Just listing the things that currently apply to Guardian Druids and thought it would be better suited to have it's own thread to discuss the Bear changes.
THESE WILL CHANGE. CALM DOWN. SKY IS STILL KK IF THERE'S SOMETHING YOU DON'T LIKE
General Changes
*Vengeance has been redesigned and renamed Resolve. Resolve does not increase outgoing damage, but does now increase tank self-healing and absorption based on damage taken.
*Hit and Expertise have been removed; they're no longer needed in order to reliably land attacks!
*Professions no longer have combat benefit perks tied to them.
*Agility no longer provides an increased chance to critically strike with melee and ranged attacks or abilities.
*The base chance to critically strike is now 5% for all classes. There are no longer different chances to critically strike with melee, ranged, and spells.
*There is a new passive, named Critical Strikes, which increases chance to critically strike by 10%.
It is learned by all Rogues, all Hunters, Feral and Guardian Druids, Brewmaster and Windwalker Monks, and Enhancement Shamans.
*Each point of Agility or Strength now grants 1 Attack Power (down from 2). All other sources of Attack Power now grant half as much as before.
*Weapon Damage values on all weapons have been reduced by 20%.
*Attack Power now increases Weapon Damage at a rate of 1 DPS per 3.5 Attack Power (up from 1 DPS per 14 Attack Power).
*Attack Power, Spell Power, or Weapon Damage now affect the entire healing or damage throughput of player spells.
*The amount of Dodge gained per point of Agility has been reduced by 25%.
*All players now have a 100% chance to hit, 0% chance to be dodged, 3% chance to be parried, and 0% chance to glance, when fighting creatures up to 3 levels higher (bosses included). Tank specializations receive an additional 3% reduction in chance to be parried, so tank attacks have a 0% chance to be parried vs. creatures up to 3 levels higher.
Talent and Spell changes/removals/additions
*Thick Hide now also reduces the chance for attacks to be parried by 3%.
*Enrage has been removed.
*Swipe (Bear Form) has been removed.
*Symbiosis has been removed.
*Dream of Cenarius now also increases the critical strike chance of Mangle by 10%.
*Leader of the Pack now causes your melee critical strikes to heal you for 3% of your health, down from 4%.
*Druid: Faerie Fire now applies Physical Vulnerability, increasing Physical damage taken by 4% for 30 seconds.
Specific Class Changes to Bears
*Survival Instincts is now available to all Druid specializations. Survival Instincts now reduces damage taken by 70% (up from 50%) with a 2-minute cooldown (down from 3), and for Feral and Guardian specializations can have up to 2 charges (up from 1).
*Guardian Druids' Mastery (Nature's Guardian) has been replaced with a new Mastery: Primal Tenacity.
Mastery: Primal Tenacity causes the Druid to gain a Physical absorb shield equal to 16% of the attack's damage when they are hit by a Physical attack. Attacks which this effect fully or partially absorbs cannot trigger Primal Tenacity.
(Mastery: Primal Tenacity now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.)
*Auto-attacks now generate 5 Rage (down from 10.9 Rage).
*Lacerate now generates 10 Rage, has no cooldown (down from a 3-second cooldown), EDIT: Lacerate will remain having a 25% chance to reset the CD of mangle
*Thrash now generates 2 Rage every time it deals direct or periodic damage, has no cooldown (down from a 6-second cooldown), but no longer has a chance to reset Mangle's cooldown.
*Faerie Fire no longer has a chance to reset Mangle's cooldown.
*Primal Fury now generates 5 Rage (down from 15 Rage) when you dodge or non-periodically critically strike (up from only Auto Attacks and Mangle).
*Mangle now generates 30 Rage, and its cooldown is reduced by Haste.
*Bear Form no longer increases Haste and Crit from items by 50%, but instead causes Haste to reduce the global cooldown.
Bear Talents!
Level 100 Talent Choices for Guardian:
-Guardian of Elune (Guardian) - Savage Defense now lasts 4 sec, and increases your chance to dodge by 100%.
-Pulverize (Guardian) - A devestating blow that consumes 3 stacks of Lacerate on the target to deal 290% weapon damage, generate 30 Rage, and reduce damage taken by 20% for 10 sec. Melee Range, Instant, Requires Bear Form
-Bristling Fur (Guardian) - You bristle your fur, reducing all damage taken by 50% for 3 sec. Instant, 1 min cooldown
Class Perks *These are Perks gained while leveling throughout Draenor*
Guardian
*Enhanced Tooth and Claw - Tooth and Claw now also makes Maul free, and can accumulate 1 additional charge.
*Empowered Berserk - Increases the duration of Berserk by 5 sec.
*Enhanced Bear Hug - You are no longer immobilized by using Bear Hug.
*Improved Mangle - Your Mangle deals 20% additional damage.
*Improved Maul - Your Maul deals 20% additional damage.
*Empowered Thrash - Increases the periodic damage of your Thrash by 50%.
*Empowered Bear Form - Bear Form grants you an additional 20% Stamina.
*Improved Barkskin - Barkskin provides 10% additional damage reduction.
*Improved Frenzied Regeneration - Increases the healing from Frenzied Regeneration by 10%.
*Note- Eventually you will have all of these perks, although the order you earn them will be random.
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If I missed anything drastic, please let me know and I'll update it.
All and all, I'm pleased with the current state of bears based on what I can read.
I believe our stat priority as of now would be Haste > mastery > Crit
Our rotation would look something like:
1.) Mangle
2.)Thrash Dot uptime
3.) Faerie Fire Bitch
4.) Lacerate *To three, then pulverize if you take the talent (Which I currently think is the top talent)*
5.) Lacerate spam