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8-22-2008 @ 3:07AM
While I understand the basic goal of this particular article is to inform people with exactly no idea about how to tank, it doesn't really seem to cover the necessary information very well. Jumping from "Everything creates aggro" (and the aggro-threat differences have been covered by other commenters, so I won't get into that error myself) to advising the absolutely clueless to download a mod displaying approximations of a threat meter? That's not teaching anyone anything.At the most basic level, threat on an individual mob is generated by dealing damage at a rate of one threat point for every one damage point. At this most basic level, a person who has dealt 201 damage will be higher on the threat list than a player who has only done 200. If that player is highest on the list, he can be said to "have aggro" (i.e. be the current target of the enemy). The game, however, is more complicated than that; for example, a rogue creates less than one threat for every point of damage. If the tank (i.e. the person you want to have the attention of the enemy) has created 701 points of threat on an enemy, a rogue is able to do 1000 points of damage and will only have 700 threat. This is one example of threat management, the tools that allow the damage dealers (usually called "the DPS") to do more damage than the tank does without drawing aggro themselves. The rogue class has that to avoid generating too much threat, and shares it with the cat form of druids. Warriors in the berserker stance, similarly, receive only 80 threat for every 100 damage they do. In general, however, threat is reduced through the use of skills each class has at their disposal. Rogues get the skills Feint (which removes a set amount of their threat from the mob they use it on)or Vanish (which completely removes the rogue from combat and gets rid of all their threat on all mobs). Druids in cat-form get the skill Cower, which is identical in mechanic to feint. Mages get the skill Invisibility (which removes threat on all mobs between the time it's cast and the time it actually makes the mage invisible, at which point it removes them from combat and gets rid of all their threat from all mobs). Warlocks get the skill Soulshatter (which removes half their threat from all mobs within 50 yards). Hunters get the skill Feign Death (which completely removes them from combat and removes all threat that they've generated.There are also threat reducing abilities, like fanaticism in the retribution tree for paladins, that dps and healing characters can choose to put ability points into.On the other side of the spectrum, the typical "tank" classes (druids in bear form, warriors in defensive stance, and paladins) have ways to generate MORE than one threat point for every point of damage they do. Bears and Warriors (in defensive stance) both get the passive ability to generate 30% extra threat for every point of damage. Paladins use the skill Righteous Fury to put a buff on themselves that causes their holy spells to cause 60% more threat. In addition, many of the skills that a "tank" has available to them cause additional threat.Healing also causes threat, even when it doesn't damage an enemy. In general, healing creates half as much threat as it heals, spread out over all the enemies that are attacking. If one enemy is in the fight, and a healer heals for 1000, the healer will have 500 points of threat on that one enemy. If five enemies are attacking, and the healer heals for 1000, the healer will have 100 points of threat on each of those enemies. Because healers create threat on all the enemies, crowd controlled enemies often prefer the healer as their first target if they break free, and it's also possible that the healer may pull aggro on an enemy that the rest of the party isn't focussed on. In order to "pull aggro" a player in melee range must have 10% more threat than the person who already has aggro. For someone further away to pull aggro, they need to generate 30% more threat than the person that has the mob's attention. That means that the person who has aggro is likely to keep it for a while, which is a good thing when the tank has aggro and a bad thing when someone else does. It's therefor very important that threat be managed throughout a fight, rather than waiting until aggro has been pulled. It's also important that people who deal damage or can heal from range stay at range, and don't join the melee kerfluffle.In general, the way threat and aggro are set up is designed to keep aggro on the tank and off the DPS. As long as everyone understands how they create threat and how to lessen or raise it, fights will go much more smoothly.
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