Guardian AoE threat needs a medium boost

Before I get to the point, to endeavor as much as possible to avoid unnecessary advice and toxic “L2P” responses, I just want to say that:

  • I’m not the only Guardian Druid in the world who has this problem
  • Single-target or raiding threat generation for Guardian Druids, including the use of Galactic Guardian, is off-topic
  • Guardian Druids who have higher average iLvls all the time than their DPS party members’ iLvls, or even equal all the time, or who are sacrificing survivability for DPS in their gearing strategy and can afford to do this because they do not tackle challenging M+ content (content that drops higher iLvl gear than their average), for example, are off-topic
  • I’m a main dungeon tank since vanilla
  • I tank/tanked on all tanking classes, most active currently on Guardian, Vengeance & Warrior Protection
  • I read guides on talents & action priorities from 3 different sources whenever I return to the game or when there’s a new patch
  • I spend around 5 hours, sometimes more, setting up auras or whatever for said action priorities whenever I return to the game or after major changes
  • I do not follow said guides blindly & do make a couple of changes or so when it makes educated sense, according to experience and trial & error at least
  • I know what it is like to pull 5 mobs in a Mythic+ dungeon as a Vengeance Demon Hunter playing with DPS party members who are 10 iLvls above my DH (no, my forum DH is not my only DH), and I know what it is like to do the same exact thing as a Guardian Druid
  • I use Plater with distinctive colors for good threat, losing aggro, and lost aggro, so I can see when I’m losing aggro and do my best to react appropriately

Now, with all that out of the way, I hasten to add that I really do not like to use Berserk or Incarnation: Guardian of Ursoc for threat, and very much prefer to use it for defensive emergencies that may or may not include a need of extra threat.

Now, to describe my typical Guardian pull, I’d say that I try to pull off as many Moonfires as I can while approaching the mob group, and typically cannot pull off more than 2-3 Moonfires before I’m within melee range and it’s time to switch to AoE before my trigger-happy DPS party members take aggro from me. I immediately Thrash and depending on how things look at this point, I either Mangle or skip it to Swipe at least a couple of times before picking a mob to Mangle. Afterward, I prioritize Thrash above all else, then Mangle when threat colors on nameplates are okay, then refreshing at least 3 Moonfires, and finally Swipe.

And to finally, drive my point home … in spite of all what I mentioned above, it is embarrassingly, frustratingly, and stressfully easy for a Combusting Mage or an Eyebeaming Demon Hunter, for example, who is 5 to 10 iLvls above me to pull off aggro from me during the first 3 seconds of an AoE pull.

Now, one of the things that I anticipate may be said is: “Well, they’re 5 to 10 iLvls above you, so it makes sense that this happens.” And my response to this is, no, it doesn’t make sense, because this almost never happens on my Vengeance DH, so clearly, there’s a balancing issue here.

And I hasten to add — to Blizzard devs & decision-makers — that is it not acceptable or fun at all to resolve this balancing issue by nerfing Vengeance’s threat generation, for example, because tanks do NOT need their job made harder, more stressful, and miserable, especially when they’re spending a good chunk of their time keeping everyone’s PuG waiting times down by tanking in PuGs (which is in your best interest, Blizzard!), who often include a lot of players who are either downright toxic, moaning and spamming ellipses (…) at every mistake from another party member while EH is screaming their mistakes at me privately non-stop, or who are simply just clueless and making the tank’s job harder, by not interrupting distant casters (while they can & OmniCC says their ranged interrupt is available), and I hasten to add that even in this problem the Vengeance DH outshines the Guardian Druid because they can pop Sigil of Silence from range & bring those distant casters to the safer tanking spot where they are, so a Vengeance DH doesn’t need to rely all the time on his PuG party members having a clue, or making the tank’s job harder by running away from the tank & mob when they have aggro instead of going to the tank when they have aggro, and so on and so forth. In summary, tanks need their very stressful job, especially in PuGs, made significantly easier and less stressful, not made harder.

The tank is the hardest and most time-consuming role to find for a PuG most of the time for many reasons, and some of the issues I’m discussing in this thread constitute some of those reasons. So, yes, DHs do not need their threat generation nerfed; it is Guardian Druids who need their AoE threat generation boosted, at least moderately, by boosting the threat of Swipe, or reducing the damage and cooldown of Thrash, or some other solution, especially when the DPS party members’ average iLvls are a bit higher than the Guardian Druid’s iLvl.

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Ngl, i didnt read it all, but its not only druid that strugle. Most of tanks do, if u dont go in with CD( incarn) and your DD does, he will rip threat.

Only solution is Dps wait more, or u abuse MD or trick from rogue.

I know blizz doesnt like the state of threat we had before, where tank had to tank for like 3 sec and then could kite for 6 years without losing agro, but rn its just as bad, maybe worse. Its flustrating for me to see 3 mobs with agro on different DDs and my taunt on CD, and as such its flustrating for dps to just sit there and watch me swipe till its safe…

And even if u build around dps, u wont get enough initial agro to hold burting warr, dh, arc mage and whatever, its simply bad design.

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I can occasionally have threat issues on my Guardian, but it’s not that bad. In PUGs, dont moonfire on the way in, they will assume combat has started and start with AOEs even if they wait a GCD or 2 you wont have good agro on a pack of 5 or more. Best advice, play with a rogue or hunter.

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This pretty much summarizes the threat generation currently, indeed on several tanks, with the Brewmaster having the most desperate situation currently and the Blood DK being almost helpless when his Blood Boil is on cooldown and he has nothing AoE spammable like the Guardian. I agree. The current state of tank threat is a bad design on many levels.

And if Blizzard didn’t like the situation of tanks almost never losing aggro, the solution to balance our needs as tanks and Blizzard’s goals is rather simple from my perspective, and it is also a smart solution that satisfies many tanks in PuGs for more reasons than helping with an initial burst of threat:

Boost the puller’s threat generation significantly (to a spike in the diagram of threat generation), especially when the puller is a tank or a player in a tanking spec.

This means that the first Thrash or Swipe, for example, on any mob that is out-of-combat or at 100% HP will generate something like 10 times more threat than any subsequent Thrash or Swipe. And because many AoE abilities are target capped for tanks but not for all DPS spells, this means that even a body pull by a tank generates a huge amount of threat so that any mobs not covered by a Swipe are not pulled by an AoEing Fire Mage, for example. And from a lore perspective, the tank’s body pull generates a great amount of threat because the tank is the one who surprises the out-of-combat mobs. Afterward, as the DPS party members start generating threat with their own damage, the tank will have to keep up with their own action priorities, damage, and taunts as needed because his attacks won’t generate the same amount of threat that the pulling attack generated.

A mechanic like this will also, with time and as players learn about it, deter DPS party members (other than Redirecting Hunters or Tricking Rogues) from pulling in dungeons, which does annoy some tanks regardless of whether it causes problems or not. Personally, it doesn’t bother me that much if the DPS puller isn’t taking too much damage and thus stressing our healer unnecessarily and it isn’t causing any other kind of trouble or making my job too much harder; however, I understand that some tanks just hate it regardless of its results. And yeah, a mechanic like this will teach everyone to behave and wait for the tank to pull because “the pull generates an insane amount of aggro.”

I’m always relieved when I see a Hunter or Rogue in the group, man, but it ain’t always an option when PuGing, unfortunately, especially when you see 4-person parties just waiting for a tank to go, you know. Moreover, some Hunters and Rogues look like they don’t even have Misdirection/TotT on their spell bar. :joy:

You’re clearly not reading very much if this is your approach. The way to get and hold aggro (and this can be confirmed by regulars on the Dreamgrove discord) is to run in and use thrash → swipe x3 → thrash → swipe x3 until you have solid aggro on the whole pack, and only then start spreading moonfire and using mangle on prio targets. Pulling with moonfire on anything but a single target is just asking to lose aggro to trigger happy dps.

This is also a poor approach. You should be planning pulls around the incarn (no reason not to take incarn) CD, and pull big every time incarn is available. Using it as an emergency button is a waste of both its defensive and offensive potential. You can plan big pulls where you hold aggro comfortably, do a lot of damage, and stay alive with minimal (if any) assistance from the healer. In a mythic plus environment, this is essential to timing higher keys.

In addition, all tanks have access to the superb blood-spattered scale trinket, which provides snap threat, some nice damage and an absorb shield on pull. Use it to enable bigger pulls than would otherwise be possible when incarn is on CD.

And finally, your choice of Niya as a soulbind seems odd. My bear is venthyr rather than night fae, so I’m not 100% certain on this, but I believe Korayn is the recommended soulbind for M+. The crit bonus from the first strike trait generates additional threat at the start of a pull when you most need it.

I started tanking on my bear late last patch (after tanking on VDH since early 8.3), and once I stopped trying to pull with moonfire, I’ve had no difficulties in gaining and holding aggro.

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Very true, but its great when they do like my wife’s hunter alt.

If I’m right in front of the mobs, then of course that’s what I’ll do. If I’m using Wild Charge instead of Renewal, that’s also what I’d do. However, I was referring to the recurring situation of using Renewal, thus having no option but to walk to mobs, and Moonfire’s (DoT) is consistently the top source of my overall damage, so it makes sense that I make use of the second or two of my approach to the mobs by getting 2 Moonfires out of the way before I start Trashing & Swiping.

And if I see that my Moonfire is making a DH dash or a Warrior charge into the mobs before I’ve Thrashed, then I simply stop using Moonfire first and make sure to use Thrash first. However, most +15-range players are a little more sensible than that, so most melee DPS players just keep up with my Bear and don’t charge in before I’ve Thrashed.

I would agree with that in the context of playing with a regular team or with guildies, but from my experience, wipes tend to hit group morale harder than, say, a slightly slower-than-average pace, thus they invite toxicity from players who are prone to toxicity easier than most other problems in an M+ run.

I agree that parking a 3-minute cooldown for so long is a waste but I think having it available to avoid a wipe when a party member makes a mistake or the party fails to do something, like trap a fleeing mob, and we pull an extra group to the group we’re already fighting, helps me get a higher number of peaceful PuG runs than if I consistently used it for bigger pulls throughout the run and ended up with it on cooldown during an emergency.

That’s my experience, so far, at least but I’m open to trying different approaches when they don’t look too risky.

Niya is for survivability, increasing HP and healing received with Grove Invigoration while providing an acceptable damage boost with Niya’s Tools: Burrs. She’s also the recommended Soulbind on both, Wowhead and Icy Veins. That’s why I’m using her.

Picking Korayn would indeed help with the problem I’m describing here due to the extra damage to mobs above 75% health but that brings me to what I mentioned in my OP about affording to sacrifice survivability for extra damage; this is a bit off-topic because I’m talking about the situation when the tank needs to maximize their survivability due to tackling content that can be extra challenging for their iLvls, especially with PuGs.

Also, this threat issue doesn’t happen with every single group or with every single pull, but I believe that even if it happens 10 to 20% of the time, it still calls for a change because I don’t really think that we should be expecting all Combusting Mages and Eyebeaming DHs and what have you to hold back their aggressive CDs until the tank has enough aggro. This style of gameplay was vanilla’s / is Classic’s and it just has no place in Retail and won’t be received well by most Retail community members, especially because it is just so outdated and slow-paced, while most Retail players have gotten used to a faster pace of gameplay, especially in dungeons.

And the issue put very simply, is that you can skip Moonfire and go straight to Thrash then Swipe 3 times and still lose aggro sometimes to DPS that is using a cooldown or focusing a specific priority add down. And against anecdotal accounts of certain Guardian Druids never losing aggro, while we don’t really know their gear level compared to the gear level of the players they play with or the level of the content they’re tackling compared to their gear, has other anecdotal accounts, like mine and the thread I linked from the US forums, of certain Guardian Druids doing the same thing as the former Druids but not sacrificing survivability for damage, for example, and losing aggro to good DPS.

Moreover, as I mentioned, I, for example, have a different experience when tanking with other classes, while using the same ways of doing things and same sources of information on those other classes that I’m using for the Guardian Druid, so there’s clearly a balancing issue here.

Oh really. So on VDH you throw glaive whilst running into a pack and you dont use ED.

Taking Balance Affinity with help too as your attacks have more range.

People are giving advice, try it out, if it doesn’t work fine.

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You could also try the Shard of Cor.

My mind is blown. I wish I could post screenshots here to prove this, but I’ll have to ask you to take my word for it when I say that thrash (including the DoT portion) is around 50% of my overall damage in every key I run. In the SoA run I have still in Details from last night, moonfire was 14%. My overall dps was 4.2k, but in a dungeon with greater trash density (DoS, SD, MoTS), it can be as high as 6k. (And I don’t sacrifice survivability for damage - contrary to all the advice that says bears don’t need the extra survival, I use Draven as soulbind because I have my feral spec locked to Nadjia.)

By this time, you’re likely to be doing ‘damage control’ as you try to recover from the bad pull, which will affect your damage, dps damage as they’re forced to hold back having already blown their CDs to avoid taking aggro off you, and also overall progress as the healer is forced to use more mana and CDs on a pull that’s going wrong and takes longer.

I can’t comment on pugs, if that’s what you’re referring to, because I don’t pug. I do play with strangers from various mythic plus communities, and don’t have any issues with toxicity.

You know Niya’s burrs was nerfed coming into 9.1? Again, I wish I could post screenshots. This is from Wowhead regarding Korayn’s first strike: ’ This is an exceptionally powerful tree when it comes to mythic+…25% crit is a huge dps and initial threat increase…’

If you are forced to use a build that makes it difficult to hold aggro, maybe it’s a sign that you shouldn’t be taking advantage of the lack of tanks to get into keys that are too high for your ilvl in a pug environment.

I agree, and I don’t ask them to. I simply set up my character, and play in a way that enables me to hold aggro the vast majority of the time even when dps burst on pull.

I don’t have the issue with CDs in general, but I agree this can happen if dps are targeting a particular prio mob. However, if this is a known prio mob, I will be targeting it so I can taunt and stop if from running off. (I have exactly the same thing happen on my VDH. No tank is exempted from using their taunt.)

Rather than responding to your last paragraph directly (I did raise an eyebrow when I read it), I’ll quote this from Crusnik’s response:

Further, you should probably consider that every tank class is different. On my pally, I pull from range with avenger’s shield; on my DH, I leap in and get initial aggro with immolation aura; on my bear, I run in and thrash/swipe. Different classes, different approaches. What would be the point of different classes if the tanking experience on every one was the same?

I will also submit that many of the guardian druids who are complaining about initial aggro on their bears have likely switched from VDH for 9.1 because bear is the new meta. They’re not used to having to think about aggro because the initial burst damage from immo aura, fel devastation and/or elysian decree is so high. They’ve switched class, but they don’t understand that each class needs to be played differently, which - to me - is the whole point of playing multiple tanks.

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they should just put it back to what it was in tbc heroics. then you can cry all day lol

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