Hey everyone,
It’s me again, shouting into the void of the forum hoping that surely this time someone at Blizzard will see my post and care.
This is a list of suggested changes and my reasoning to Guardian Druid. I’m going to be comparing them to Prot War, and trying to fix some of the issues surrounding their survivability (as compared to Prot War) as well as some talent nodes that either don’t make a lot of sense or are severely cost-prohibitive. This will include changes to both Druid of the Claw and Elune’s Chosen.
Guardian Druid Changes
- Pulverize: Now deals damage and damage reduction as an AoE frontal cone (instead of single target) and now longer removes 2 stacks of Thrash. Damage reduction reduced from 35% → 25%.
- Note: Pulverize sees no play in any situation with more than 1 target, and for some reason consumes 2 stacks of Thrash? I think this should do its effect as an AoE Frontal, which would also give it use with the Druid of the Claw talent Tear Down the Mighty.
- Ursoc’s Fury: During Berserk (or Incarn), Shield generated from casting Thrash and Maul is tripled (25% → 75%)
- Note: The nerfs to Ursoc’s Fury have been so severe that you can now die during Incarn. This used to give (back in Shadowlands as a Legendary) 75% damage as a shield, and was the reason Bears were immortal during Incarn (which is the niche of Bears). I think you should go back to incentivizing that, even if that means having to nerf Ursoc’s Guidance talent (CDR on Incarn per rage spent).
- Frenzied Regeneration: Now castable off the GCD for Guardian Specialization
- Note: It is insane that this ability is on the GCD. Imagine the outrage if Shield Block or Ignore Pain was on the GCD. Completely absurd. I also think the same for Word of Glory for Protection Paladin, but I won’t go into that right now.
- Raze: Now baseline, replaced with Beastial Fury
- Beastial Fury: Every 300 Rage you spend causes your next Maul to deal 100% bonus damage and generate 2 stacks of Ironfur.
- Note: Why does Bear have to talent into an AoE version of Maul instead if it just being baseline? Yes, Prot War technically has to talent into Revenge, but it’s literally the 2nd talent in Prot War’s tree. This spell should most definitely be baseline and certainly should not take a capstone talent point. In it’s place, I put a talent based on Prot War’s Violent Outburst, which a lot of people really like.
- Rage of the Sleeper: Now baseline, replaced with Twin Moonfire.
- Twin Moonfire: Now in Rage of the Sleeper’s position, old position replaced by Orbital Bombardment
- Orbital Bombardment (new talent): Consuming Galactic Guardian also applies Moonfire to all targets within 8 yards of your target. Does not deal the upfront damage to nearby targets (i.e. the +300% damage is only dealt to current target, but DoT is applied to all nearby).
- Note: I would like for Rage of the Sleeper to be baseline because it is essentially mandatory in all contents due to it being a strong defensive on a short cooldown with easy threat generating potential, and also because it sticks out like a sore thumb on the right side of the spec tree, which is clearly supposed to be Moon-oriented. In it’s place, I put a talent Twin Moonfire, and added a new that allows your to apply the Moonfire DoT in an AoE when you proc Galactic Guardian, which is very important to Elune’s Chosen Bear for Elune’s Favored, Moonless Night and Scintillating Moonlight.
- Reinvigoration, Vulnerable Flesh. Layered Mane and Survival of the Fittest are now all 1 talent point (down from 2 talent points).
- Note: This row feels supremely bad to talent into for Bear. So many 2 point talents that should not be 2 talent points. The worst offender, in my opinion, is Layered Mane, and its only small benefit is that it leads to a very strong talent (Reinforced Fur), but it’s just so awful to talent into. Even talents like Vulnerable Flesh, which are very strong offensive talents, are actually quite weak because your prime concern is surviving pulls, and thus DPS-only talents like these are typically not chosen for higher-end content. I feel like bears should have the ability to pick up the DPS talent and their choice of what defensive line to go to.
Druid of the Claw
- Ravage: Now replaces Maul at all times, but damage decreased by 20%
- Claw Rampage: Now increases the damage of Ravage during Berserk by 25%.
- Aggravatae Wounds: Damage from Dreadful Wounds now has a 5% chance to refresh Thrash’s cooldown (ICD = 3 seconds).
- Note: One of my frustrations w/ Druid of the Claw is how seldom you get Ravage procs outside of Incarn. It’s a great button to have, but I’ve gotten through 15 second windows outside Incarn without getting a proc, and it feels really bad. Plus it’s a source of snap threat, which Bear needs. I would like for this to permanently replace Maul, and thus would need a nerf. I think the damage it does during Incarn currently is good, so I changed the capstone (Claw Rampage) to increase the damage of Ravage back to where it currently is during Incarn (i.e. no change to Ravage during Incarn with the above, but more frequent Ravage otuside Incarn). The change to Aggravate Wounds is there simply because if Ravage is now permanently on then extending the bleed’s duration doesn’t matter, so I just gave it a fun reset mechanic w/ ICD on it.
- Killing Strikes: Your first Mangle after entering combat now grants you 3 stacks of Ironfur.
- Ruthless Aggression: Casting Ravage reduces the cooldown of Pulverize by 1.5 second per target hit, up to 4.5 seconds reduction per cast
- Note: Ruthless Aggression, even though it is the higher DPS option for ST in raid, feels bad to play. I can’t feel the talent at all; it just makes your swings happen faster and gives more proc chances for Ravage, but overall really doesn’t feel good to me. Killing Strikes has the benefit of guaranteeing a Ravage proc when entering combat for M+, but with the above change to Ravage this needs a replacement, so I instead made it apply 3 Ironfur stacks upon entering combat (with first Mangle hit) since that is the time I find most dangerous as a bear in M+.
- Tear Down the Mighty: Now reduces the cooldown of Pulverize by 15 seconds (up from 10 seconds).
- Strike for the Heart: Now also allows Mangle to hit up to 3 targets at all times.
- Note: this is to reinforce synergy with Vicious Cycle talent, as you can now choose between the more defensive option of decreased Pulverize cooldown (with Tear down the Mighty) or more Ravage damage in AoE (with Strike for the Heart in combination with Vicious Cycle).
Elune’s Chosen
- Astral Insight: Now grants a chance for Arcane damage to grant 5 seconds of Incarn in addition to Incarn granting 10% increased Arcane damage. (ICD = 20 seconds).
- Stellar Command: Now also causes Lunar Beam to last an additional 3 seconds, in addition 30% increased damage.
- Arcane Affinity: You now also leech 10% of all Arcane damage dealt, in addition to 3% increased Arcane damage.