Threat is something every tank should understand. I have been writing this blog for level 70 warriors so I am assuming that everyone knows what threat is. While other classes like rogues/hunters worry about dps and priests worry about how much healing they do, we us protection warriors worry about threat. A protection warrior should know how to generate enough threat to be able to hold aggro. There are several guides already out there but I just want to make this post simple.
I came upon a rule called 100/110/130 that pertains to pulling and holding aggro:
Tank (Baseline) _____________________ 100%
Melee Range Aggro Gain _______________ 110%
Ranged Aggro Gain ___________________ 130%
This simply means that a player in melee range will need to generate 10% more threat than you the tank to grab aggro. A player who is far and ranged will need to generate 30% more threat than you to grab aggro. A very useful addon to measure threat generation of your party is KTM. BRK wrote a very good guide about this so I won't elaborate anymore.
There are some points to remember about this: (I have to give due credit to the forum topic I got this information from)
"1. It gives you breathing room to miss a few attacks and not instantly lose aggro -- that seems to be the purpose of the 10% rule."
"2. It means that ranged classes take a heavy risk by moving into melee range with a large amount of threat built up -- the mob will instantly change targets to a ranged target who moves into melee."
"3. This means that tank switching can be difficult in some cases. "
From the looks of it, positioning also plays an important part in threat generation. As tanks, we want to be aware of where we are tanking the target. We want to make sure our melee players have space to attack the target. I run with Doomilias alot and as a rogue he will always remind me to give him space to attack from behind. For our ranged party members, we want to make sure that they have enough space to be at max range.
So as a tank how do we generate threat? As warriors we have specific abilities that maximizes our threat generation. First and foremost, we want to look at a list of our abilities and how much threat they produce when used. We have to remember that the list only list the threat generated by using the ability itself and doesn't include the damage it does. We want to take into consideration that damage produces threat also so we want to add it to the innate threat values of the abilities listed
Shield Slam _________________________ 307
Revenge ____________________________ 200
Devastate ___________________________ 101
Sunder Armor ________________________ 301
Heroic Strike _________________________196
Cleave ______________________________ 130 (Split)
Mocking Blow ________________________ 290
Demoralizing Shout ___________________ 56 (Split)
Battleshout __________________________ 69 (Split)
Commanding Shout ___________________ 68 (Split)
Hamstring ___________________________ 181
Whirlwind ____________________ 100% Damage (Unaffected by Stance Multiplier)
Execute ______________________ 100% Damage (Unaffected by Stance Multiplier)
Thunderclap __________________ 175% Damage
Spell Reflect __________________ 100% Damage
Based on this list, Shield Slam is the highest and will generate more threat. Always remember that shield slam will also do damage and that would add to the 307 threat it generates.
So what abilities make up your threat generation cycle? I am going to assume that we are talking about tanking a single target. I am sure everyone has a different cycle for tanking multiple targets.
I have Improved Bloodrage, which guarantees that I can pull of a Shield Slam on pull. Here is the complete list of my cycle for a single mob:
Sunder (Try to get 4 more sunders in to get to 5. At this point depending on the damage I am taking and depending on the type of mob I am dealing with, I would try to spam shield block/revenge too).
After I get 5 sunders in, then I will try to use different abilites in no particular order:
Thunderclap (if no cc will be affected)
Devastate (as much as possible with extra rage)
Rend (at least once if target can bleed)
A lot of times, I try to adhere to my cycle but at the heat of the battle I would end up switching it around depending on the situation. Again, I believe that being able to adjust to the situation quickly is what differs a decent tank to a good tank.
I'll cover tanking multiple targets on my next post.
4 hours ago