ferocious Bite is empowered. To maximize this damage, you’ll of course need to talent into both Rake and Rip in the class tree, as well as Fluid Form in the capstone area in order to remove wasted globals.
Doing so allows you to press Rake to shift into Cat Form at 6 stacks of Feline Potential (something that can now be done while tanking, by the way!), followed by your empowered 5 combo point Rip, then concluding with Mangle to shift you safely back into Bear Form.
In Midnight, there is an additional tax; if you plan to shift while actively tanking, you’ll need to pick up Persistence, giving up a bit of utility from Front Of The Pack.
Outside of using your empowered spenders, feral abilities like Rake and Shred are mostly used as filler in place of Moonfire and Swipe - assuming it is safe for you to shift into Cat Form, which increases the value of the Primal Fury talent and the new Exacerbating Wounds hero tree point.
Using feral generators as part of your rotation means you’ll occasionally gain enough combo points to use an unempowered spender, which again prioritizes Rip over Ferocious Bite, as discussed in the Rotation section.
The rework to Heart Of The Wild in Midnight opens up brief weaving to all druid specs, regardless of hero tree or talent investment, as it gives you a strong burst ability on a 2min CD, with the moonkin version being strong in AoE, and the cat version focusing on single target.
Since this is relatively infrequent, you can quickly swap forms and use this whenever you aren’t actively tanking in a raid environment, or you can do things like Typhoon a pack away in M+, then use it while kiting, giving you a boost of offense no matter the situation.
Regardless, weaving adds a bit of complexity and flavour to the Guardian druid rotation, though it isn’t mandatory and can be a bit restrictive on your talent points, so feel free to opt out of it if you don’t want to juggle some added difficulty.