Talent Builds
Druid of the Claw (Raid)
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This is the default talent loadout for Raid if playing the Druid of the Claw build, which currently has the highest single target damage output of any Guardian build. This build assumes you are weaving in feral abilities, so it includes Rake and Rip in the class tree as well as Wildpower Surge in the hero tree. In terms of what points are flexible, in the class tree you are able to drop any of Primal Fury, Well-Honed Instincts, Skull Bash or Improved Stampeding Roar and opt to take Perfectly-Honed Instincts, Symbiotic Relationship, Innervate or Lycara’s Inspiration. You can also choose to swap Ursol’s Vortex for either Mass Entanglement or Typhoon if needed for a raid fight while keeping all other points the same.
In the spec tree this build goes for a mix of damage and durability, plus it takes into account that we’ll be weaving, picking up Persistence to be able to safely catweave while tanking, which can be moved into Front of the Pack if that isn’t needed. For the remaining points, you can opt to drop either Natural Resilience or Ursoc’s Endurance in order to pick up Brambles for additional damage or Raze in AoE situations. In the capstone area if you want to be more defensive you can drop Blood Frenzy or a point in Flashing Claws and instead grab Ursoc’s Fury for some additional shielding.
Elune's Chosen (Mythic+)
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Moving to M+, the defensive consistency of Elune’s Chosen really shines, making it my recommended build despite it doing less personal damage. For keys we opt to grab a bit more of the utility talents in our class tree, including both Typhoon and Ursol’s Vortex instead of just one, as well as Incapacitating Roar from the capstone area. If you prefer you could choose to drop one or both of Perfectly-Honed Instincts and Primal Fury in order to grab Innervate and Symbiotic Relationship.
In the spec tree we’re now able to pick up Raze, giving more value to talents like Ursoc’s Fury especially now that it’s been buffed. We do have 1 free point in the capstone area of the tree which I’ve defaulted to putting into Flashing Claws, but realistically this could go into many different talents, including Elune’s Favored for a bit more self-healing, Waking Nightmare for a bit more AoE damage, or Ursoc’s Endurance for a longer duration Barkskin and Ironfur.
Class Talents
Lock-In Talents
These are talents that are either powerful and useful in the vast majority of cases, or are positioned such that you must path through them in order to get to such talents, making them nodes you always want to take.
- Ironfur - Your main form of physical damage mitigation.
- Improved Barkskin - Duration increase on Barkskin, your most commonly used defensive CD.
- Grievous Wounds - Passive Rake, Rip, and Thrash damage increase.
- Killer Instinct - Passive physical damage and armor increase.
- Ursoc’s Spirit - A passive stamina increase while in bear form.
- Remove Corruption - A Curse and Poison dispel, required to path down the tree.
- Nurturing Instinct - Passive magic damage and healing increase.
- Thick Hide - Passive damage reduction.
- Soothe - Removes all enrage effects from the target, required to path down the tree.
- Wild Charge - Movement ability that varies depending on your form (Charge when in bear form), choice node with situational talent Tiger Dash, required to path down the tree.
- Stampeding Roar - A group movement speed cooldown.
- Aessina’s Renewal - Passive healing on a 30s CD whenever you take a hit for more than 12% of your max health
- Instincts of the Claw - Passive Ferocious Bite and Maul damage increase.
- Lore of the Grove - Passive Moonfire damage increase.
- Oakskin - 10% damage reduction increase when using Survival Instincts or Barkskin.
- Circle of the Wild - Passive damage increases to Guardian spec abilities.
- Gift of the Wild - Doubles the effectiveness of Mark of the Wild on yourself
Nice-to-Haves
Talents you would be happy to have in most/all situations but have bonuses you’d be willing to give up due to pathing or point constraints.
- Feline Swiftness - Passive 15% movement speed increase.
- Primal Fury - Passive Mangle crit damage increase and minor catweaving benefit.
- Natural Recovery - Small healing taken increase.
- Improved Stampeding Roar - Reduces the cooldown of Stampeding Roar.
- Well-Honed Instincts - Frenzied Regeneration proc at low health.
- Matted Fur - A small absorb shield when using Barkskin or Survival Instincts.
- Perfectly-Honed Instincts - Reduces the CD of Well-Honed Instincts by 30s.
- Lycara’s Inspiration - Passive 5% movement speed increase while in bear form.
- Heart of the Wild - A cooldown that does a bursty off-role hit of damage or healing depending on the form you use it in
- Symbiotic Relationship - Transfers a portion of your self-healing as bonus healing to a player.
Situational Talents
Talents that are very good in niche situations but otherwise have minimal value.
- Rake and Rip - Only used if you are playing Druid of the Claw and plan to weave
- Maim - If a short CD stun is needed and you are playing Druid of the Claw with plans to weave.
- Moonkin Form - If flap is useful to reduce your fall speed for some mechanic or skip
- Starlight Conduit - For Elune’s Chosen to slightly buff the damage of their Starsurges
- Hibernate - If a Dragonkin or Beast CC is required.
- Tiger Dash - Useful mobility tool for when you aren’t actively tanking or for Druid of the Claw, choice node with Wild Charge.
- Cyclone - If a damage immune CC is needed for when you aren’t actively tanking.
- Skull Bash - If an interrupt or additional mobility tool is needed.
- Typhoon - If a knockback is required on a fight, to create space to kite, or as a last resort AoE stop in dungeons.
- Ursol’s Vortex - Useful for grouping up and delaying the movement of large groups of mobs.
- Ursine Vigor - Potential to be a small defensive boost for Druid of the Claw when weaving while actively tanking.
- Lingering Healing - Potential to be a minor self-healing increase if also talented into Dream of Cenarius and the reworked Reinvigoration.
- Mass Entanglement - Useful for keeping large groups of mobs CC’d away from the action.
- Incapacitating Roar - Great in dungeons and some boss fights as an AoE stop on a short CD.
- Mighty Bash - Nice if a single target stun is needed, however this competes on a choice node with Incapacitating Roar which is generally better and also costs a capstone point.
- Fluid Form - Powerful talent if playing Druid of the Claw to save globals while weaving.
- Innervate - Great on long raid fights or dungeons where healers don't get time to replenish their mana.
Talents to Avoid
These talents provide little to no value and should not be taken outside of pathing requirements.
- Starfire, Starsurge, and Sunfire - Balance related talents that do not benefit Guardian.
- Rejuvenation and Wild Growth - Restoration related talents that do not benefit Guardian.
- Astral Influence - This range increase no longer effects melee abilities like Thrash and Mangle, leaving little reason to take it.
- Gale Winds/Incessant Tempest - A choice node where both options offer extremely minor gains to an already situational talent in Typhoon, making it almost never worth the investment.
- Forestwalk - A fairly small benefit that has a low uptime but costs capstone points, making it too expensive to be worth taking
Spec Talents
Lock-In Talents
These are talents that are either powerful and useful in the vast majority of cases, or are positioned such that you must path through them in order to get to such talents, making them nodes you always want to take.
- Maul - Your main offensive spender in single target.
- Gore - Gives your rotational abilities a chance to reset Mangle.
- Survival Instincts - A powerful defensive cooldown.
- Dream of Cenarius - A chance to proc an empowered Regrowth on taking damage that is castable in bear form
- Innate Resolve - Significantly boosts the power of Frenzied Regeneration and gives it an additional charge, required to path down the left side of the tree
- Berserk - A relatively weak CD node on its own, but combines with Incarnation nodes later in the tree.
- Vulnerable Flesh - Significantly boosts the power of Maul and Raze, required to path down the right side of the tree
- Gift of an Ancient Guardian - Causes Ironfur to grant you 5% Mastery while active
- Soul of the Forest - Increases the rage generation and damage of Mangle.
- Rend and Tear - Adds a damage increase and damage taken reduction to your Thrash stacks.
- Lunar Beam - Specifically for Elune’s Chosen as it significantly empowers this CD. With new positioning this is also a Nice-to-Have choice for Druid of the Claw.
- Harnessed Rage - Grants a 2nd charge of Mangle, making the rotation flow nicer and reducing wasted CDR from Gore procs while also increasing the number of procs you get if you play around high rage.
- Moonless Night - A significant damage boost in all situations, particularly when paired with Raze
- Galactic Guardian - Gives you a chance to automatically shoot a Moonfire at your target and empower your next Moonfire cast, resulting in a significant rage generation increase in AoE with the Twin Moonfire talent, and a significant damage increase in single target with the new Red Moon talent.
- Incarnation: Guardian of Ursoc - A significant boost to the Berserk CD, increasing the duration, adding the ability for Mangle to cleave 3 targets, and causing it to grant 30% max health.
- Ursoc’s Guidance - Reduces the cooldown of Incarnation based on rage spent, allowing for significantly more frequent usage
Nice-to-Haves
Talents you would be happy to have in most/all situations but have bonuses you’d be willing to give up due to pathing or point constraints.
- Front of the Pack - Passive move speed increase and large Stampeding Roar radius
- Survival of the Fittest - Flat cooldown reduction on your main damage reduction cooldowns
- After the Wildfire - Group healing triggered every 300 rage spent
- Scintillating Moonlight - Passive damage reduction against targets with Moonfire
- Brambles - A small throughput boost that adds some threat generation to Barkskin
- Natural Resilience - An absorb shield based on Frenzied Regeneration overhealing
- Reinforced Fur - Additional damage reduction on barkskin and armor from ironfur
- Ursoc’s Endurance - Increases the duration of Barkskin and Ironfur
- Ursoc’s Fury - An absorb shield based on damage done by Thrash, Maul, Raze, and Ravage
- Flashing Claws - Gives Thrash the chance to proc additional Thrashes and allows to to stack additional times, synergizing with Rend and Tear
- Blood Frenzy - Additional rage generation tied to Thrash damage
- Fury of Nature - An arcane damage increase while in bear form, has more value for Elune’s Chosen players compared to Druid of the Claw
- Killing Blow - Allows Maul/Raze/Ravage to consume more rage to deal additional damage, synergizing with Ursoc’s Fury to create bigger shields
- Waking Nightmare - Passive damage that helps build thrash stacks on new packs in M+ or during uses of Sundering Roar
Situational Talents
Talents that are very good in niche situations but otherwise have minimal value.
- Persistence - For Druid of the Claw if you plan to catweave while actively tanking
- Infected Wounds - If a slow is needed and your group lacks other sources
- Reinvigoration - To path towards Soul of the Forest if Survival of the Fittest does not provide value in your situation
- Ward of the Forest - If you need Barkskin to be more powerful over a shorter period of time
- Bristling Fur - If you don’t need the extra damage reduction from Reinforced Fur and just want more rage to spend on Maul/Raze
- Ursol’s Warding - If you need additional damage reduction against Magic attacks specifically
- Raze - Your main offensive spender in AoE but has no use in single target.
- Twin Moonfire - Good in AoE situations, especially when paired with Galactic Guardian to automatically fire off empowered procs for additional rage
- Red Moon - Good in single target situations, especially when paired with Galactic Guardian to maintain moonfire and grant additional damage procs
- Elune’s Favored - To path towards Galactic Guardian if you don’t want either of Twin Moonfire or Red Moon
Talents to Avoid
These talents provide little to no value and should not be taken in any situation.
- Memory of Ysera - Mediocre trickle healing talent that competes with Scintillating Moonlight and After the Wildfire for pathing which are both more appealing
- Gory Fur - Inconsistent and low value effect that competes with Ursoc’s Endurance
- Guardian of Elune - Mediocre defensive increase that competes with Gift of an Ancient Guardian
- Untamed Savagery - Moderate thrash damage increase that competes with Rend and Tear
- Sundering Roar - Fairly weak damage CD with a duration too short to ramp up effectively
- Convoke the Spirits - Okay offensively if cast in cat or moonkin form and unreliable defensively when cast in bear form which also competes with Incarnation
Hero Talents
Elune’s Chosen
This hero tree focuses on amplifying the arcane abilities of Guardian druid, so if you’re a fan of the laser bear playstyle you’ll be a big fan of Elune’s Chosen. This tree turns Lunar Beam into a very powerful cooldown, drastically increasing the output thanks to Boundless Moonlight and The Eternal Moon, while also allowing you to reduce the cooldown with the Lunation choice node. On top of this, you can also turn Thrash into an arcane ability with Lunar Calling, allowing it to synergize with other hero and spec talents that amplify arcane damage. The Light of Elune talent is also very impactful, allowing your moonfires to call down Fury of Elune, which also benefits from the other bonuses in the tree and gives a nice boost to rage generation.
As of now the choice nodes in this tree are fairly locked in, with Lunar Calling, The Light of Elune, and Lunation being selected in all situations, whereas your choice between Moondust and Elune’s Grace is more situational but relatively low impact. Overall this spec tree feels very smooth to play, gives Guardian an additional short CD with significant offensive and defensive potential, plus it has more rage generation than Druid of the Claw, making it a solid choice.
Druid of the Claw
Contrasting Elune’s Chosen, this hero tree instead puts an emphasis on bleeds and physical attacks, giving your auto attacks a chance to transform Maul/Raze into Ravage, a powerful AoE attack that debuffs mobs hit with Dreadful Wound, which you can then extend thanks to Aggravate Wounds. It also gives a significant defensive and offensive boost to Incarnation, as the capstone Claw Rampage gives your physical abilities a 25% chance to proc Ravage instead of just auto attacks, essentially giving you 100% uptime on Dreadful Wound during this window.
Catweaving is a small, optional part of this tree, as you gain defensiveness in Cat Form from the Wildshape Mastery talent, as well as a reason to actually shift and use feral abilities with the Wildpower Surge choice node, however currently you only take this talent in pure ST situations. If taking this hero talent you’ll want to make sure to also talent into Fluid Form in the class tree, as this saves you multiple globals when making use of Feline Potential.
There is also a very competitive choice node in the middle of the tree, where players can choose between Ruthless Aggression and Killing Strikes. Currently it seems like you’ll take the former in a raid environment to try and fish for more Ravage procs, particularly when you can synergize with the shaman Skyfury buff. On the other hand, Killing Strikes is looking very powerful in M+, allowing you to enter every pull with a Ravage proc to immediately help with threat and apply an AoE DR.
In general this hero tree provides Guardians with a familiar playstyle to what they had during Dragonflight, while also increasing the power of Incarnation, giving you access to an additional DR that has a relatively high uptime, as well as opening up the ability to catweave in raids for those interested.