Guardian Druid Raid Guide (2024)

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Guardian Druid Raid Guide

Last Updated: August 11th 2024

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11.0 - The War Within

Welcome to theGuardian Druid Raid guide for World of Warcraft patch 11.0! Here you are going to find tips and tricks for your survivability and damage so you are ready to rock the raid. Below you find a quick overview of what the class is about.

The key mechanic for a Guardian Druid is Rage. Managing this resource efficiently is crucial to optimal performance and maintaining a smooth gameplay flow. You have to balance between spending Rage on damage or sustain and survivability to excel as a Guardian Druid. On top of being a very strong tank against physical damage, Druid excels at bringing Utility to any content. Mark of the Wild and Stampeding Roar are very powerful tools.

In this patch, the Druid Class Tree received huge reworks making certain utility Spells such as Remove Corruption easy to pick up while maintaining the level of flexibility it had before.

Whether you are new to the Guardian Druid or are looking for tips and tricks, this guide provides you with the basics and also includes a specially tailored Raid section with talent builds and a phase-by-phase description.

Overview

Patch 11.0 - The War Within

Guardian Druid

Guardian Druid Raid Guide (1)Guardian Druid Raid Guide (2)

Guardian DruidRaid

Single-Target

Strong

AoE

Average

Utility

Strong

Survivability

Weak

Mobility

Strong

  • Guardian Druid are the best at stacking armor and mitigating physical damage due to Ironfur.
  • In Raid encounters, Guardian Druids offer utility through tools like Stampeding Roar and Innervate to help the Raid out.
  • After the Wildfire can be a nice bonus heal at times when taking a lot of damage.
  • Guardian Druid is quite strong when it comes to single target damage, on top of that you have to pick between using your Rage on Survivability or Damage.
  • Your AoE is quite nice, especially during Cooldowns where you are very strong.
  • Sadly you are very weak against magic damage since Ironfur is only providing armor.
  • On top of that, Guardian Druid also offers the raid buff Mark of the Wild and Stampeding Roar.
  • Mobility is very strong since you have multiple movement spells with Skull Bash or Wild Charge to get around.

Talents

Patch 11.0 - The War Within

Guardian Druid

When to use this spec

This is the default loadout going into any boss unless specified otherwise. You have to adjust the class talent tree based on the utility needed for the encounter. To make your life easier, boss-specific talent loadouts are available in theRaidssection.

Gameplay Altering Talents

Discover all talents that significantly alter your gameplay within the Spec and Class Talent trees. This section gives a concise overview of these talents and their applications but for a more detailed look check out the Rotation andDeep Divesections below.

Spec Tree

  • Dream of Cenarius
    • This proc makes it so your Regrowth can be cast in Bear Form and heals for 200% more. A Dream proc is very effective for healing yourself and others. You should be tracking this.
  • Improved Survival Instincts
    • Grants you another charge of Survival Instincts giving you more cooldown opportunities.
  • Innate Resolve
    • Grants you another charge of Frenzied Regeneration and increases the healing based on your missing health. This is both amazing for cooldown management and bonus healing.
  • Infected Wounds
    • Makes it so your Mangle or Raze slows targets hit by 50%, an amazing utility tool.
  • Tooth and Claw
    • Empowers your Raze or Maul to be way more valuable and act as a defensive cooldown.
  • Thorns of Iron
    • Makes it so your Ironfur deals a burst of physical damage when used.
  • After the Wildfire
    • A very strong heal around you whenever you spend 200 Rage, this is incredibly helpful to the whole group.
  • Rend and Tear
    • Upkeeping your Thrash stacks now also has defensive value.
  • Ursoc's Guidance
    • Huge Cooldown reduction for Incarnation: Guardian of Ursoc especially when you spam spend Rage.
  • Galactic Guardian
    • Keeping track of this buff and utilizing Moonfire with it is high value for damage and Rage generation.
  • Twin Moonfire
    • Moonfire now hits 2 targets close to each other making multi-dotting easier and also way better. This tool helps when pulling or getting aggro on multiple mobs.

Class Tree

  • Well-Honed Instincts
    • With a 120 second cooldown, you proc a Frenzied Regeneration when falling below 45% HP. What's important to note here is that this overwrites any current active Frenzied Regeneration and also can be overwritten by any newly applied Frenzied Regeneration.
      • Keeping track of the cooldown and not overlapping it is very important.

Rotation

Patch 11.0 - The War Within

Guardian Druid

Tier Set

  • 2-Set: When you take damage, Ursoc's Fury and Thrash damage and Rage generation are increased by 15% for 8 sec and you heal for 6% of damage taken over 8 sec.
  • 4-Set Maul + Raze damage increased by 20% and casting Ironfur/Maul + Raze increases your maximum health by 3% for 12 sec, stacking 5 times.
  • This Seasons Tier Set does not influence your rotation at all the only thing is you have to cast Ironfur/Maul/Raze every 12 seconds to maintain the buff but if you don't do anything wrong in your rotation this should be up all the time.

Opener

  • The Goal of the opener is to but put up all the needed debuffs on the target, while also doing the highest DPS possible. This is achieved by casting Moonfire and Thrash as early as possible and getting everything rolling while generating Rage to spend it later on Maul. Generally opener rotations for tanks work very well when it's all planned not much defensive usage is needed keep in mind that this can be changed up without issues if needed.
  • Use Thrash to apply stacks of Rend and Tear.

Priority List

Make sure to keep this list in mind, unless some bosses or scenarios require you to hold some abilities listed here

  1. Make sure to be in Bear Form, if you ever leave it while tanking you most likely die.
  2. Keep Rage of the Sleeper,Heart of the Wild,Incarnation: Guardian of Ursoc and cooldown only hold them if needed later on.
  3. Keep Moonfire up on the target 100% of the time
  4. Keep Thrash on cooldown
  5. Keep Mangleon cooldown
  6. Spend your rage on either Ironfur or Maul/Raze
    1. Ironfur if you are tanking and are taking any form of physical damage it still deals damage due to Thorns of Iron.
    2. Maul for the Single Target damage
    3. Raze in AoE scenarios with 2+ targets

Defensive Cooldowns

  • Barkskin, this is your go-to defensive with a short cooldown. Activating it when walking into the boss or trash or anything that does damage is never super bad and due to the short cooldown, it is your first thing to press if you need a cooldown.
  • Rage of the Sleeper, generally you should keep this on cooldown as much as possible since it also increases your damage. Just remember to hold it for the defensive value on encounters where you need the additional cooldown.
  • Survival Instincts is your biggest (granting 50% damage reduction) and also the shortest defensive due to having a duration of 6 seconds. Choose wisely when to use this defensive but also don't sit on 2 charges when playing Improved Survival Instincts having 1 charge ready for an emergency is always nice but sitting on 2 is a big waste.
  • Frenzied Regeneration is your big self-healing button. You can either use it proactively or reactively, the only important part is that you want to use its full potential to the best of your ability. Don't use it when taking some damage only just because it's ready. The Spell has a short cooldown, yes, but if you tend to use it all the time when taking any damage you might run into the situation of not having any charges after taking a big tank hit. Overall using this after any tank mechanic or when gathering mobs is the way to go just because it helps you get your HP up before your other defensives and Ironfur is rolling.
  • Ironfur is your active mitigation and your Rage spender. For more details check out the Deep Dive.

Incarnation: Guardian of Ursoc

  • Incarnation: Guardian of Ursoc or Berserk can have a lot of applications as either be a DPS cooldown or a defensive cooldown. Therefore, you normally use it on cooldown. Holding it is only needed in special cases since it loses you a lot of value.
    1. It is a strong defensive and can carry you through a burst of damage.
    2. Holding it causes the CDR from Ursoc's Guidance to be wasted even more, so make sure to press the button.
    3. The offensive part of it should not be underestimated.

Offensive Cooldowns

  • As a Guardian Druid Heart of the Wild just increases the damage of Moonfire and gives you a few minor benefits which are rarely useful. So just press it on CD and gain some bonus damage.
  • Rage of the Sleeper, generally you should keep this on cooldown as much as possible since it increases your damage done, but in certain scenarios, it should be held for the defensive value.

Deep Dive

Patch 11.0 - The War Within

Guardian Druid

Optimizing Ironfur

Ironfur is your Rage spender and active mitigation. It increases your armor based on your Agility for 7 seconds when pressed. Important to note is that multiple applications of Ironfur overlap and stack together while the duration does not increase, get refreshed or extend.

Here is a picture showing how Ironfur would work.

  • 1. Ironfur is pressed at 0 seconds
  • 2. Ironfur at 3 seconds
  • 3. Ironfur at 5 seconds
    • Now you have 3 Stacks of Ironfur up all 3 with different durations and they expire at different times as shown on the timeline with the icons below.
  • After 12 Seconds you are left without any stacks of Ironfur even though you pressed it 3x in the first 5 seconds of the fight.
  • It is crucial to understand how Guardian Druid's active mitigation works since your armor value and your associated damage reduction changes all the time with the amount of Ironfur stacks you have active.
  • On top of that Ironfur does not heal you or anything. It needs to be used 100% proactively so knowing when you take damage and using it before the damage is crucial.

Ironfur Armor

  • Ironfur's armor is reducing your physical damage intake which in most cases is only melee swings. Bleeds and magical DoTs are not affected by armor.
  • There is a hard cap of 85% on physical damage reduction. This would equal to around 7-8 stacks of Ironfur at a time (around 4 with Blistering Scales) which makes it useless to spam Ironfur after reaching this amount.
  • But due to a lot of other factors such as Ursoc's Guidance and Thorns of Iron you do not stop pressing it in huge AoE pulls just because you reached 4 Stacks.
  • However, due to how armor scaling works it is more overall defensive value to keep 1 stack of Ironfur rolling all the times than using 3 stacks instantly and then not having any at all after. The more armor you stack, the less effective each new layer becomes.
  • Because you have high physical damage reduction, you struggle a lot more with magical damage, bleeds, and other DoTs. For those, it's important to use Frenzied Regeneration correctly.

Frenzied Regeneration

  • Frenzied Regeneration is your one and only self-heal as a Guardian Druid and is very important to stay alive.
  • Generally, the cooldown of Frenzied Regeneration with 36 seconds (reduced by haste) which makes it very tempting to press any time you take damage. This often leads to problems when you take damage later on that is too big for your healer to cover or you need a fast way to heal up. Keeping an eye on future scenarios is important when using it.
  • On top of that, you also need to decide how you use Frenzied Regeneration either proactively to stay topped for any mechanic or reactively after the mechanic to top yourself back up to stay stable. Oftentimes this fully comes down to the amount of damage you take from anything. Knowing what to do comes with playing the game and knowledge of the situation.
  • When playing Innate Resolve you have 2 charges of Frenzied Regeneration and it's generally really nice to always keep one ready for the emergency and use the other charge when you need to just so you don't waste the cooldown recovery.
  • Noteworthy things with Frenzied Regeneration:
    • Well-Honed Instincts does not consume a charge of your Frenzied Regeneration but it overwrites your current one if you press it right before it procced + If you use Frenzied Regeneration and it procs after your proc overwrites the one you pressed before basically wasting a lot of value.
    • Berserk: Persistence reduces the cooldown of Frenzied Regeneration by 100% making it just have no cooldown at all. When this is talented pressing Incarnation: Guardian of Ursoc refunds you both charges of Frenzied Regeneration and makes it useable instantly. Keep this in mind since it can be a lifesaver.

Understanding Mechanics

Rotational min-maxing is just one aspect of mastering a specialization, but there are numerous other key mechanics that influence your performance. Use the following guides to improve them.

  • Pandemic
  • Spell Queue Window
  • Stat Diminishing Returns

Raids

Patch 11.0 - The War Within

Guardian Druid

Vault, Aberrus & Amidrassil

The current focus is on the relevant bosses from Season 4, covering important aspects such as talent specs, cooldown management, and other crucial details. For the upcoming Raid in "The War Within," you receive a comprehensive look at all the bosses in the next update.

← Scroll for more Bosses

Broodkeeper

Raszageth

Neltharion

Sarkareth

Smolderon

Tindral

Fyrakk

Phase 1

Add Tank
  • When tanking the adds in P1 of the fight it is worth holding your Cooldowns on pull, so you have them when the adds spawn to keep aggro against your DPS players.
    • Especially holding Incarnation: Guardian of Ursoc is big for aggro.
  • In case your team has an Evoker call for Cauterizing Flame to cleanse Rending Bite when you reach too many stacks, oftentimes you dodge them so when you are unlucky, cleanse them.
  • Since Boss mechanics don't hit while tanking the adds 50 yards away using defensives when tanking Earthweavers with their Burrowing Strike is a good thing to do. This stacks up quite fast and increases your damage taken a lot. Use defensives late into tanking these adds unless they die really fast.
    • Having a lot of Ironfur at the end of the casts is really nice and can help you survive.
  • Make sure to always aim Tremors away from the ranged and melee players (preferably into the wall). Keep in mind the cast time, and dodge it yourself at the last second so you have a higher chance of stacking up multiple casts in the same position to create more space.
  • Tooth and Claw applies on all targets when using Raze so it is a really strong defensive tool on these packs.
  • Lastly, make sure to keep dragging the 2 spawning packs together and assign kicks or other stops while dragging when fighting the caster packs.
  • Use Stampeding Roar to run from 1 add side to the other.
Boss Tank
  • The most important thing is to know the path on how you want to break the eggs on this fight, make sure to know the tactic your guild is running!
  • Mechanics like Wildfire and Icy Shroud can be quite annoying when tanking the boss since they overlap with Mortal Wounds oftentimes. For this use defensives during the overlaps.
  • Making use of externals when tanking the boss Mortal Stoneclaws is super important since you want to stay healthy during the Mortal Wounds debuff.
    • Dropping low and trying to heal up with a -healing% debuff is really difficult. Make sure to pre-use defensives
  • Pre-use Barkskin and/or Rage of the Sleeper for Mortal Stoneclaws to stay healthy and not drop too low rotate these 2 while also utilizing Frenzied Regeneration to stay topped before or remove Icy Shroud.

Phase 2

  • During P2 both tanks are now on the boss and the damage the boss does ramps up every 30 seconds due to Broodkeeper's Fury.
  • The key to this phase is alternating both tanks' defensives properly to deal with the newly added tank explosion mechanic of Stoneslam Detonation. It's applied after Mortal Stoneslam.
  • In this phase Guardian Druid has it pretty rough since almost most of the damage intake is magical which you are weak against. Because of this every time right before Mortal Stoneslam you want to use the Cooldown/Externals listed below to survive the new explosion Stoneslam Detonation mechanic.
    • If you are feeling in danger or something went wrong with the defensives are is always the option to soak Stoneslam Detonation with the raid team. This is easy and can also be done most of the time unless there is a bad overlap with Wildfire
  • Below is a timeline of P 2, with you tanking the first Tank mechanic.
  • Lastly Frozen Shroud and Wildfire can do a decent amount of magic damage to you overall it's not too bad but keep it in mind when playing the fight and also considering your damage intake.

Special Tips and Tricks

  • A DPS/healer player with an immunity can taunt right before Mortal Stoneslam takes all the deadly debuffs and just immunes them outside the raid group giving you and your tank partner more time to regenerate defensives.
  • Using Blessing of Sacrifice can be quite dangerous for the paladin in this fight so make sure he is ready when you call for it.

Phase 1

  • Electrified Jaws is the only tank mechanic in P1 and easy to handle, the damage is quite low the important part is the debuff after. Increasing your physical damage taken by 100% and giving you a magic DoT.
    • When taunting this debuff from each other it still lasts for the next melee swing meaning you take 1 swing with +100% damage taken for this be ready and press a defensive such as Barkskin or Rage of the Sleeper. Combining it with Tooth and Claw and some Ironfur should make this quite easy to play.
  • Hurricane Wing is a bit annoying to deal with but quite easy.
    • First Hurricane Wing, use Skull Bash after getting pushed a bit.
    • Second Hurricane Wing, use Skull Bash and Wild Charge after getting pushed.
    • Third Hurricane Wing, use Skull Bash into Gateway into Wild Charge at the end.
    • Fourth Hurricane Wing, use Skull Bash and Wild Charge and if needed you go Cat and just Sprint.
  • Volatile Current spawns Sparks that need to be dealt with as a Guardian Druid your toolkit is the following:
    • Skull Bash with it you can just kick 1 spark and remove 1 stack.
    • Incapacitating Roar removes 1 stack from all sparks around you and should be used every wave while having the most sparks in your range.
    • Typhoon if needed you can talent it, using it removes 1 stack from all sparks, in front of you.

Intermission 1

  • In Intermission the main struggle is going to be picking up aggro from all the adds spawning when breaking the Shield of the Ruiners.
    • For this be ready to have Thrash ready and maybe even 1 or 2 stacks of Tooth and Claw with Raze so you can generate initial threat.
  • Apart from that make use of Incapacitating Roar to disrupt Acolyte (Caster Adds).

Phase 2

  • Electrified Jaws still exists with the same rules as P1.
  • Hurricane Wing is nowTempest Wing not changing how simple you can handle it by just using Skull Bash. Using Wild Charge is a bit more annoying since you need to run out a bit before it becomes usable. Avoid nearby players while charging to the boss.
  • Fulminating Charge is a non-tank mechanic but it can be quite nice to help out when possible, meaning if a DPS player is struggling to move out of the raid step into his circle (closest to him) take the debuff and "free" him.
    • Since the debuff is not meant for tanks the damage is quite low and easy to tank.
  • Volatile Current still exists, and using all CC on this is the best thing you can do to help out your raid-team.

Intermission 2

  • Agree on which tank takes which Stormfiend, one important note is they don't melee swing but use a ranged magical attack to hit their target meaning even if you are not in range of them and have aggro you get hit by their attack.
  • During this Intermission the whole raid is busy and generally, there won't be much healing going towards the tanks so whenever you are tanking the Stormfiend and they are not casting anything consider pressing a defensive.
  • Storm Break spawns adds from every Stormfiend, here you can make use of Ursol's Vortex when the small adds meet in the middle of the room to slow and grip them back if they escape.

Phase 3

  • P3 is the most interesting phase for tanking since the boss casts Raging Storm and starts spawning Storm's Spite.
    • The main goal is to soak as many as possible as a tank to lessen the whole stacks on the raid group.
    • While not tanking the boss you should be walking around the boss soaking them.
    • Keep in mind this is a magical DoT, you are quite weak against this so be ready for the damage taken here.
  • Thunderous Blast is the new tank mechanic, it's different from the other Phases now it is a frontal during which you need to use defensives to lessen the impact of the debuff damage on the raid after Thunderous Energy.
    • Make use of Barkskin and Rage of the Sleeper every single time you take this mechanic. Pre-use them to negate as much damage as possible.
    • Asking for Absorb Externals or Normal Externals and making use of any Absorb trinket in the game is powerful here and is recommended as Druid.
    • Also aiming it away from the raid or any players is important since if anyone but the tanks gets hit they blow up and probably cause a wipe.
  • Thunderstruck Armor is the debuff after taking the explosion, similar to P1 and P2 you have this up for a few melee swings when taunting off your tank partner so be ready to use defensives such as Survival Instincts when taunting + have a good amount of Ironfur stacks rolling.
  • Magnetic Charge is a new mechanic for non-tank players, it grips you to their position when the debuff runs out.
    • When you get gripped in you can make use of a nice Stampeding Roar to help the group reposition
  • Fulminating Charge + Tempest Wing are same as P2.

Special Tips and Tricks

  • Stampeding Roar is a really powerful tool in this fight make sure to use it if needed when moving around or how your raid assigned it.
  • Tauren War Stomp can be useful on the Sparks in P1 and P2 is nice to have as a last resort but not super insane since its target capped.
  • Playing higher Versatility on this fight can be quite nice since a lot of the damage taken in this fight is magical

Phase 1

  • In this Phase its important to position the boss correctly for Echoing Fissure, most of the times in a corner far away from the broken wall you want to pass.
  • Use Calamitous Strike to break walls, it is important to note that this ability knockbacks into the wall and far behind it so aim yourself correctly before it goes off.
    • On top of that your tank partner can taunt during the cast the target does not swap.
    • Watch out to not stop your knockback before breaking the wall.
    • After breaking the wall use Skull Bash or Wild Charge to make it back to the boss.

Phase 2

  • In this phase, you have to drag the boss depending on your guild's strategy, same with which wall to break with Sunder Shadow
  • Sunder Shadow knockbacks you a small amount and leaves an image of you behind while you can pass through walls. It is important to note here is that you always need to leave melee range to break walls often time this causes you to take quite a lot of damage while being unable to generate Rage.
    • So with this in mind just run behind the wall you desire to break and use Barkskin then be ready to either top yourself with Frenzied Regeneration or use it before to stay healthy for the hit.
    • Should there be a Volcanic Heart in the way make sure to also use Survival Instincts right before it goes off so you keep the damage reduction for the most amount of time.
  • Don't underestimate the damage you can take walking away from the boss with Sunder Shadow especially when he follows it up with a Umbral Annihilation. It's all magic damage after all!
  • When Corruption is cast avoid pressing Thrash to not cleave the mind controlled players.

Phase 3

  • In P3 the boss positioning is relevant to which portals become available when Sunder Reality is cast, so position the boss properly.
  • After Sunder Reality is cast portals open and adds spawn close to them. The problem here is aggro especially since the adds are gonna be spread out here. Make sure to have Thrash ready and look out for any potential Growl on distant mobs.
  • During this, one of the 2 tanks also gets Calamitous Strike from the boss make sure to outplay the knockback with Skull Bash or Wild Charge to not break any walls.
    • On top of that, you now have a huge damage taken increase which can be quite dangerous while tanking the adds. Make sure to use defensives here or get a Blessing of Protection from a Paladin to cleanse the debuff.

Special Tips and Tricks

  • In P3, position the boss close to the portals so the melee players can have full uptime while also being safe from Ebon Destruction.

Phase 1

  • Burning Claws is the main mechanic for tanks in P1, Blazing Blast triggers at the end of the debuff making it crucial to keep defensives and absorbs through the entire duration.
    • While having this debuff while Scorching Bomb is going off puts even more magic damage debuffs on you.
    • You want to use your defensives at times when you have all the debuffs, for example, you start with Barkskin and Rage of the Sleeper and later on when you have debuff stacks + tanking the boss throw in a Survival Instincts.
  • Moving the boss while Drifting Embers is going on is nice and can lead to melee players dodging the mechanic better.
  • Always make sure to bait Searing Breath away from the ranged players unless your guild's strat says otherwise. What this means is just don't stand with your back towards the range camp.

Phase 2

  • After playing the Intermission reposition the boss for Abyssal Breath. This means don't keep him too close to the edge but more towards the inner circle of the room.
  • Abyssal Breath spawns a lot of adds, one of them is going to be a tank add, make sure to to pick it up. It casts Empty Strike increasing your damage taken.
  • Keep an eye out for Cosmic Volley to help single kick it. Remember that Skull Bash charges you to the target so make sure to not charge into Desolate Blossom.
  • With Incapacitating Roar you can AoE Stop Blasting Scream whenever needed.
  • Void Claws is the new main tank mechanic in this phase, it does do a good amount of damage to you so make sure to have Barkskin for it when you get it and cast Frenzied Regeneration to stay healthy.
    • With this mechanic opposed to P1 you don't need to use defensives through the duration but toward the end when it explodes.
    • When the debuff expires it explodes, with this run out of the raid and don't hit anyone with this mechanic.
  • Infinite Duress is a debuff on a non tank-player. This when dispelled triggers Dread a decent knockback that can sometimes be quite problematic to counter this just cast Skull Bash right after the dispel to charge back to the boss.

Solo Intermission

Doing the Solo Intermission as Guardian Druid is not recommended, but below is a way you could do it with the help of an immunity healer.

  • If you are handling this part of the fight make sure to have Stampeding Roar and Barkskin ready before going into Intermission:
    • Before all players go in together make sure to request a Blessing of Protection to immune Destabilize.
      • If you don't have a Blessing of Protection ask for externals and press Survival Instincts + Frenzied Regeneration
    • After that you want to press Stampeding Roar to run against the pushback away from the boss.
    • While the Boss walk towards you he casts Infinite Duress and apply the debuff to you
    • Meet the Boss in the middle now he casts Cosmic Ascension run towards where he came from all the way to the edge
      • After Infinite Duress the healer you assigned to help you can come out from Emptiness Between Stars and meet you at the edge of the room
    • Wait for the cast to finish and the crystal Astral Formation to spawn under you.
      • At this point the healer should press immunity and dispell you the moment the crystal spawns
    • The Boss reappears and walks towards you be ready Barkskin since he is about to cast Void Slash

Here is a Timeline of how it should look if everything goes right:

Phase 3

  • In P3 tanks have a unique job, the new Void Slash mechanic is a frontal cone that can't hit anyone but the current tank.
    • Most of the time 1 tank is taking 2 stacks of it and then going down into the Emptiness Between Stars since the explosion would kill the raid-team.
  • Stand inside either Astral Formation or in one of the falling Motes of Oblivion to gain stacks of Oblivion.
  • Every Cosmic Ascension is quite dangerous since the boss flies up and you have to break uptime run out and meet the boss who is ready to swing at you here it is recommended to have Barkskin and some Ironfur up.
  • Scouring Eternity make sure to pre-position the Boss behind a crystal so you are safe from this mechanic.
  • Embrace of Nothingness is the big soak mechanic on non-tank players if your tactic is to help and soak this make sure to press strong defensives such asSurvival Instincts.
  • Infinite Duress again is present and can be outplayed by using Skull Bash to charge back to the boss.

Phase 1

Smolderon as a fight is very scripted and there is only 1 random factor that determines how the fight plays out.

After each Intermission World In Flames it is random which tank gets the first debuff.

Depending on if you get the first or second debuff the fight and how you play it changes a tiny bit so the following section is split to cover both scenarios.

First Overheated

  • When getting the first Overheated debuff means you want to step away from the tanking position and your tank partner wants to taunt the boss to get Brand of Damnation on him.
  • While your tanking partner is getting hit by the mechanic you have to look for a nice position to stand in and be ready to taunt the boss.
  • During the cast of Brand of Damnation taunt the boss and don't be in the circle of the mechanic. Defensives are not needed here at all since you are just tanking the boss with his normal melee swings.
  • After this, you are going to be taking on the 2. Brands of Damnation for the Phase.

SecondOverheated

  • When your tank partner gets Overheated first you need to act fast since you need to have aggro of the boss. This means taunting the boss and getting ready to take Brand of Damnation.
    • Follow to steps below on how to handle Brand of Damnation.
  • After coming back to the boss you have to get ready to receive the second Overheated of the fight. With this debuff, position yourself well and wait for your tank partner to take Brand of Damnation taunt the boss, and play it out until intermission starts.

Managing Brand of Damnation

  • It's time to talk about Brand of Damnation how to use defensives and be ready for the hard part of the fight.
    • You always want to be ready for it with at least 1 charge of Frenzied Regeneration.
    • Right before the cast finishes you want to use any defensives lasting longer than 8 seconds since after the hit you receive 2 new debuffs, Cauterizing Wound and Searing Aftermath. Barkskin is the perfect choice for this.
    • Cauterizing Wound is a big healing absorb when removed it drops an exploding zone under you, to clear this after the mechanic hits you walk away from the stack of players a bit, and while doing so press Frenzied Regeneration.
    • After that Searing Aftermath is your next concern so you took the mechanic cleared your healing absorb and topped your HP. With that base while running out press Stampeding Roar and bring this debuff either behind or in front of the Raid team with the most possible distance between you and the players since it deals drop off damage.
    • Right before Searing Aftermath explodes make sure to be topped or press another Frenzied Regeneration since this does a lot of damage to you. If you are not topped or got hit by anything on the way consider using Survival Instincts.
    • After Searing Aftermath exploded get ready to walk back to the raid you want to pay attention to the Lava Geysers timer. Since this can be baited by tanks too, make your way back either close to Lava Pool or wait out the timer (usually a few seconds) and then walk back to the boss.

Intermission

  • The intermission is the easiest part for tanks, the boss goes AFK and nothing really happens, make sure to pick up your 5 Ignited Essence to min-max your damage.
  • Watch out when using Skull Bash or Wild Charge when getting back to the boss after the knockback from the intermission cast World In Flames if you charge too fast the balls spawn close or inside the boss making them almost impossible to pick up.
  • Lingering Burn the debuff of the fire rings you want to try and avoid it as best as possible if you don't have anything spare to use since this does a lot of magic damage to you.

Managing Wild Mushrooms

  • Wild Mushrooms are the main mechanic throughout the whole fight and are fairly easy if understood correctly.
  • Basically the Boss casts Wild Mushrooms and summon 2 type of mushrooms 1 Poisonous Mushroom and 1 Blazing Mushroom
    • Both of them need to be soaked by 1 tank each, otherwise they explode and wipe the raid.
    • When soaked you receive a debuff making you take 500% more damage from the next mushroom of the same color for the next set.
    • With that in mind, it's quite simple what the goal is, soak 1 color -> soak the other color and repeat
    • At the start of the fight, you and your tank partner should decide who does which color first and from then on the rotation just flows naturally.
  • Tips for the mushrooms
    • Cutting it too close to the edge of the mushroom might not work properly and make it explode on the Raid so make sure to take an extra step inside just to be safe.
    • The mushrooms are spawning quite fast after another so be ready to walk quickly to the next one. With Feline Swiftness you should have no problem getting from 1 to the other.
    • The damage of the mushrooms is not too high but soaking them plus some raid damage can be quite dangerous at times. Make sure to also use Barkskin and Frenzied Regeneration when starting the soaks.

Phase 1

  • When players break Mass Entanglement small treants spawn, make sure to pick them up using Thrash.
  • While sometimes treants can spawn further away from melee when players break their root, use Growl to get aggro or Moonfire to get them under the boss so they can be cleaved down.
  • After Fire Beam make sure to move the boss to a further away position making it easy to dodge for the Raid.

Phase 2

  • The only added mechanic in P2 is Flaming Germination which spawns Seed of Flame Here 2 things are important for tanks:
    • First, make sure to always keep the boss close to the dispel fire zones caused by Fiery Growth since the seeds can not spawn in the fire and so you can control the area where they spawn in a better way.
    • Try to always soak a seed right behind you when tanking the boss in the middle-ish so the boss stays in range for every player in the raid when the seeds are happening.

Phase 3

  • In P3 all mechanics mentioned above are happening together, but the way to handle them stays the same.
  • For the Boss movement consult with your guild and check what tactic you are running.

Special Tips and Tricks

  • Using Stampeding Roar can be a good way to help the other tank during Wild Mushrooms. However, most of the time this is used to give the raid movement speed for Fire Beam.

Phase 1

  • Same as Tindral a lot of specifics come down to the tactic your guild/Raid picks on this Boss so I am going to give more overall tips and tricks for the fight.
  • Predator is a special tank mechanic that makes the boss leap after you and hit you with a melee swing. Nothing special, just keep in mind that if you run far away from him he leaps to you same when the boss goes away during certain boss abilities.
  • Fyr'alath's Bite is the tank mechanic in P1 + 2 always make sure to aim it in a set direction and don't change this last second because in P2 you can't hit any Souls with it.
  • P1 make sure to position the boss nicely for your melee players to still swing when placing the Dream Rend.
    • The direction the Boss faces is important for the placement of Dream Rend since the boss keeps turning while he is casting and the direction he faces when the cast finishes determines the position.
    • During the Dream Rend suck-in Stampeding Roar is extremely strong.
  • Blaze during this mechanic since you are a tank, don't move around too much just tank it, and if anything move inside your line so you don't shift the position.

Intermission

  • Everything here comes down to the tactic your guild uses and what WeakAura you follow. Generally, you can soak a ball of the opposite color once when pressing Barkskin + Rage of the Sleeper + Survival Instincts if needed.
    • This consumes all of your defensives so only do it when strictly necessary.

Phase 2

  • Greater Firestorm spawns the 2 Colossus adds during the Shadowflame Devastation phase. Normally both tank's circles stack on top of each other so make sure to use Barkskin for this mechanic.
  • Screaming Souls can be interrupted with Incapacitating Roar.

Phase 3

  • In P3 the tanking is changing a bit making it a bit harder since you take more damage over time from the new tank buster Infernal Maw with the stacking debuff.
  • Normally tanks hold a‍Corrupted Seedor‍Seed of Amirdrassil during P3.
    • Important to note is that Infernal Maw counts towards a mechanic that will explode the seed and wipe the raid so if you ever hold the seed and the tank mechanic is about to hit you drop it before.
  • For cooldowns for every single Infernal Maw combo you can have Barkskin ready and should also use it.

Stat Priority

Patch 11.0 - The War Within

Guardian Druid

Understand your secondary stat priority and the tertiary stats needed for optimal performance during Raid boss fights as a Guardian Druid. For more detailed information, visit the Stats and Attributes guide.

Higher Item level items are better in most scenarios. For an accurate representation of what item to equip you should use Simcraft! A static "Stat Priority" is just a starting point and can easily shift depending on your individual gear.

All secondary stats are affected by diminishing returns. Click here to learn more!

Tertiary

  • Avoidance - Great stat to reduce the damage intake of "Area of Effect" abilities.
  • Leech - Provides additional healing through damage dealing. The damage of your pets does not heal you thus Leech is a great tertiary for us since most of our damage is coming from our own spells.
  • Speed - Niche tertiary that can be very useful and has been proven useful in the past. Makes playing certain mechanics a lot easier.

In general Leech is really strong for tanks especially in AoE scenarios it can be by far the best stat you can have.
Avoidance is great but most of the times tanks are not struggling to survive the typical Area of Effect abilities

Gear

Patch 11.0 - The War Within

Guardian Druid

Overall BiS

Farmable Alternatives

SlotItemLocation
HeadBough of the Autumn BlazeTier / Catalyst
NeckOuroboreal NeckletVolcoross
ShoulderMantle of the Autumn BlazeTier / Catalyst
CloakVoice of the Silent StarSarkareth
ChestChestroots of the Autumn BlazeTier / Catalyst
WristLife-Bound BindingsCrafting
GlovesOathbreaker's Obsessive GauntletsSarkareth
BeltElder's Volcanic BindingRashok
LegsPants of the Autumn BlazeTier / Catalyst
BootsToxic Thorn FootwrapsCrafting
Ring 1Seal of Diurna's ChosenEranog
Ring 2Seal of Filial DutyBroodkeeper Diurna
Trinket 1Augury of the Primal FlameFyrakk
Trinket 2Manic GrieftorchBroodkeeper Diurna
WeaponRashon, the Immortal BlazeFyrakk

Below you are presented a good list of farmable alternatives that are obtainable outside of WoW’s weekly lockout system. While replaced in time as you progress, these offer immediate character power.

SlotItemLocation
HeadCrown of Roaring StormsRuby Life Pools
NeckTuskarr Bone NecklaceBrackenhide Hollow
ShoulderAncient Hornswog SpauldersHalls of Infusion
CloakPotion-Stained CloakAlgeth'ar Academy
ChestDragonkiln ChestguardNeltharus
WristFerocious Hyena HidebindersBrackenhide Hollow
GlovesSubjugator's Chilling GripsRuby Life Pools
BeltTroggskin WaistbandUldaman
LegsAnnora's Punctured LeggingsUldaman
BootsTreads of Restored OrderHalls of Infusion
Ring 1Circle of Ascended FrostHalls of Infusion
Ring 2Thunderous Downburst RingThe Nokhud Offensive
Trinket 1Treemouth's Festering SplinterBrackenhide Hollow
Trinket 2Bottle of Spiraling WindsThe Nokhud Offensive
WeaponObsidian Goaltending SpireAlgeth'ar Academy

Trinkets

Below you can find active and passive alternatives to our recommended trinkets. Do note that some trinkets are better than others depending on the scenario.

Active Trinket alternatives

  • Fyrakk's Tainted Rageheart
    • The best absorb trinket, does some passive damage and has a high value absorb.
  • Treemouth's Festering Splinter
    • Another strong absorb trinket not a bad pick but Rageheart is better.
  • Enduring Dreadplate
    • Very strong defensive trinket that also does big AoE damage.
  • Elementium Pocket Anvil
    • Good on long fights, since it takes time to stack up.
  • Storm-Eater's Boon
    • Very strong trinket for big AoE.Watch out it roots you for its duration.

Passive Trinket alternatives

  • Prophetic Stonescales
    • Cheat Death Trinket, very very good trinket for safety.
  • Cataclysmic Signet Brand
    • Very strong trinket for long fights, currently not that useful if you have already full gear and bosses die very fast.
  • Whispering Incarnate Icon
    • The Trinket itself is pretty decent since it just provides you with 844 Versa, even better in the Raid tho if you have Healers and DPS wear it get all the benefifts.
  • Ominous Chromatic Essence
    • Similar to Whispering Incarnate Icon, gives nice stats and benefits from having more in the raid
  • All-Totem of the Master
    • Decent passive trinket if you want to have a bit of everything, it procs damage, stats and armor at random every 30 seconds.

Simcraft

To find the best combination of gear available to you or identify the best possible upgrades, visit our Simcraft guide to learn how to utilize Simcraft easily and effectively.

Embellishments

Patch 11.0 - The War Within

Guardian Druid

  • Toxic Thorn Footwraps
    • Really good damage proc effect.
  • 1x Toxified Armor Patch to boost the damage of Toxic Thorn Footwraps
    • On Wrists or Waist

Remaining Sparks

  • Make sure to apply Alchemical Flavor Pocket if you have an additional crafted item equipped.
  • Crafted items are 525 item level and regular items are 528 on max item level therefor it's not beneficial to equip crafted items outside of your 2x embellishments unless you don't have access to other high item level gear on that slot.

Enchantments

Patch 11.0 - The War Within

Guardian Druid

HeadIncandescent Essence
NeckTiered Medallion Setting 3x
CloakEnchant Cloak - Graceful Avoidance
ChestEnchant Chest - Waking Stats
WristEnchant Bracer - Devotion of Avoidance
BeltShadowed Belt Clasp
LegsFierce Armor Kit
BootsEnchant Boots - Plainsrunner's Breeze
Ring 1Enchant Ring - Devotion of Haste
Ring 2Enchant Ring - Devotion of Haste
WeaponEnchant Weapon - Wafting Devotion

Consumables

Patch 11.0 - The War Within

Guardian Druid

Phials

  • Phial of Tepid Versatility

Food

  • Grand Banquet of the Kalu'ak
  • Deviously Deviled Eggs

Combat Potion

  • Elemental Potion of Ultimate Power
  • Residual Neural Channeling Agent -- Can be used while being dead if your potion is ready

Health Potion

  • Potion of Withering Dreams -- since this potion is the only potion able to make a bigger change in hp for tanks its recommended to use if you need that emergency big heal.
  • Dreamwalker's Healing Potion -- for a small heal over time but in return no rotting damage.

Weapon Rune

  • Howling Rune -- Haste

Augment Rune

  • Dreambound Augment Rune -- Requires Reputation
  • Draconic Augment Rune

Sockets

  • Fierce Illimited Diamond -- Unique, made by work order
  • Energized Ysemerald

Races

Patch 11.0 - The War Within

Guardian Druid

For min-maxing a Guardian Druidin Raids, different racial traits can provide a tremendous benefit to your characters. If this is not your top goal, picking a race that fits your style works just as well.

  • Bull Rush -- Highmountain Tauren
    • Bull Rush can be used to stun a pack, even when on stun DR since it counts as a knockdown making it very useful for those cases.
    • Strong passives for survival with Rugged Tenacity and Mountaineer.
  • Haymaker -- Kul Tirans
    • Haymaker can be moved to knock enemies out of bad positions but has limited uses.
    • Very good defensive passives with Brush It Off and Rime of the Ancient Mariner.
  • War Stomp -- Tauren
    • War Stomp can be really strong since you don't have any other source to stun enemies. Sadly it only hits up to 5 targets though so keep that in mind.
    • On top of that you also get decent passive effects Endurance, Brawn and Nature Resistance.
  • Berserking -- Troll
    • Troll is by far the best for burst damage since you can just use Berserking during incarnation for the extra haste, if you want to survive this is the worst option compared to the others.

Recommendation

  • Highmountain Tauren and Kul Tiran aren't the overall best racials in terms of DPS but their survivability abilities are decent in Raiding as a Guardian Druid.
  • Night Elf is very good for DPS but doesn't have any other useful benefits in Raid as Guardian Druid.

Macros

Patch 11.0 - The War Within

Guardian Druid

Macro Import Guide Video

Taunt Macros

Taunt Macro --- This macro either casts Growl at your target or your mouseover (very handy to pick up mobs)

#showtooltip Growl/cast [@mouseover,exists,harm][@target,exists,harm] Growl

Boss 1 Taunt --- Casts Growl on Boss1

/cast [@boss1] Growl

Boss 2 Taunt --- Casts Growl on Boss2

/cast [@boss2] Growl

Mouseover Macros

Focus Macros

Utility Macros

Addons

Patch 11.0 - The War Within

Guardian Druid

Below, you see a screenshot of the author's User Interface for their Guardian Druid, outlining which addons are used and how they are utilized in Raids to make your life easier.

Guardian Druid Raid Guide (3)

Addons

Weakauras

Changes this Patch

Patch 11.0 - The War Within

Guardian Druid

Patch 11.0.1

FAQ

Patch 11.0 - The War Within

Guardian Druid

Q: Why do I randomly get one-shot?

Credits

Written By: Meeres

Reviewed By: Xerwo

Guardian Druid Raid Guide (2024)
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