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State of Guardian Druid in Dragonflight 10.0.5 - Feedback, Issues, and Wishlist
正式服
由
Pumps
发表于
2023/02/15,12:12
Guardian Druids have received significant changes in Patch 10.0.5 as well as numerous hotfixes since the launch of Dragonflight, but were these changes enough to fix the many issues plaguing Bears? Our Guardian Druid Writer, Pumps, breaks down all the issues our Ursid friends face while providing insightful feedback and a wishlist that might take Guardian to the next level.
About the Author
This guide was written by
Pumps
! I raid in the guild
Honestly
on US - Frostmourne.
I am active in the
Dreamgrove discord
and always happy to answer questions i can.
I came 2nd place in the First World of Warcraft
Mythic Dungeon International
event. You can catch me streaming on
Twitch
during progression.
Thoughts on Guardian Druid in Dragonflight 10.0.5
Guardian has recently received a string of talent tree changes, hotfixes and bug fixes that have brought the spec up significantly in power. In this article I would like to deep dive further into some of the issues plaguing Guardian in both raids and mythic+ alike.
Firstly, I would like to start by saying that I appreciate all the bug fixes/talent tree changes that we have been receiving lately, it is clear that tuning is actively happening and that we have not been forgotten. Blizzard has done an awesome job reviving a really enjoyable playstyle of bear with new additions such as
尖牙与利爪
,
野火烧不尽
and
摧折
which have all made the spec more fun and interesting as a whole. However, we still have a multitude of issues that could be addressed for a better quality of life for not only Guardian players but Druids in general. This feedback is aimed at trying to dispel any feelings of "I should have swapped class, I'm letting my group down" because another tank is just too far ahead like Warrior and DK currently are. Bear has consistently been one the bottom 2 played tanks every tier since Legion and the social stigma against them has only become stronger over time. The last tier a Guardian was considered in the World First race was Kil'jaeden in Legion,
6 whole years ago
. With that being said, let's jump into current issues and potential ways to solve them.
The Bear Necessities
Guardian primarily suffers from 4 big issues currently;
Magic damage taken
Initial damage taken on pulls
A unique niche/value in raid
Too many weak talents in both trees
The recent talent tree changes aren't large enough to fix any of these so far, mainly because they are targeting the wrong issues. Buffs to spells like
铁鬃
and
明月普照
are really missing the mark. Physical damage is at the bottom of the list when it comes to threatening damage taken, especially in a Dragonflight world where massive magic damage runs rampant in both raids and mythic+.
1. Magic Damage Taken
The magic damage taken I believe could easily be fixed by a significant health buff (30-50%). This would enable us to become the sponge tank we used to be once again, whilst also giving us some more wiggle room in both initial damage taken and magic damage. Potentially bringing back something like Mark of Ursol (which was a 30% magic damage reduction for 6 seconds at the cost of 45 rage) with a short 10-20 second cooldown like
法术反射
could be another useful magic tool. Bonus points if it reflected some of the damage done.
In addition to magic damage there is also countless abilities that ignore armor completely, like bleed effects. With
铁鬃
being our only real
active
mitigation we can often feel helpless to these.
I also think that there is room for our mastery to be reworked into something that aids with this issue, as currently our mastery is completely lackluster, only granting a very negligible amount of health. A stat that was once hailed as fantastic for us has become largely ignored due to multiple nerfs that have left it feeling extremely weak.
2. Initial Damage Taken
It's not uncommon to walk into a pack and die in 2 seconds from all the initial damage before you can get any
铁鬃
s and
月火术
s rolling to stabilize.
A tool that better helps us mitigate initial damage taken for a few seconds would be amazing, something similar to the Sepulcher 2P bonus (
造物师的计划
) or
自然秩序的意志
. These were fantastic for smoothing that initial damage taken and would both make for great talent additions.
Another threat tool would be fantastic as well. Our initial aggro on groups of adds can be a real struggle for the first few GCDs, which leads to less attention that can be spared on our own personal survival. We had AoE taunt (Challenging Roar) in the past, that returning could be very beneficial. A hard hitting AoE ability on a relatively short cooldown (30-60 seconds) similar to Brewmaster's
爆炸酒桶
would also suffice.Potentially some short cooldown charge similar to
野性冲锋
that causes us to generate extra threat for a few seconds could be a good option, this would add mobility and help with threat. No matter how well you play currently you will have a hard time with initial aggro and that has made things like tanking Broodkeeper/Rasz adds, which spawn and immediately start attacking people, quite frustrating at times.
3. Unique Niche
Niche is a much tougher challenge to fix but there are multiple things that could be added that make us grant our raid an additional competitive edge. Why would a raid currently bring a bear over warrior when they bring
集结呐喊
whilst taking less damage and dealing similar damage?. We just don't offer our raid
enough
, especially considering all druid specs have easy access to 1 minute
狂奔怒吼
now, with that being our main value last expansion.
We don't even fill a defensive niche, as even though
铁鬃
only mitigates physical damage, the block tanks still reign supreme in physical mitigation. A single critical block from
盾牌格挡
for example, mitigates roughly the same physical damage as
8-10
stacks of
铁鬃
(which is where we armor cap).
野火烧不尽
had serious niche potential before the target cap, potentially raising that to 10 and increasing the range could be enough but it seems odd to add more power into an already powerful talent.
Something new and unique would be amazing or something old like Symbiosis could be interesting. The potential choices here are endless but we do need something
more
to offer our raid. The goal of a unique niche is the ability to enable our group/raid to do
something
more effectively. Spells like
血魔之握
/
破咒祝福
/
恶魔传送门
/
集结呐喊
all make you feel like you are
actively
aiding in your groups success and can quickly change you from feeling like an AFK meat sponge that just taunts when your debuff expires to an extremely valuable member of your raid.
4. Weak Talent Points
Dysfunctional Class Tree
Far too many talent points in both the Guardian and the Druid tree in general are completely underwhelming or even useless, this is where the difference between tanks really starts to pull ahead. Comparing something like the Warrior general tree to the Druid general tree for example shows an absolute world of difference.
甘霖
vs
胜利在望
- 25s CD that resets on kill vs 1.5min cd.
迎头痛击
vs Baseline Interrupt.
枭兽形态
? vs
法术反射
- There is nothing remotely close in our tree to how strong spell reflect currently is. But we can turn into a chicken.
狂奔怒吼
vs
集结呐喊
- Generally in a raid with shamans/druids/evokers there is excessive mobility tools. You can never have too many rallys and it is a significantly stronger cooldown.
蛮力猛击
vs
风暴之锤
- A single target CC, which we are severely lacking for m+ as
蛮力猛击
shares a choice node with our only AoE CC (
夺魂咆哮
). The return of Bear Hug (A single target stun with a damage effect) or an AoE stun would be great CC utility.
野性之心
vs
天神下凡
- A cooldown better than capstones in our spec tree. Avatar is 20% damage on a 1.5min CD whilst
野性之心
is 30%
月火术
and auto attack damage only on a
5 minute
cooldown. The disparity in strength is absurd.
阳炎术
vs
雷鸣之吼
- Massive AoE damage nuke. We have nothing remotely close to this but we can shift out of bear form (potentially die), to cast a DoT that does very little damage if we want to. 2 talent points if you want that DoT to hit multiple targets.
莱卡拉的教诲
vs
单手武器专精
- 5% Damage and leech for a single point vs one of the only 3 point talents left in the game.
? vs
裂地回响
- This was a strong Shadowlands legendary that is now a talent in the warrior base class tree. Hard to even think of a comparison as none of our legendaries made it into the tree but in similar talent positions in our tree we have
强化回春术
,
不息追猎
,
原始狂怒
and
旋风
.
The list goes on, and that is only the class tree we are talking about here. Now it's quite easy to see how the power differential between these two specs has become so out of control and starts to explain why there is currently
7 times
more Prot warriors than Guardian druids doing mythic raid content.
Our class tree is filled with multiple useless spells for Guardian, as we simply cannot cast them in bear form. Druids having 4
vastly
different specs (Melee/Ranged/Healer/Tank) all having to share the same class tree has severely impacted the potential strength of the tree currently and is something that desperately needs changing. Talents can simply do different things for different specs.
强化回春术
could increase
铁鬃
duration as Guardian for example,
原始狂怒
could increase rage generated from crits and so on.
Below is a standard raid build for visual reference.
]
Descending the Spec Tree
Top Section
This section really needs another good talent or two to be moved up here:
塞纳留斯的梦境
/
血性狂乱
/
铁棘
/
丛林之魂
would be some good choices.
The goal here would be to remove bloat from the bottom/middle sections of the tree and spread out valuable choice more effectively.
兽群先锋
is still incredibly weak and should never be taken, 5% speed and the small radius/duration increase just are not worth the point in almost any scenario currently. This could be changed to a different mobility spell entirely like
野性位移
or more recently
灵魂变形
.
Likewise
乌索尔的坚韧
is completely negligible realistically, most of the time we have a ton of rage and the 2 seconds of
树皮术
/
铁鬃
just aren't appealing enough. More ≠ better with a lot of these similar talents that give more
铁鬃
, 1-2 stacks is more than enough for most content.
强化生存本能
would be really nice to be baseline again and the talent could be changed to some sort of cooldown reduction for SI.
感染伤口
with the addition of
摧折
has become slightly more useful but having to spend a talent point on this feels bad in general and this is something that could easily just be baseline.
Similarly with improved
裂伤
and
固有决心
. These were already baseline perks for us that got removed and made into talents, none of these deserve to be talents.
刺藤
is a rather mediocre talent, not really adding any depth to play but often just picked because it adds a small amount of damage which is better than nothing.
鬃毛倒竖
definitely needs to be off the GCD again.
Mid Section
This also could use another talent or two in here, the 20 point gateway feels like you are always taking multiple weak talents you don't even want just to get to the next section, which isn't a good feeling.
塞纳留斯的梦境
/
血性狂乱
/
铁棘
/
粉碎
/
乌索克之怒
/
生死循环
/
艾露恩的青睐
any of these would be incredibly nice to have easier access to.
Recent buffs to
强化鬃毛
and
层叠鬃毛
have made them ever so slightly better but still not good enough to pick up in any build outside of a
铁棘
meme build. Again, more
铁鬃
does not equal better. Having RNG resets on
狂暴回复
is often useless and the armor/damage reduction gained from these talents is so insignificant you would not even know if you have them talented or not if you didn't look, even after the buffs.
艾露恩的卫士
needs a rework completely, it is an extremely outdated talent that hasn't been used since we had our old active mitigation spell (Savage Defense). Competing on a choice node with
野火烧不尽
makes it even worse.
Merging some of these weak
铁鬃
talents such as
强化鬃毛
,
层叠鬃毛
,
艾露恩的卫士
,
乌索尔的坚韧
and
铁棘
could be a simple solution, as on their own they are weak but together they would have much more value.
Bottom Section & Capstones
So this
is where all the good talents went. There is definitely too many good options here and with only 10 points to spend in this section we are extremely limited, especially with current pathing.
星河守护者
being gated behind 2 point
耀眼月光
and positioned so far right in the tree when it is absolutely integral for rage generation and damage makes it very difficult to grab anything on the left side of the tree without sacrificing massively. Swapping the positions of
耀眼月光
and
双生月火
, making
耀眼月光
an opt in choice node for more damage reduction would be a great start at increasing flexibility within the tree.
塞纳留斯的梦境
is a fantastic talent, just not the current version we have. The
20 second ICD (Internal Cooldown)
combined with the chance to proc based off your
Crit chance
on only
non periodic
damage makes it too rare for what it does. I think one of either the crit, non periodic or ICD need to be changed. Also a great QoL to that would be being able to stack up to 2 so you don't feel forced to use the first charge on potentially nothing.
万灵之召
just isn't good for bear. Most of the power came from Niya mastery which no longer exists. It's value was largely raid healing/burst CD while not actively tanking but current version doesn't do anywhere near enough damage/healing to justify being called a cooldown.
This is in part due to the massive aura buff (
守护德鲁伊
) that Guardian has in Dragonflight where none of the spells outside of bear form are affected. This in turn has completely killed off the playstyle of Weaving, which involved swapping into either
猎豹形态
or
枭兽形态
to deal more damage than you normally would in bear. This was a playstyle that many people, myself included, enjoyed thoroughly. Being able to do damage in bear is absolutely a plus in Dragonflight but I believe weaving should have it's place and benefits.
摧折
is a cool new talent but I don't think it should be a loss on single target. The cost of spending a very late and valuable talent point should be enough to make it at least net neutral single target, ideally even an increase. Potentially adding some sqrt type change, this would make it much more viable in raids. Another potential suggestion would be making it a choice node with
重殴
as it replaces it.
明月普照
has the potential to become some real CC utility if the damage is to remain lacking. If it added the
日光术
effect while mobs were inside, similar to DH
沉默咒符
. Currently the damage it deals is extremely under-tuned, especially for a capstone, it does roughly the same damage as a single unbuffed
重殴
on a 1 minute cooldown.
铁棘
is an absolutely cursed talent. It is currently in the highest single target damage Guardian build and you purely generate rage and spam
铁鬃
as much as possible for damage. So much so that people are having to bind
铁鬃
to mouse wheel up and down to save their poor hands. The concept of this talent is one that I think is good (adding a damage aspect to
铁鬃
) but the implementation is horrible. Lower the damage of this, remove the split but add sqrt on 5 or so targets, making it a bit better on AoE and far less on single target. Or just delete it. Spamming
铁鬃
for the highest damage possible is just bad gameplay.
Wishlist
Some additional changes I am hopeful for in the future.
Weaving
- This was a fun playstyle that was at it's peak in Shadowlands but Guardian has a long history of Catweaving for higher damage and Dragonflight has ignored an extremely thematic aspect of Druid. This could easily become a fun and unique niche if reworked well.
Auto Swipe
-
重殴
/
裂伤
feel like they are in a great place and both feel good to press,
横扫
is the opposite. We try to avoid that ability like the plague currently and press it as infrequently as possible. I think having a talent similar to
灭绝者
where
横扫
becomes a passive that procs from auto attacks or something similar would be an awesome addition and solve that problem.
月火术
supplements fantastically as a rotational filler spell so that we never have empty gcds.
Berserks
- I've always been a critic of
狂暴
being split into 3 points and with the change to
狂暴:无拘狂暴
it has only become worse. I really think these need to be merged at some point or at the very least not gate off so much of the tree.
狂暴:刚毅
being the worst offender by far as not only is it generally the weakest of the 3, it also gates off
星河守护者
, even though they have no relation at all to each other.
The NoCarn playstyle (Skipping as many Berserk talents as possible and moving that power elsewhere in the tree) is rising in popularity as
化身:乌索克的守护者
gets consistently worse.
化身:乌索克的守护者
being central in the tree instead of
星河守护者
/
双生月火
when the the pathing down the center is all DoT/Arcane damage based doesn't really make sense. The massive divide between the Physical (Left) and Arcane (Right) side of our tree causes massive inflexibility because trying to take something on the opposing side like Pulverize for example means you have to completely change your entire build for a small niche talent. Pathing improvements here would go a long way.
精通:自然守护者
Change
- Our mastery just doesn't really do anything. It has received countless nerfs in the past and is now a shell of it's former self. It isn't impactful, you won't notice the difference between 5000 mastery and 0. Easy solution would be to buff how much health it gives us again, the fun solution would be to revamp it into something more interesting.
狂暴回复
off GCD
- This has to be one of the most requested changes I've consistently heard echoed throughout the bear community.
狂暴回复
is such a mediocre self heal, being on the GCD is far too punishing for no reason.
Conclusion
Bear with me a little longer, Guardian is actually starting to get there, we must stay pawsitive!
The bug fixes to
摧折
and
尖牙与利爪
have greatly improved our viability in all content. Our damage output is fantastic, it might even be the highest of all the tanks overall if you look at statistics. But we
still
struggle to survive in the hardest of content, we
still
don't bring enough to our groups and the spec
still
needs more work.
The rate at which we've been receiving positive changes has been fantastic and if we see a few more of those in the near future, Guardian can be a top tank once again in Dragonflight. We are already the coolest and most fun tank, we just need some minor improvements to become more comfortably competitive.
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