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Guardian Druid: Mists of Pandaria Rotation Changes, Talents, and Glyphs (Patch 5.0.4)

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This article is no longer being updated. Please check our Guardian Druid guide, which is fully compatible with Mists Pandaria, and is being constantly updated. Thank you.

In preparation for the updates to our guides for Mists of Pandaria (Patch 5.0.4), we are releasing articles such as this one, explaining what has changed for a particular class and spec, and what the new rotation is likely to be.

Keep in mind that this is still a work in progress (both from Blizzard's side and from our own) and that this article assumes you are at least somewhat familiar with the Cataclysm version of the Guardian Druid rotation and playstyle (such as from reading our guide).

We will first list the most important changes to the Guardian Druid Cataclysm abilities, and then we will proceed to explaining the (likely to be) optimal rotation. Keep in mind that we do not document every single change or new ability, only those that impact the rotation.

Finally, we will give you some information about the most useful talents and glyphs you should choose.

New abilities

  • ability_racial_cannibalize.jpgSavage Defense is a new defensive ability. It has nothing in common with the Cataclysm version (ability_racial_cannibalize.jpgSavage Defense). Savage Defense now costs 60 rage and grants you a buff that gives you 45% chance to dodge for 6 seconds. The ability has no cooldown, instead operating on a charge system: it has a maximum of 3 charges, and a charge regenerates every 9 seconds. Using Savage Defense while your previous buff is already active will simply extend the duration (2 seconds left on the old buff + a new application will result in a new, 8-second buff).
  • achievement_reputation_guardiansofcenariMastery: Nature's Guardian is your new Mastery. It increases your armor.
  • spell_druid_mightofursoc.jpgMight of Ursoc is a cooldown that increases your current and maximum health by 30% for 20 seconds.
  • Tier 4 talents offer a choice between ability_druid_manatree.jpgSoul of the Forest, spell_druid_incarnation.jpgIncarnation: Son of Ursoc, and ability_druid_forceofnature.jpgForce of Nature. We discuss these talents in greater depth in the Talents section.
  • Tier 6 talents offer a choice between spell_holy_blessingofagility.jpgHeart of the Wild, ability_druid_dreamstate.jpgDream of Cenarius, and achievement_zone_feralas.jpgNature's Vigil. We discuss these talents in greater depth in the Talents section.
  • spell_druid_symbiosis.jpgSymbiosis is a buff that you can place on one party or raid member. The buff lasts for 1 hour, and grants you an ability belonging to the target's class, depending on what your specialisation is. At the same time, the target receives one of your spells. A full list of all the buffs granted by Symbiosis can be found here. Note that these spells are still likely to change.

Changes to Existing Mechanics

Removed Abilities

Rotation and Spell Usage

The Guardian Druid rotation has had two active mitigation abilities introduced, namely ability_racial_cannibalize.jpgSavage Defense and ability_bullrush.jpgFrenzied Regeneration (we recognize that "mitigation" is a misnomer, since Savage Defenses offers avoidance and Frenzied Regeneration offers self-healing). This, coupled with the removal of some old concerns, has changed the rotation quite a bit from its Cataclysm version.

Despite this, we feel the rotation has been simplified. This is probably intentional on Blizzard's part, in order to allow Guardian Druids to focus on their new active mitigation system.

Since offensive abilities no longer cost rage, and, in the case of ability_druid_mangle2.jpgMangle, actually generate it, the purpose of the rotation is clear: generate rage and use it on ability_racial_cannibalize.jpgSavage Defense and ability_bullrush.jpgFrenzied Regeneration to improve your survivability.

Therefore, we predict that the rotation will be similar to this.

  • Use ability_druid_mangle2.jpgMangle on cooldown.
  • Keep up the spell_druid_thrash.jpgThrash bleed effect (it lasts 16 seconds).
  • Keep up 3 stacks of ability_druid_lacerate.jpgLacerate.
  • Spam Lacerate.
  • If no one else is keeping up the ability_warrior_sunder.jpgWeakened Armor debuff, you will need to do so through spell_nature_faeriefire.jpgFaerie Fire. Since Faerie Fire also has a chance to reset the cooldown of Mangle, it will not be detrimental to you.
Once you are following these steps, your rage generation should be maximised, leaving you only to decide when to use your active mitigation cooldowns. The best ways to use these abilities will surely be defined as we come closer to Mists of Pandaria's release, and especially after its release, but we propose the following two uses.
  • ability_racial_cannibalize.jpgSavage Defense should be used only when faced with melee attacks (since it offers avoidance). Ideally, it should be used just as a new series of powerful melee attacks is coming.
  • ability_bullrush.jpgFrenzied Regeneration should be used to heal yourself after having taken a lot of damage. This will especially be useful to counter magic damage that you have received, or damage which bypasses armor (such as bleeds or Impale-type attacks). This is because Savage Defense and your Mastery do not protect you at all against such types of damage.
While the two cooldowns are not mutually exclusive, they both cost rather large amounts of rage and, as such, you will often have to decide between one or the other.

Talents

Tier 1 talents offer a choice between 3 means of increasing your movement abilities.
  • spell_druid_tirelesspursuit.jpgFeline Swiftness is a passive ability that increases your movement speed by 15% at all times.
  • spell_druid_displacement.jpgDisplacer Beast is an active ability that teleports you 20 yards forward and activates ability_druid_catform.jpgCat Form and ability_druid_prowl.jpgProwl.
  • spell_druid_wildcharge.jpgWild Charge is an active ability that differs based on the shapeshift form you are in, as follows:

  • No shapeshift form: you fly to an ally's location.
  • ability_racial_bearform.jpgBear Form: you charge an enemy, immobilizing them for 4 seconds.
  • ability_druid_catform.jpgCat Form: you leap behind an enemy, dazing them for 3 seconds.
  • ability_druid_travelform.jpgTravel Form: you leap forwards 20 yards.
  • ability_druid_aquaticform.jpgAquatic Form: your swim speed is increased by 150% for 5 seconds.
We believe that Feline Swiftness will prove to be most useful in the vast majority of situations. This is because it will grant you its bonus even over very short distances, such as when side-stepping out of a void zone. Displacer Beast seems like the worst choice by far, since it will take you out of ability_racial_bearform.jpgBear Form, while Wild Charge's requirement of having an ally in the location you want to move to is quite cumbersome.

Tier 2 talents offer a choice between 3 healing spells.

  • spell_nature_ravenform.jpgNature's Swiftness is an active healing cooldown that makes your next spell_nature_healingtouch.jpgHealing Touch, ability_druid_nourish.jpgNourish, or spell_nature_resistnature.jpgRegrowth instant cast and free of mana cost. Moreover, it increases both the potency of the spell and the spell's duration (in the case of HoTs) by 50%. Nature's Swiftness also affects some utility spells, most importantly spell_nature_reincarnation.jpgRebirth.
  • spell_nature_natureblessing.jpgRenewal is a powerful self-heal with a 2 minute cooldown.
  • ability_druid_naturalperfection.jpgCenarion Ward is a buff that you can place on a friendly player, lasting up to 30 seconds. When the player takes damage, Cenarion Ward activates a powerful 6-second HoT on them, consuming the buff in the process (meaning that it will only trigger one HoT per Cenarion Ward).
In terms of your own survival, spell_nature_natureblessing.jpgRenewal is easily the best choice (it can be used in any form, so it will not interfere with your tanking). We believe this will become the default choice, essentially granting you an additional minor cooldown.

Cenarion Ward may also provide a hefty amount of self-healing, but since it is healing over-time, it is less valuable.

Nature's Swiftness could possibly be useful in some situations where you wish to help out your raid, especially if you are likely to need to use spell_nature_reincarnation.jpgRebirth.

Tier 3 talents offer a choice between 3 crowd control spells.

  • spell_druid_swarm.jpgFaerie Swarm is a spell that replaces spell_nature_faeriefire.jpgFaerie Fire, upgrading the latter spell, causing it to also slow the target's movement speed by 50% for 15 seconds.
  • spell_druid_massentanglement.jpgMass Entanglement is an AoE root, that roots up to 5 targets in place.
  • ability_druid_typhoon.jpgTyphoon is a spell that affects targets in a cone in front of you, knocking them back and dazing them for 6 seconds.
None of these talents appear to have any real importance in terms of PvE raiding. You will most likely be able to choose which one of them you prefer for personal reasons (or for questing or doing achievements/dungeons). At best, they may be useful for clearing trash.

Tier 4 talents offer a choice between 3 talents that each significantly improve your tanking performance (at least in theory).

  • ability_druid_manatree.jpgSoul of the Forest passively causes ability_druid_mangle2.jpgMangle to always generate an additional 2 rage.
  • spell_druid_incarnation.jpgIncarnation: Son of Ursoc reduces the cooldown of your offensive abilities and of ability_physical_taunt.jpgGrowl to 1.5 seconds, for 30 seconds. This ability has a 3-minute cooldown.
  • ability_druid_forceofnature.jpgForce of Nature is an active ability that summons 3 treants for 15 seconds. The treants taunt nearby enemies.
Currently, ability_druid_forceofnature.jpgForce of Nature is very underwhelming. Out of the other two talents, your choice will probably be based on encounter requirements and the balancing of these spells.

Tier 5 talents offer a choice between 3 crowd-control spells.

  • ability_druid_demoralizingroar.jpgDisorienting Roar is an AoE disorient that lasts for 3 seconds and affects all enemies in a 10 yard radius.
  • spell_druid_ursolsvortex.jpgUrsol's Vortex is a targeted AoE slow. When enemies first try to leave the slowing area, they are pulled back in.
  • ability_druid_bash.jpgMighty Bash is a single target 5 second stun.
As with the tier 3 talents, these talents do not have any impact on your gameplay and will most likely be only useful for trash or PvP encounters.

Tier 6 talents offer a choice between 3 talents that can affect your gameplay.

  • spell_holy_blessingofagility.jpgHeart of the Wild increases your Stamina, Agility, and Intellect by 6% at all times. Additionally, with a 6-minute cooldown, it allows you to viably perform roles outside of your Guardian specialisation, for 45 seconds:

    • allows you to DPS in ability_druid_catform.jpgCat Form, by increasing your Agility, Expertise, and Hit Chance;
    • allows you to DPS as a caster, by increasing your Spell Damage and Hit Chance, and reducing the mana cost of all your damaging spells by 100%;
    • allows you to heal efficiently, by increasing the healing of your spells by 100% and reducing the mana cost of your healing spells by 100%.
  • ability_druid_dreamstate.jpgDream of Cenarius is a passive ability that grants you a healing bonus each time you deal damage, and a damaging bonus each time you heal.

  • achievement_zone_feralas.jpgNature's Vigil is a 3-minute cooldown that increases all healing and damage done by 20% for 30 seconds. While Nature's Vigil is active, all single target healing spells also damage a nearby enemy for 25% of the healing done, and all single target damage spells also heal a nearby ally for 25% of the damage done.
All three talents are very powerful and interesting. spell_holy_blessingofagility.jpgHeart of the Wild increases your survivability slightly, thanks to the 6% Stamina boost, but more importantly it may turn the tide in a particularly difficult encounter where assuming another role for a short while can be crucial.

ability_druid_dreamstate.jpgDream of Cenarius is triggered by ability_bullrush.jpgFrenzied Regeneration, making it quite appealing, although the exact usefulness of this talent remains to be determined.

achievement_zone_feralas.jpgNature's Vigil is a very straightforward and quite powerful cooldown. It will not only increase your self-healing while it is active, but it also grants you a threat/DPS boost.

In any case, we believe Heart of the Wild will be the default choice in most situations.

Glyphs

There are several Major Glyphs that are useful to you as a Guardian Druid.
  • inv_glyph_majordruid.jpgGlyph of Frenzied Regeneration changes your ability_bullrush.jpgFrenzied Regeneration rather drastically. It causes it to cost a fixed 60 rage and not heal you at all. Instead, for 6 seconds after using Frenzied Regeneration, healing done to you is increased by 40%. We are certain that, in some encounters, this glyph will be mandatory.
  • inv_glyph_majordruid.jpgGlyph of Might of Ursoc increases the amount of health gained from spell_druid_mightofursoc.jpgMight of Ursoc by 20%, but also increases the cooldown by 2 minutes. This glyph will be useful when you need a lot of health at a specific moment in the encounter, but when you don't need to use Might of Ursoc again for a while.
  • inv_glyph_majordruid.jpgGlyph of Survival Instincts reduces the duration of ability_druid_tigersroar.jpgSurvival Instincts by 50% and reduces its cooldown by 60 seconds. This glyph will be useful when you need to use Survival Instincts more frequently but for shorter amounts of time (such as for very specific damage spikes caused by boss abilities).
  • inv_glyph_majordruid.jpgGlyph of Rebirth remains unchanged from Cataclysm. It resurrects players with full health. This is a useful glyph for raiders, although less useful than in Cataclysm, since targets of Rebirth now always come to full health with 60% health. However, since it now shares a category (Major Glyphs) with other important glyphs, it may be best to only use it when absolutely necessary, namely on encounters where there is a lot of AoE damage that can kill a newly-resurrected player.
  • inv_glyph_majordruid.jpgGlyph of Faerie Fire increases the range of spell_nature_faeriefire.jpgFaerie Fire by 10 yards, making it easier to reach adds in some situations.
  • inv_glyph_majordruid.jpgGlyph of Maul causes ability_druid_maul.jpgMaul to also hit a secondary target for 50% of the damage it deals to the primary target. It is useful when you are fighting multiple enemies who are close to each other.
  • inv_glyph_majordruid.jpgGlyph of Stampeding Roar increases the radius of Stampeding Roar by 30 yards. This glyph may be useful in certain situations.
Minor Glyphs are purely cosmetic and play no part in your performance.

This concludes our Guardian Druid preview for Mists of Pandaria. We hope you have enjoyed reading it and that it proved useful to you. As always, we are looking forward to reading your opinions on the matter!

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It makes me kind of sad that we're going from the only tanks (I think) with spell damage reduction (Perseverance) to having none at all. Yuck.

Actually, this is untrue! Bears actually recieved a tremendous buff to their passive spell damage reduction. The Thick Hide passive now provides a 25% reduction in spell damage taken.

Great guide, very helpful! Bear tanking looks to be very fun and interesting in MoP. A few things to note though. Wild Charge changes depending on spec/form. With no form, it flies you to an ally's position, but it gives you a charge in Bear Form. Dream of Cenarius also works with Frenzied Regen, making it a much more appealing choice. Same thing with Nature's Vigil. Both DoC and NV work with the Tier 2 talents as well, offering more synergy.

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Thanks, guys. I've incorporated all your suggestions :)

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Did they change the wild charge recently? I believe the chrage is working in every form, be it caster, bear, travel, etc.. travel and flight form just makes you leap forward, cat and bear charges an enemy, and in caster form you pull yourself closer to an ally. Atleast that is what i got on the beta some week back :)

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Did they change the wild charge recently? I believe the chrage is working in every form, be it caster, bear, travel, etc.. travel and flight form just makes you leap forward, cat and bear charges an enemy, and in caster form you pull yourself closer to an ally. Atleast that is what i got on the beta some week back Posted Image

You are right. That's our bad. We've updated this guide (and all the other druid guides, too). Thanks!

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      GENERAL CONCERNS (top)
       
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      KARGATH BLADEFIST (top)
       
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      Tier 1: Doesn’t matter
       
      Tier 2: Doesn’t matter
       
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      THE BUTCHER (top)
       
      This is the fight with very high raid damage in both Normal and Heroic versions, especially for soaking groups.
      My guild uses a very specific tactic for this boss:
      We have two healers for 2 soaking groups (5+5 people) - myself (Restoration Shaman) and Disc Priest. Our Restoration Druid stays on the raid full time while our Holy Paladin prioritizes the Tanks. Sub-30%, our Healers come into the soaking groups to help minimise the damage, 2 healers in each group.
       
      TALENTS:
       
      Tier 1: I take Nature’s Guardian for accidental (or not accidental Sub-30%) Cleave damage.
       
      Tier 2: Doesn’t matter
       
      Tier 3:
      Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      I prefer High Tide for The Butcher. According to my assignment, I will have at least 5 heavily injured people during the entire fight. It’s clearly worth the constant use of Chain Heal.
      So Call of Elements is my choice here. The overall damage is very high, so even one more HST could help.
       
      Tier 4:
      Elemental Mastery: I wouldn’t take it. The other two talents are much more useful.
      Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
      Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.
       
      Tier 5:
      Rushing Streams or Conductivity.
      I prefer Rushing Streams but if you are good in handling Conductivity full time on melee - why not?
      You can find the WeakAura for tracking HR with Conductivity talent in our WA thread.
       
      Tier 6:
      Elemental Blast: I would say that this is our talent of choice for the Butcher. The fight is very intense and we’ll need every possible bit of mana.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. If you are using spells wisely, CBT will nicely redistribute your healing to all the injured people.
      High Tide: This is a very good talent for this fight. You will always have a lot of injured people and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (for knockbacks)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a Resto Druid in the raid, it can be a possibility. If you can’t manage your High Tide CH targets without blanketing the raid, it’s a possibility too. But frankly, the amount of Riptides you'll have with the EotE talent should be enough to fully utilize High Tide.
       
       
      TECTUS (top)
       
      This is a fight with very intense movement for the entire raid, including healers.
      The tactic that my guild uses for this boss involves the whole raid spreading out in a big circle around the boss, no stacking.
      We have the assignments for raid healing CDs during Tectonic Upheaval for every Healer too.
       
      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘standing in crap’ damage or Astral Shift for Tectonic Upheavals.
       
      Tier 2: Doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of constant movement and obstacles that cause loss of LoS for direct target heals.
      Call of Elements can be a good choice too. One more HST in the moments when you have to run from Crystalline Barrage or around Earthen Pillar could definitely help.
       
      Tier 4:
      Elemental Mastery: You can take it if feeling like one more CD is needed but it will burn your mana really fast.
      Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
      Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.
       
      Tier 5:
      Rushing Streams is the only choice here really.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      If you are able to cast a lot and burn your mana quickly or if you took Glyph of Riptide for this fight, then take Elemental Blast.
      If you prefer single target spells and CBT, take Unleashed Fury - 50% increased heal is really good - you can cast less and pay more attention to your movement.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. CBT will also nicely redistribute your healing to all injured people when you’re moving around!
      High Tide: good talent for people who are good in positioning or with Glyph of Riptide. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too.
       
       
      BRACKENSPORE (top)
       
      By the tactic my guild uses for this boss, we have assignment for every healer. On Heroic progression you will need two healers assigned to heal mushrooms (one healer in Normal).
      I have to say that a resto shaman with Cloudburst totem assigned to Mushrooms can do miracles ^^. I was able to pull 11% of total healing from CBT on this fight.
       
      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘caught in crap’ damage or Astral Shift for Infesting Spores.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a choice too. One more HST on Infesting Spores - why not?
       
      Tier 4:
      Elemental Mastery: no need really and it burns your mana too quick.
      Ancestral Swiftness: if you like to cast faster and to have ‘oh, shit’ instant cast once in 90 sec. - it’s your choice.
      Echo of the Elements: I like it on this fight. More UL for mushrooms!
       
      Tier 5:
      Rushing Streams talent would be the best choice here really. Conductivity is very arguable, imo. While there are periods when all the raid is stacked on mushroom, I’m not sure that this time is long enough for using this talent.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would take Unleashed Fury, especially if assigned to mushrooms. 50% increased single heal is really valuable here. If you are healing the raid, Elemental Blast could be your choice too, but frankly, you can refill the mana from blue mushroom.
       
      Tier 7:
      Cloudburst totem: best choice for healing mushrooms. CBT will nicely redistribute your healing on mushroom to the raid.
      High Tide: good talent if you are healing the raid.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it’s weak and burns your mana fast.
       
       
      TWIN OGRON (top)
       
      This is the fight with intensive movement for all the raid, including healers.
      By the tactic my guild uses for this boss, the ranged dps and healers are mostly stacked together and move together, except of moving of fire and Pulverize.
      It would be nice if your hunters will cast Aspect of the Fox, so you could cast when moving from the fire.
       
      TALENTS:
       
      Tier 1: I would advice Nature’s Guardian here, especially if you are not very good in moving out of fire.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of movement it demands.
      Call of Elements can be a good choice too. One more HST for fire times or Pulverize could definitely help.
       
      Tier 4:
      Ancestral Swiftness: don’t think that more Haste could be very useful in this fight.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. I don't think that there is enough time of stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single damage.
       
      Tier 7:
      Cloudburst totem: chose it if you move a lot. CBT will nicely redistribute your healing to all the injured people in the time when you are moving around.
      High Tide: good talent for people who are good in positioning themselves. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too, but remember that it burns your mana!
       
       
      KO’RAGH (top)
       
      This is the fight with a high damage from both the boss mechanics and not paying attention.
      One of the fights where you should use shaman utilities.
      Remember that there are two main healing strategies for this encounter regarding dealing with Expel Magic: Frost: you can heal through it or move away if you don’t have enough HPS throughput.
       
      TALENTS:
       
      Tier 1:
      Nature’s Guardian, if you are not very good in moving out of things.
      Astral Shift if you are able not to forget to use it on Expel Magic: Frost or Expel Magic: Fire.
       
      Tier 2: Windwalk totem! Use it to help the raid to get away from Frost Orbs.
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a good choice too to reset the cooldown of Windwalk totem. Especially if you don’t have druids for Stampeding Roar.
       
      Tier 4:
      Ancestral Swiftness: not sure that more Haste will really shine in this fight, but it worth a shot if you like it.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single person damage.
       
      Tier 7:
      Cloudburst totem: chose it if you like it.
      High Tide: just the same.
      Both talents are valuable for this fight.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF PURIFY SPIRIT (Purify Spirit has 2 charges now. Useful for Expel magic: Fire dispels)
      Other possibilities:
      GLYPH OF SPIRITWALKER’S FOCUS
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts healing output of Riptide!
       
       
      IMPERATOR MAR’GOK (top)
       
      This is a very long fight with a high damage from both the boss mechanics and not paying attention. There are many boss abilities that will do a raid-wide damage if people handle them in wrong way.
       
      TALENTS:
       
      Tier 1: I would recommend Astral Shift here. Use it on Force Novas or when you are Fixated.
      You can take Nature’s Guardian too, but there’s enough raid damage, so I think it’s better to mitigate.
       
      Tier 2: You can use Windwalk Totem on Slow debuff, but I think that it’s better to just dispel it.
       
      Tier 3:
      Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be good for another HST too. It is a long fight, so you’ll be able to use it at least 3-4 times.
       
      Tier 4:
      Ancestral Swiftness or Echo of the Elements: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      Tier 5:
      Rushing Streams talent would be the best choice here. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Elemental Blast.
      The encounter is more than 10 min. long. You will definitely run out of mana without this talent.
       
      Tier 7:
      Cloudburst totem or High Tide: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts you healing output of Riptide!
      (top)
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