10.2 Guardian Druid Raid and M+ Guide | Dragonflight Season 3

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hey everyone tactics here with a 10.2 update to my guardian Druid guide in this video I'll be covering all the changes the spec is getting going into season 3 of dragonflight how their new tier bonus is looking kind of how it plays as well my recommended Talent builds for both raid and Mythic plus alongside some potential variations uh rotation and defensive usage tips and gearing stuff including the best embellishments trinkets weapons consumables you name it in addition I'll be pushing A significant update to my written Druid guide over on the method website so if you prefer that kind of medium where you can just you know open up look at it it's visual it's right there on the screen I'll link that down in the description below and that will be consistently updated as changes happen over the course of this patch so like well I can't update this video If a hot fix happens buffing the spec I can update that written guide so make sure you check it out if any Buffs or Nerfs come in to start things off I did want to kind of talk about what's going on with Guardian Druids in patch 10 to which honestly is not a ton we've got a ton of cool new Druid forms which is great to see but outside of that there's really only a couple of significant changes to mention the first of which is an adjustment to the blood frenzy Talent this is now capped at five targets instead of being uncapped however in turn the additional rage generated has been upped to three from two meaning this is actually going to generate more rage at seven or fewer targets but less rage at eight or more kind of the goal here is to re in the uncapped rage generation of Guardian Druids in massive poles and I think this trade-off is kind of fair because it did get a bit crazy as you got into like the 12 plus Target scenarios but Guardian Druids at lower Target counts did actually struggle a bit with rage generation in my opinion so this is a bit of a happy medium hopefully assuming it actually worked correctly but I'll get into that later on top of this mangle also received a boost to its Baseline rage generation moving up to to 12 from 10 the other interesting change is actually an undocumented one which I'm not sure if is a bug or not but hey we're going to run with it and that is galactic guardian and twin Moonfire now have a similar interaction they've had in the past not exactly the same but quite similar basically the additional second Moonfire that is casted when you get a galactic Guardian proc and you're spec in the Twin Moonfire so that second Moonfire this will actually consume the existing Galactic Guardian proc you had causing it to deal the extra damage Dage and generate that rage similar again but not 100% how it used to function like back in 10.0 when Galactic Guardian procs would do that to themselves Now it only works with twin Moonfire and because it only works with twin Moonfire it only works if you have two or more targets so it does not work in single targets and essentially this means in AOE situations you get a bit of a rage bump and damage bump from specking into these two talents and you're going to see that's basically the only change to the Mythic plus build is that we've dropped Flash and Claws which we ran all of 1015 through to 10.2 and we've actually picked up Galactic Guardian twin Moon fires because of this interaction now again I don't know if this is bug or not but we're going to use it for now and see what happens check out that method guide if anything changes moving on let's talk tier bonuses where Guardian is losing their exceptionally powerful AIS tier set for one that's still decent in Mythic plus but potentially a bit lacking in certain rage situations so the two-piece here rage you spend during Rage of the sleeper fuels the growth of dream Thorns which breathe you in protection after Rage of the sleeper expires absorbing 25% of the damage dealt to you while the Thorns remain or for 45 seconds is also capped at your max HP scaled with versatility uh and such so basically this kind of functions like ignore pain for warriors but 25% of the damage is absorbed into this instead of whatever the ignore pain value is moving on to the four piece each 40 rage you spend while Rage of the sleeper is active extends its duration by 1 second up to 5 Seconds seconds here so max value at 200 rage spent your dream Thorns also become blazing Thorns causing 100% of the damage absorbed to be reflected back at the attacker notably there are two common kind of mistakes made with this tier set in terms of how they work that I want to clear up the first is that the actual absorb effect itself does now have priority over Earth Sox Fury if you're spec into that so this tier set will always be consumed before erso's Fury it has the number one priority didn't initially in PTR but it does now so don't worry about that the second is environmental damage it does actually deal the Thorns the Blazing Thorns damage to whatever mob you're targeting if you take environmental damage so keep that in mind if you step in a puddle or whatever uh it's not necessarily you losing value from the shield and also technically you can uh do weird things like pull mobs very far away with this so uh keep that in mind may be a good thing you want to do maybe something you do by accident you're like oh no I pulled an entire pack so keep that in mind uh in general though both offensively and defensively this is looking like a bit of a downgrade from the 10.1 tier set but as I mentioned that Gap is going to be smaller in Mythic plus than in raid for two main reasons first you have access to additional rage generation in AOE thanks to blood frenzy and that Galactic Guardian twin Moonfire combo I talked about and this lets you pump out more Spenders during the duration of Rage of the sleeper allowing you to build a bigger Shield up and as well as maximize that CDR pretty much uh every time second you are the only tank in a dungeon scenario right where you're going to be constantly taking damage whereas in a raid that's not necessarily the case and there's potentially situations where you aren't able to get the full value of the tier set because the shield just kind of expires and nothing happens at that point in terms of gameplay changes this set does incentivize you to pull your rage up to at least 80 but you know as high as you can get it before actually using Rage of the sleeper just so you can again maximize both the shield you're gaining from the two-piece as well as the extension from the the four piece there is also a bit of counter Synergy here with the guardian kit as talents like tooth and Claw and berserk persistence reduce the rage cost of certain abilities and this causes their contribution to be nothing if it's tooth and Claw or reduced if it's berserk persistance things like that right so that can feel kind of bad on top of that it can encourage some weird gameplay in lower Target count situations basically again if the shield ever expires after that 45 second duration you've just lost potential damage from the tier set and this doesn't usually happen in Mythic plus scenario like I was saying because you're you're the only tank and you know you're tanking multiple mobs etc etc but during boss fights and raate it's 100% possible that you aren't going to take enough damage to actually break your shield in time and the workaround for this is to just kind of take as much damage as possible right whether that's not using iron fur while The Shield is up whether that's you know standing in environmental damage to hit your targets you know things like that definitely feel a bit weird but again something to keep in mind if you're trying to minmax the damage you're getting from this tiar bonus with that weirdness of the tier set in mind I do think there are two adjustments I would like to see that would kind of get rid of these first allowing discounted Ms raises or iron Furs to work as if they consumed their standard rage amount pretty straightforward here just make these feel good to press when combined with a tier set and that talented effect instead of just kind of feeling bittersweet the second is to have the effect explode on expiration instead of just fizzle into nothingness this would make it so you don't actually care if you consumed the entire effect or not as you know you're always going to get as much damage value as you worked to create small changes but I think they would make this bonus just feel a lot better to play in both raid and Mythic plus feedback aside here let's hop into some Talent builds starting with raid uh just a note here I'll be kind of showing my recommended talent build on the screen here I'll link it down in the description below as well if you want to import it uh and I'll be talking through kind of potential variations to these builds depending on different situations so uh keep that in mind starting with the general tree here the choice nodes for raid are pretty particular to the fight for a lot of times you know it doesn't matter at all whether you're running in cap or Mighty batch whether you're running ursol or mass in tanglement but very nich on certain fights it does matter so keep that in mind same deal here wild charge is kind of the default but tiger Dash has been extremely powerful on certain fights in the past like jiler or painsmith uh nothing so far this expansion but uh potential there if you ever have to travel long distances will not take anything so something to note if you ever do want to pick up any of these other kind of Niche talents potentially like your kick uh a typhoon CC like a hibernate or a cyclone CC you have a few options in what you would drop uh my recommendations would either be verdant heart as this only really affects external healing uh not your own also potentially if you don't need wild charge you could drop that but more than likely I think the other two solid drop options are heart of the wild and Nature's vigil as these are generally pretty low value coming from a guardian Druid doesn't do a ton of healing here doesn't really provide a ton of damage you could also if you don't need Roar every uh minute or less than 2 minutes I guess you could drop in proof stampeding Roar but in general I actually tend to Value this uh more than these other talents assuming you actually getting use out of this talent but those are kind of what you could drop if you wanted some of these Niche CC options moving over to the spec tree uh moving down this list here a note on innate resolve again currently as of the recording this video is bugged it doesn't do anything however in general I'm going to assume this bug gets fixed and it's going to be in the default Talent however if you uh you know are are running currently and it's not not fixed just put this point in nx's endurance uh otherwise though again assuming it's fixed that's going to be in innate resolve you're moving down the tree here and you have a couple options here so I am going to go more Arcane base towards the bottom so I do pick up Fury of nature uh this point is pretty flexible here you can move it back and forth between after the Wildfire uh and Thorns of iron so keep that in mind it can go in either or just kind of depending on if you want a little bit more damage or a little bit more uh group healing and self healing just the one thing to not is this does get significantly less value in lower Target count scenarios uh so just because you're not going to be able to generate and spend rage uh super super fast compared to in a Mythic plus scenario so something to keep in mind there uh but then the big things here of course you got to get Rage of the sleeper we are still taking our Flash and Claws to synergize with Rend and tear so you get five stacks of thrash leading to 10% Damage Done in Dr pretty nice there and we're going down to single Target Moonfire stuff moonless Knight pumps in single Target really really good we only get Galactic Guardian here because again we're assuming lower Target counts twin Moonfire is not really going to give us value at all uh so we're not going to be grabbing that some potential variations though again if you are starting to get into higher Target counts that's when you start to say okay maybe I'm dropping flashing claws again maybe I'm moving a bit more towards that kind of Mythic plus Centric build where you know I'm going to want blood frenzy for rage generation and maybe I want twin Moonfire also for R generation uh maybe if hitting the ads uh is important killing the ads an AOE is important you could potentially grab Rays though I I don't think you're going to do that in many if any situation so something you can do but not necessarily will do uh on the Capstone front for Guardian all right next up let's talk the Mythic plus build here so again back to the general tree main changes is we are going to basically always be taking our kick and we're always going to be taking typhoon because again those two generally valuable across all Mythic plusa dungeons what we're dropping to get that is heart of the wild and Nature's visil because like I said these are not terribly valuable for Guardian Druid I think the more valuable one in AOE specifically especially with the Moonfire stuff is Nature's vigil so you could do something like Drop verden heart to get Nature's vigil or you could drop a point or two in nurturing Instinct if you want to do that to grab these things but because Moonfire is going to be a bit more of our damage in Mythic plus now uh it is kind of more beneficial to have nurturing Instinct so that is an option also if you want move speed you can also move these talents over here and actually grab fine swiftness which is kind of nice sometimes something to keep in mind mind as an option not necessarily something you're always going to do uh moving over to the actual uh spectry here same deal with anate resolve uh you can drop this point you can put it in dream of scenarious you can put it in Earth Soxs endurance just something uh you have a little bit flexible while it's bugged uh currently moving down the tree here uh you'll notice a couple differences from the 1015 Mythic plus build one we've put points into Fury of nature again again this is because we're taking Moonfire talents now a couple of them anyways this is actually quite beneficial in terms of overall damage output if you want to kind of have more uh other utility or whatever you can drop this back down into the the initial area get dream of scenarious get her Sox endurance for a nice little defensive and potentially personal healing or off healing uh Niche I'm going to again recommend this because it is 20% Arcane damage which is a fair fair number here uh but that is an option here if you want to be maybe a bit more defensive moving on that cap Zone area like I said the only change here is we've picked up Galactic the guardian twin Moonfire from 1015 and we've dropped flashing Claws and that is entirely because of how this interaction works if this interaction which I described earlier is actually a bug you'll likely go right back to flashing claws which means again you'll drop this Fury of Nature and go like probably Thorns of iron dream scarus that kind of thing if this is a bug if this remains functioning as it currently does where the twin Moonfire casted from a galactic Guardian proc consumes the previous Galactic Guardian proc then you're going to be running this for the r generation and damage and that's why you're also running Fury of nature so just something to keep in mind there now that we've talked about Talent builds let's talk Guardian Druid rotation starting out with single Target situations always be sure to maintain your Moonfire dot as well as your thrash Stacks either three four or five depending on how many points you're actually investing into flashing claws outside of that you want to spend your tooth and Claw procs on Maul for both damage and the Dr it provides followed by by using unbuffed malls to make sure that you don't cap on rage capping on rage is one of the biggest cardinal sins you want to avoid this at all costs as a guardian Druid so try your best to uh not ever cap because again it kind of has this kind of cascading effect because of other talents like after the Wildfire like ok's guidance which lose value uh as you waste raid right these are all kind of like the churning machine here you spend rage and this kind of has these effects from these talents to you know CDR things healing Etc and so by wasting rage you're reducing the value of all these other things as well from there it's pretty straightforward just keep your generators in mangle thrash and Galactic Guardian moonfirespamam Dage it generates you no rage whatsoever so if you have literally any other button you could potentially press you will probably want to do that instead looking at AOE you similarly want to maintain your dots just note that above for targets it isn't actually worth manually maintaining your moon fires outside of just pressing your Galactic Guardian uh when you have nothing else to do as you do tend to get a decent uptime kind of passively from that Galactic Guardian twin Moonfire interaction so these will passively kind of spread your moon fires throughout pth particularly at larger Target counts you also are going to shift to use Rays instead of maul for both tooth and clo procs and to dump rage though note you can swap back to using Maul instead if you want priority Target damage on like a totem or something or an individual Lieutenant mob in lower Target counts just keep in mind that this is also going to result in less shielding from ok's Fury otherwise once again just keep your rage generators on coold down and fill with swipe though note that the vicious cycle Talent while you're in Incarnation can slightly change the generator that you prioritize using this is a bit more Min maxy so I'm not going to dive into it in this video but the method guide has the full breakdown of how this works so check that out again Linked In the description that is rotational stuff but as a tank surviving is pretty important and well doing your rotation correctly is a large part of that the other part is kind of how well you use and layer your defensive cooldowns and abilities so let's talk about what cooldowns Guardians have and how I recommend you use them the big one is of course Incarnation lasts 30 seconds gives you a ton of HP and depending on your talents gives you CDR on frenzy regen uh your generators uh cost reduction on your Spenders and then additional haste as well it also gets a nice chunk of CDR from the air Sox's guidance Talent reducing this Baseline 3 minute CD to somewhere between 1 and A2 and 2 minutes depending on your talents and the target count your most frequent quently used defensive is going to be bark skin this is a solid 20% Dr on a very short 32 second cooldown you also have Rage of the sleeper which interacts with that 10.2 tier bonus giving a 25% Dr as well as some damage and leech on a one minute coold down finish off your Trio of defensive CDs Bears also have survival instincts a short 50% Dr with a just over 2minute cooldown something else potentially to consider for certain bosses or tank Busters is the 15% Dr provided by tooth and Claw assuming this actually overlaps with the ability cast you're worried about and note that when you raise with tooth and Claw it applies this Dr to all Targets hit for self-healing tools Bears of course have frenzied region if talented into it you also get some pretty big heals from dream of scenarious regrowth procs notably this can also actually be cast on any player not just yourself so you can do a little bit of off healing here if you're not in danger Earth Sox Fury is your more passive healing option as well when you're talented into it and this just gives you an absorb shield capped at 30% of your HP based on the damage of your Ms raises and thrashes so how these work together I think I'm going to focus on Mythic plus here because raid bosses tend to be more scripted and more individual timings to each raid boss whereas Mythic boss is a bit more General here first things first incar your most powerful and most important TD this is going to make pulls that otherwise aren't possible something you can actually safely do as allows you to easily hit the armor cap with iron fur thanks to that cost reduction allows you to kind of spam out uh things like thrash and raise for bigger Earth Sox Fury Shields and if needed you can also spam heal yourself with frenzy Regens as it has no cool down during Incarnation because this CD is so long right it's 30 seconds you'll likely want to make sure uh you only press this button when the pack that you're fighting is actually going to live for the whole or the vast majority of the duration it definitely feels bad to pop incar like halfway through a pack and then it dies in 10 to 15 seconds and you're just sitting there wasting half or more of the duration of your incarn so keep that in mind also very often you'll see people overlap bark skin with the Incarnation cast at some point usually at the start if you have it available but you know if you don't not the end of the world can of any point throughout it because again 30 second duration incar 32 second CD barkk skin you want to try and get as many bark skin uses as you possibly can just you know for defensive value and that kind of thing and so you know you're going to be wasting cast if you don't use it during that uh Incarnation duration for the most part this kind of ties into another massive mistake that I see newer Guardians make and that's just not pressing their defensive abilities or abilities like incar like bark skin and especially with the new tier Rage of the sleeper is going to be a big one right having these abilities just kind of sit off coold down doesn't really do you any good you'll be losing out on both offensive and defensive output by doing so so make sure you are using these in the case of bark getting Ridge of the sleeper you usually want to make sure you don't overlap these like we were just talking about with bark skin an incar or even Rage of the sleeper an incar just because the DRS don't stack additively they stack multiplicatively so you start to lose value when you put these two cool Downs specifically together so usually you'll see people chain them back to back and again don't forget you really want to make sure you are pulling rage before you cast Rage of the sleeper because of the new tier set get up to at least 80 rage otherwise you're going to be losing a ton of value from our new tier in general your bark skin and R of the sleeper usage are going to be much more loose and free since they are short cooldowns but again that means they're easy to forget so make sure you remember to use these we're talking about getting established at the start of polls it can be quite hard to do sometimes and so I recommend making sure you have either bark skin or Incarnation or even both available for initially on pole this helps you get aggro on on the pole this helps you survive the initial kind of scary getting into a pack kind of thing pooling rage at the end of a previous Trash Pack that you're no longer scared of when it's starting to die can also be quite useful as it lets you kind of walk in put an iron fur up maybe raise right off the top to get a aggro that kind of thing very very useful aside from these active effects that I've talked about there are some more passive DRS I mentioned right toothing claw urx Fury and the absorb Shield there's also Rend and tear from the talent tree which is 2% Dr per thrash stack and these are kind of your Universal line of defense here they work against all forms of damage magic physical bleeds you don't really need to think about them for the most part as long as you are doing your rotation correctly you're going to be maximizing both the offensive and defensive portion of these talents finally we got the bread and butter of Guardian Druids iron fur a good general rule for this spender is to try and maintain at least one stack as long as you are actively taking physical damage during incar this gets a hefty cost reduction so it's quite easy to maintain more than one stack just be aware that anything above 6ish Stacks maybe less with an augmentation of ochre buffing you is actually armor cap so you don't actually get any real benefit above this point outside of just getting to dump your rage without using your main gcd since this is is also a spender does of course compete with mul and rays which do have real defensive gains because of that Earth Sox Fury shielding so in general that's kind of why you want to prioritize using M and Rays instead of ironfur because it also has that massive damage increase over an iron for usage so again hanging out one to two iron for Stacks spending the rest of your rage on either M or raise depending on the situation lets you kind of have that uh diversity too in having that armor up but also having that absorb shield from erso's Fury which helps against all damage types from there let's talk about gearing stuff where to start we kind of need to cover stats so as I've mentioned many times before for Guardian Druids and honestly a lot of other tank specs as well the best stat is always always always item level the reason for this is that the gains in agility armor and stamina largely outweigh any difference in secondary stat gains and with the exception of pieces like jewelry or trinkets which lack both agility and armor for jewelry or just have other unique effects uh in trinket so something to keep in mind there in general if you're feeling less tanky than like some streamer or YouTuber whatever looks uh the difference is probably not your stat priority it's going to be in your rotational and your defensive play which I just covered so focus on improving those things as opposed to completely changing up what stats you're going for with that said let's talk about what each stat actually does for Guardian Druids armor and stamina relatively straightforward here not going to go into them agility a bit less so so basically this will increase all the power of your attack power scaling abilities which is pretty much everything you have right it gives you some Dodge rating on top of that and also increases the amount of armor an individual stack of iron for gives overall this is a lot you're gaining from just one single stat so you can kind of see why this is guardian's Best Buy a lot from there we've got haste this reduces your Global cooldown as well as the general cooldown of mangle thrash and friend regeneration which in my opinion makes the spec just feel a lot better when you have a decent amount of it Mastery is basically just a passive increase to your health pool healing received and attack power it definitely is a bit more defensive in value compared to offensive especially when you're looking at some of the other stats down the line here versatility very straightforward passive boost to your damage healing and some damage reduction as well notably this also increases external damage sources like trinket effects so potentially good if you're using flat damage Trinkets and it also has uh an effect on the strength of absorb Shields like urock Fury as well as the 10.2 tier bonus finally crit gives you some additional Dodge rating for defensive value and like versatility also impacts those external damage sources from things like Trinkets and this can be a nice damage boost depending on the setup you're running if you're comparing gear of a similar item level my recommendation always always always Sim yourself to see what's best but if you just kind of want a general priority system I'll give you that too I'd go with haste follow followed by versatility then crit and finally Mastery again emphasizing here this is for comparing gear of the same item level since otherwise higher item level pieces regardless of stats are usually better with stats covered let's talk about gear itself starting off easy with embellishments 10.2 saw Nerfs to pretty much all flat damage embellishments in the game as well as Spore cloak despite this wearing toxic Thorn boots with a toxic patch on your bracers specifically Remains the best option for Guardian Druids remember make you upgrade the boots first as the proc does scale with item level talking about weapons there's another heavy hitter to discuss this tier and that is ran the immortal Blaze which drops from the final boss of the raid for rock now currently this is looking to be by far the best weapon available for Guardian Druids this patch where even the heroic version of this weapon is better than anything else available but if you're not much of a Raider you're not going to get this what you can hunt for is borrowed time and that is in the mirzon rise dungeon and this just has some extra extra time strike which is a bit of extra damage on it moving on trinkets everyone's favorite there's of course a ton to choose from I have a full list with my thoughts on each in the method guide but in this video I'm going to focus only on my top picks here just to save some time if you're a Raider looking for your best options cataclysmic signic brand from smon is looking very very good kind of resembles Anvil a little bit from aberus there's a flat amount of damage that kind of stacks up over time making it very very strong on longer duration fights but notably this does deal a not insignificant amount of damage back to yourself as well when above five Stacks so keep that in mind alongside that the two very rare trinkets from farak are also looking very powerful for tanks the more offensive one is augury of the Primal flame and then there's the more defensive one in farax tainted rage heart where the former here just kind of passive damage the latter deals some lower passive damage but then has the onuse effect that deals most of the damage and then has some absorb tied to it as well so it's got a bit more defensive aspect another good damage option in raid actually comes from dark hard Thicket in Art's gnarled root this is a Caster trinket so keep that in mind uh Guardians can actually get around this requirement uh that requires you to cast spells because Moonfire counts as a spell so because of this and you're you know you're running Galactic Guardian you're going to be using Moonfire a fair bit this actually contributes quite a bit of damage uh in a raid environment you will need to make sure you're in balanced loot spec to actually get the trinket in the first place but the damage output that this trinket provides is definitely worth it finally the prophetic Stone scales from galron Fall super powerful defensive option whenever you need to cheat death though again this is not going to be good all the time it's only going to be good in in content where you know tanks are in extreme danger and so maybe there is a boss this tier where that is the case maybe you're undergeared whatever it is but if you're you know overgeared for Content or if the boss is not dangerous to tanks you're probably not going to run this trinket looking to Mythic plus I think again we have to mention uh one of the very rare frck trinkets tained rage hard is definitely going to overcome that other one augy in keys because that passive damage it does kind of scales infinitely into AOE right so the more AOE you're doing uh you're going to get more value from the damage passive portion of that trinket plus again it's a nice little defensive boost when you use that on use which is always nice again on use versus proc trinkets you're always going to prefer on use as a tank the cheat death trinket is also going to be widely used if you're looking to push higher and higher keys where mobs kind of become significantly more dangerous but again in your weekly Keys probably not something that's going to be worth running outside of the options we've already mentioned in the previous section gift of the earth sign Vengeance from Council of Dreams is also extremely powerful and keys it gives you a ton of agility which as we already discussed is by far the best stat for Guardian Druids and on top of that the Counterattack effect that it has skills extremely well with Target count making this significantly better in dungeons than in raid next let's quickly cover things like enchant jams and kind of other consumable recommendations here reminder Again full write up of these things is over over on the method site so I don't want to spend too much time on this but you know you know on screen right we got the you know waking stats on your chest leech on your bracers and cloak your choice here between a little bit of stamina on your boots or some speed uh we've got haste on your rings and then if you're looking for damage in like a pure single Target scenario Shadow flame wreath is the option but if you're looking at above that or for more just general defensive option it's going to be sofic devotion so that's going to be my general recommendation to use there of course you've got the leg enchant and for armor kit the neck Enchanted to your medallion settings you're looking at your gems I'm going to recommend the haste main gem so Fierce limited diamond and then energized yald which gives you a little bit of verse on top of that haste for files it's going to kind of depend on the situation most commonly it's going to be ey in the storm versus tepid versatility for ey in the storm this is very very good because it gives you a ton of agility for tanking mobs so in Mythic Plus on fortified weeks this is a very very strong option otherwise tempid versatility for raid and then tyrannical weeks is also quite strong uh but generally if you can get the value from I in the storm it's going to be better if you can't tepid versatility is going to be better if you're trying to do some big damage the file of corrupting rage is very very powerful but uh usually it's going to be between I in the storm and T versatility then of course you know you've got your damage pots the ultimate power potions in AOE shotgun disclosure is going to be very very good so keep that in mind and then you've got your new healing potion the dream Walker healing potion and for your weapon enchant you're going to be wanting to run the howling Rune one last thing I wanted to briefly talk about are some useful macros and weak oras for Guardian Druids Again full list here is going to be at the end of that method written guide so check that out for specifics the biggest one for sure I think it's most useful is when you're running the dream M scenarious talent you have a macro that basically forces you to stay in bare form so if you don't have a dream of scenarious proc and you accidentally fat finger or press that regrowth button you all of a sudden in human form getting hit in the face by mom so really really useful macro there on top of that I've got plenty of mouseover macros got Focus kick Mac macros uh you've got a weak or pack uh for your UI which is actually made by my Cen Krill shout out to him I've also got more basic kind of iron fur or after the Wildfire trackers if you don't want a full UI also link krills Wago profile down in the description and again specific links and macros are over in the method guide but that is the end of this video guys hopefully this helps to level up your guardian Druid game in patch 102 and if it did be sure to leave a like And subscribe to the channel for more content like it remember if you have any questions feel free to drop those down in the comments below or come ask me over on my twitch Channel at tactics where I'll be streaming all of my Mythic BL keys and raid progression to start the season from a tanks perspective of course I need to give a massive shout out to all of my subscribers over on patreon I really really do appreciate the support otherwise thanks everyone so much for watching and I'll see you all in the next video
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Channel: Tactyks
Views: 26,721
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Keywords: world, of, warcraft, wow, pve, dragonflight, DF, patch, 10.2, 10.2.5, season, three, season 3, s3, guardian, druid, bear, form, guide, discussion, commentary, tips, tricks, tank, tanking, raid, raiding, mythic, plus, mythic+, M+, talent, build, best, talents, strongest, meta, method, tactics, walkthrough, spec, class, dungeon, guides, embellishment, trinket, weapon, gear, stat, priority, ranking, tier, list, tierlist, advanced, crafted, defensives, explained, amirdrassil, dreams, hope, consumables, rotation, keystone, master, hero, KSM, KSH, strat, strategy
Id: bnNlQuxpi8U
Channel Id: undefined
Length: 32min 6sec (1926 seconds)
Published: Tue Nov 14 2023
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