Hello fellow friends of nature.
I guess everyone now knows that Guardian droods aren't what they supposed to be. They are the weakest tanks, with broken mechanics and very little raid support. We don't have a niche to shine nor fun or interesting kills to use like Dark Simulacrum. So I brainstormed some ideas that I'd like to see. keep in mind that this is my opinion so you don't have to share it. I am also talking about Guardian druids in PVE. If some of those changes affect PVP or other specs I guess Blizzard can come up with a solution themselves.
Core mechanics:
We are the only tanks which have a active mitigation that is based on a chance and we can not reach 100% dodge chance outside of trinket proccs or a talent. All other tanks have a reliable skill that works 100% of the time. So we all agree that our active skill is pretty terrible, right? I see different ways to fix that.
1) Make Guardian of Elune baseline. That way we would dodge a strike 100% and not just only 60 or so percent. Maybe then change the talent to it adds the missing 3 seconds again (or increase its scaling slightly)
2) Make Savage Defense increasing armor. This would work as a reliable source of damage reduction. Palas have a talent that grants them a hefty amount of Armor so I see no reason why bears shouldn't get something similar (but maybe with lower numbers)
3) Leave numbers as they are but decrease the cooldown of Savage Defense so we could achieve an 100% uptime with good gear and adjusted playstyle.
4) As an alternative how about they put the damage reduction buff from pulverize into mastery and let pulverize add an increase to armor?
Movement:
Feral Charge should be baselin. As a replacement in that tier Dash should be usable in all forms, not just kitty (and maybe with a reduced CD but that would only be optional).
Displacer beast just sucks cause it shifts you into cat. Who ever designed that ability must have been drunk. Why not remove the cat thingy and let it act as some sort of blink usable in all forms without changing the current form to cat? Would make much more sense to me at least. Or at least a a glyph that supresses the cat switch.
AOE threat:
Droods once were the king of Add tanking. All other tanks but Droods have some sort of niche.
Id like to see the Thrash bleed replaced with lancerate bleeding. Thrash should also apply the Lancerate bleeding if 4 or more targets are hit. That way Pulverize would be more usable in AOE situations without using lancerate first. In addition it would proc Ursa Major more often when we need it the most: being attacked by many adds (Imperator comes to mind). Some might say its would be OP cause it also resets Mangle more frequently but if you compare Droods damage to other tanks it should be somewhat balanced. This would make us the AOE Bear again.
In addition we lack an AOE Taunt as well. So that should be added in some form as well.
AOE Stun:
All other tanks have some kind of AOE Stun or interrupt. Warriors have shockwave, palas frisbee and DKs Endless winter or whats it called.
So to bring bears back in line I'd like Mighty bash to be an frontal aoe stun (with a distinguished animation). I imagine it to work as some kind of shockwave with a shorter range. 50 seconds for 5 second stun is balanced imo. (Keep in mind I am talking about PVE only)
AOE Interrupt:
Incapatating Roar in its current form is just terrible. I did test it in several situations but even in normal dungeons it has almost no reliable use. I'd like to see it as an AOE Interrupt with a quite short radius similar to Belfs Racial.
Pulverize glyphe:
Add a glyphe so you can use pulverize without removing the lancerate bleeding stacks.
Glyph of ursoc:
Add a minor glyph that grands the bear the armored skin even if that talent is not chosen. Add more cosmetic choices for bears and kitties in general.
Guardian of Elune:
Is very weak. While it catches up in physical only encounters it is still pretty hard to use without a swingtimer. It is pretty sad though since the basic idea sounds quite good. The Mythic bears I have asked have a dodge chance around 15%. So in the higherst currently obtainable gear GoE reduces the CD by less than 2 seconds and ragecost by 9. That is just sad. Increase the scaling a little so you might reach 9 or 8 seconds. If it gets too strong with future gear just adjust the value again similar to what they did to Bloodthirst of Warriors. Or just make it baseline as mentioned above.
Theeth and claw:
I like that skill, but in addition to granting two charges the Draenor perk should reduce the rage cost of Maul by lets say 5 rage (I'd prefer making it free like Warriors HS but I guess that would make it too strong since HS has no defensive bonus like we do). This way we could pretty much spamm it and use the rage for self healing.
Dream of Cenarius:
The proc should add a charge that lasts a long time (like a minute or more) and stacks up to two times. So we can use Healing touch or Battle rezz when we need it the most. Since the current talents is just another chance based option with a relatively low duration (15 sec) it is too unreliable for a tank. Bank it for emergencies you'd probably waste proccs and if you use it immediately you might overheal and don't have it ready when you need it.
Pulverize:
Let's face it Pulverize is too strong compared to the other talents in that tier. Instead of adding a flat damage decrease they should add armor as an effect and shifts its current effect into Savage Defense. Like explained earlier.
While some of you might diasgree on some points here those are my ideas on how to fix bears. I'd like to hear what ideas y'all come up with. Fact is that the bear in its current state lacks performance in many departments.