Talent Builds
Elune’s Chosen (Mythic+)
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Despite the nerfs to Lunation, Elune’s Chosen remains my recommended hero tree for M+ thanks to its superior damage output and consistency. With the rework to the Apex nodes it’s now worth taking, though the rest of the build is similar to S1 with you avoiding nodes related to Maul.
For options, if you want more damage you can swap Natural Resilience or Reinforced Fur for Brambles. If you’re instead looking for a bit more defense you can drop a point in Fury Of Nature to grab Elune's Favored.
In the class tree you have the usual flexibility, where talents like Matted Fur, Fluid Form, and Improved Stampeding Roar can all be moved into untaken nodes such as Innervate or to work your way to Moonkin Form if the situation calls for it.
Elune’s Chosen (Raid)
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Just like with the M+ build, I’ll once again be recommending Elune’s Chosen for raid, where the suggested build leans offensive with a couple defensive choices, though it can be easily adjusted in either direction.
For example, if you want more defense you could move Brambles to Natural Resilience, then swap Killing Blow for Ursoc's Guidance for more frequent Incarnations. If you want a little more offense you can instead switch Reinforced Fur for Bristling Fur.
Outside of that, for encounters that have multiple targets consistently you can also swap Red Moon out for Twin Moonfire to both increase damage and rage generation.
In terms of flexible points in the class tree, you are able to freely change between Typhoon, Mass Entanglement, and Ursol's Vortex depending on the needs of the encounter, plus you’re able to grab both of those nodes if needed by dropping the point in Natural Recovery. You could also drop a talent in the capstone area instead, where Fluid Form, Innervate or Improved Stampeding Roar are all niche and can be moved as needed.
Class Talents
In this section, I’ll zoom in on a few notable talents in the class tree, discussing specifics on how exactly they work and when their effects are most valuable.
Moonkin Form
While this isn’t a form you want to be in long-term, there are a couple of niche benefits to having access to it. First, it allows you to use the Flap ability, allowing you to mitigate otherwise lethal falls and traverse wider than usual gaps in terrain, which sometimes helps with things like skips in M+.
The other benefit is it grants you an AoE damage effect from Heart Of The Wild, which isn’t a massive DPS increase but still does a hefty hit that is worth pressing if you can safely do so. At the same time, taking this point does require slightly different pathing at the start of the tree, meaning you’ll need to sacrifice some more generally useful talents to pick it up.
Starlight Conduit
Despite this appearing like something unrelated to Guardian druid, the damage increase to Starsurge this node provides does increase the output of the Starsurges created by the Elune’s Chosen talent Star Cascade, making this a very slight damage increase for that hero tree specifically.
This is fairly out of the way though, meaning it’s unlikely you’d pick it up in a M+ build, but it remains an option for a more offensive Elune’s Chosen raid build.
Lingering Healing
Another talent that seems like it's aimed at another spec, this node actually does provide a very small self-healing boost thanks to synergies with both Dream Of Cenarius and Reinvigoration in the spec tree. Even so, the value of this point is currently quite low, so I don’t expect it to see much use with current tuning.
Symbiotic Relationship
This interesting node gives Guardian access to some more focused off-healing, allowing you to funnel it into a specific player of your choice. That being said, the healing it does is fairly small, even with changes made to make Dream Of Cenarius more accessible and frequent, and it often does a substantial amount of overhealing.
Despite that, it can still be strong against bosses that deal constant, heavy group damage, so it’s something you can tech into to relieve some stress from your healer.
Forestwalk
Previously a fairly weak single point talent, this was expanded into a two-point node with boosted effects, which, when paired with the rework to Dream of Cenarius (discussed in the spec talents section) move it to a decent option in situations where you are consistently taking damage to make use of the healing buff it provides.
You will also need to have free capstone talent points, so this isn’t a guaranteed pickup, but it’ll likely see fair use in more defensive M+ builds.
Fluid Form
This talent is fairly niche, however it is extremely powerful when catweaving as a Druid of the Claw, as it allows you to save all your shifting globals by using abilities to instantly shift without wasting them.
This is particularly good for spending your Wildpower Surge empowerment and getting back into Bear Form quickly, but it also allows you to easily weave Rake into your regular rotation, adding an extra bleed to your arsenal. With the changes to Heart Of The Wild in Midnight, this talent gains a little bit more value, as it allows you to quickly shift into Cat Form, use the 2min CD, then shift back into Bear Form ASAP.
Heart Of The Wild
A talent that is seeing a substantial rework going into Midnight, moving from a 40s passive boost on a 5min CD to an instant effect based on your form on a 2min CD, very reminiscent of Convoke The Spirits.
Current tuning of the damage effects is quite good, so I expect this will be quite popular in raids as well as more offensive M+ builds, though keep in mind that if you are doing content where you are unable to consistently shift forms safely to use this effect, it likely isn’t worth the talent point.
As for what the effects do, if hit in bear or human form you’ll cast an empowered Wild Growth on 5 nearby targets (shifting you out of Bear Form in the process), if you’re in Cat Form it does a large single target hit and bleed that grants 5 combo points, and if you’re in moonkin form it applies a DoT to all enemies within 40yds.
This means that in raid or on dungeon bosses, you’ll likely want to use the Cat Form version, in larger pulls, you’ll want to use the moonkin version, and if you need a bit of healing in a pinch, you can use the human/bear version.
Spec Talents
Similar to the previous section, let’s now dive into the notable talents in the spec tree that may need more explanation than their tooltips provide and discuss in what situations they excel.
Persistence
Formerly a part of the Druid of the Claw tree, this node has been generalized and put in the spec tree, allowing you to maintain your durability when shifting into cat, moonkin, or human form. This has some decent synergy if you’re trying to use Heart Of The Wild, as it means you won’t immediately die upon shifting, though there is still some risk.
The main use of this talent, though, is in a raid environment when planning to catweave, as Druid of the Claw does incentivize you to shift as soon as you hit 6 stacks of Wildpower Surge, regardless of whether you’re tanking or not. Notably, this is a talent that is directly competing with Front Of The Pack, which means you are now giving up a slight bit of utility when opting to catweave.
Dream of Cenarius and Dream Guide
This talent received a rework going into Midnight, where it now stacks up to 4 times, allowing you to bank multiple empowered Regrowths, plus the proc rate was changed to remove the fairly substantial 20s ICD, allowing for more frequent use.
What this means is that Guardian has gained a significant amount of controlled off-healing in this expansion, allowing them to feel more impactful when it comes to helping their group or even just healing themselves. They also gained a passive alternative in Dream Guide, which after some buffs in Season 1 is now competitive with the active option, and often preferred in M+ situations.
Be careful as pressing Regrowth without a proc will shift you out of Bear Form, which can be quite dangerous. These changes also make a previous weak option like Forestwalk much stronger, where you’ll now consider taking it in certain situations (see class talents for more info).
Natural Resilience
Newly added in Midnight, this defensive talent allows Guardian to turn Frenzied Regeneration overhealing, something the spell is notorious for, into something that can actually be used in an absorb shield.
While you won’t be taking this node in every situation, it’s looking like a strong defensive choice in both M+ as well as raid encounters where you are always tanking something, especially if you are investing in the Apex nodes.
Gory Fur
This talent received a rework in patch 12.1, now giving it some offensive value in the form of free spenders. The proc rate does remain on the low end, so you aren’t likely to see this used commonly, however if you’re playing a full damage raid talent build then this is better than many of the alternatives.
Ursol's Warding
A popular point in The War Within thanks to the pathing it allowed, this node has moved off to the side of the tree with the rework, making it a much more niche option. The damage reduction it provides is fairly low, generally sitting between 5-8% against magic damage specifically, but with it only costing a single point in Midnight, this makes it a decent choice if you are in a situation where you are taking high amounts of magic damage consistently.
Twin Moonfire and Galactic Guardian
These talents have been a classic combo for Guardian for many years, synergizing together to spread your Moonfire in AoE situations while also generating rage passively. How this works is that, in situations where there is a 2nd target nearby, the automatic Moonfire created by a Galactic Guardian proc triggers a 2nd cast from Twin Moonfire on that nearby target, which consumes the “on next Moonfire cast” buff provided by Galactic Guardian, granting you additional damage and rage.
Note that this does not work on a single target since Twin Moonfire requires one other mob in order to trigger, so while this is extremely strong in 2+ target situations, you gain no significant benefit in pure single target.
Red Moon and Galactic Guardian
Red Moon replaces Moonfire with a 30s CD DoT which you can extend with Mangle and gain additional burst damage from, thanks to a different Galactic Guardian effect which now causes you to gain stacks of Lunar Wrath with each proc, that you can consume by spending rage during Red Moon for bonus arcane damage.
This creates a burstier playstyle where you’re pooling Mangle charges and incentivized to line up things like Lunar Beam and Incarnation in order to maximize your damage output during this short window, which can be dangerous on encounters where timing your defensives is relevant.
Another important note, since this node competes directly with Twin Moonfire, you’re unable to gain the benefits of that node in combination with Galactic Guardian. Because of this I think it’s unlikely you’ll see this talent get much use outside of pure single target situations.
Outside of that, Galactic Guardian will still maintain Moonfire on your target with a very high uptime thanks to the automatic casts on a proc, so talents like Scintillating Moonlight and Moon Guardian still have value even if you’re spec’d into Red Moon.
Harnessed Rage
Another talent added in Midnight, this adds some additional thought to your gameplay in terms of when to use spenders, as it rewards you with double Gore proc rate when using Maul, Raze, or Ravage above 80 rage. The 2nd charge of Mangle it provides also means that Gore procs will have less wasted CDR, increasing the overall number of Mangle casts in a given encounter.
Most of the value from this talent comes from the additional CDR, so in general you won’t actually try and play around 80 rage as the proc rate increase for Gore is not worth the potential missed globals or procs.
Sundering Roar
The final new Midnight talent we’ll be discussing, this 1min CD has an interesting effect allowing Thrash to stack 5 additional times, which has solid synergy with the commonly taken Rend And Tear talent.
The main problem here is that the duration of the buff is only 12s long, so unless you’re in Incarnation or get lucky with procs of Flashing Claws or Waking Nightmare, you aren’t actually going to be able to benefit from the increased Thrash stacks for very long if at all, making this a point you’re unlikely to take at the moment.
Apex Talents
Moving into patch 12.1, the Wild Guardian Apex nodes received a full redesign, moving away from the bursty, Incarnation focused nodes into something more consistent.
First Node - Spending rage has a 10% chance to awaken a spirit for 8s which attacks enemies when you Thrash or Mangle.
Second / Third Node - Mastery increased by 3%/6% and Mangle/Maul/Raze/Ravage deal 20%/40% additional damage as nature over 12s
Fourth Node - When a spirit is awakened you reset the CD of Mangle and Thrash and they deal 30% more damage while it's active. Spirit attacks also generate 8 rage, and after casting Incarnation you can reactivate it to cause your next Maul/Raze/Ravage to automatically awaken a spirit
Starting with the first node, this is fairly basic and is just a damage increase attached to Thrash and Mangle, but is the baseline that is built upon by the final node. A 10% proc chance isn’t terribly high, but Guardian generates and spends enough rage that you’ll have spirits out fairly consistently.
Moving on to the second and third nodes, these are just passive throughput bonuses which are quite strong, giving you a bunch of flat mastery while also further increasing the power of Mangle and giving a boost to your Maul related spenders. Nothing crazy here but this are solid bonuses.
The final point is the most interesting one, massively improving the power of your spirits, causing them to not only increase the power of your own Mangle and Thrash casts, but also generate additional rage when you use them. It also gives you a deterministic way to spawn a spirit attached to Incarnation, which you can opt to immediately spend or save for later.
Overall these talents now put a lot more power into Mangle specifically compared to before while also giving you a relatively consistent source of rage generation, which is something that Guardian definitely likes as it means that Incarnation will get more CDR from Ursoc's Guidance.
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, Penumbral Swell 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, while Star Cascade adds a bit more single target benefit by giving it a chance to fire off Starsurges. 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 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. That being said, offensively this tree does fall behind both in AoE and single target situations, which may lead to it being the less popular 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.
One of the big changes to this hero tree in Midnight is adjustments to the proc rate of Ravage, which is now a much higher baseline and further increased by the new Limb From Limb node, but lower in Incarnation, with significant nerfs to the Claw Rampage capstone. In general, I think these changes lead to a much healthier hero spec, making it feel much more consistent in terms of both offense and defence, instead of feeling like it’s “all-in” during your Incarnation window.
When it comes to choice nodes, there’s a bit more in terms of options here, though there’s still a lock-in choice with Strike For The Heart, which is competing against a node that empowers Sundering Roar, a talent you are unlikely to pick. One of the more interesting choices is between Ruthless Aggression and Killing Strikes.
The former increases your overall number of Ravage procs, while the latter gives you a stronger buff when using Ravage and guarantees procs upon entering combat, making it especially valuable in Mythic+ situations where you are not chain pulling, so the choice here is situational.
The final choice node is related to catweaving, where you’re able to ignore it and gain some passive benefits with Empowered Shapeshifting, or you can opt in and take Wildpower Surge instead. With current tuning I generally recommend to avoid catweaving in all situations as the tuning does not justify doing it, however if you enjoy the playstyle feel free to play it!
As for catweaving itself, it’s a fairly simplified version, only shifting into Cat Form every 6 casts of Mangle to apply an empowered Rip, though there’s also a small benefit to occasionally maintaining Rake since you do gain additional bleed damage from Exacerbating Wounds. All of this becomes much easier and more beneficial when you have the Fluid Form class tree talent, making it mandatory anytime you plan to catweave.