Scattered Shots: Hunter threat management


Patch 4.0.1 brought a handful of changes to the way hunters experience threat. Our Misdirection was changed so that the misdirected threat fades away after 30 seconds, and tanks in general have had their threat production changed. The result is a lot of tanks learning for the first time to actually pay attention to threat production and doing less threat as a result.
Hunters remain one of strongest classes in the game for threat management, and you could even argue that patch 4.0.1 has made us even better. Yet I've been getting an increasing number of emails since the patch from hunters who are experiencing threat problems. They're pull aggro from their tanks, from their pets, from small orphans in the street -- wherever they can find it, they take it.
This seems like a good time for a remedial lesson in threat management, as well as a good time to discuss some of the new threat management tricks hunter have acquired. Join me after the cut, and never pull aggro again -- at least, not accidentally.
If you pull aggro, it's always your fault
I've said this a lot, and every time, there are always a handful of people who disagree. The simple fact is that it is always your fault if you pull aggro, as long as your tank is alive. I don't care how incompetent your tank is. I don't care if he's in DPS gear or dual-wielding sunflowers or trying to tank only with his /tickle emote. You should never pull aggro from your tank.
Tanks spend all day getting smashed in the face and they do it by choice. It should be no surprise that they aren't the most logical or well-adjusted people. If they were smarter, they'd roll hunters, after all.
A tank's threat is limited by his gear, his spec, his knowledge of the class, his awareness, and how many brain cells actually remain in his skull. Some tanks aren't well geared. Some aren't very experienced and are just learning. Some are dumber than rocks.
Let's compare that to you, the hunter. There is absolutely no limit to how close to zero your threat can be. You can start off the fight with Misdirection. You can Feign Death if your threat gets to high. And finally we come to the great secret of the DPS classes: You can stop attacking. If your threat generation exceeds your tank's, you can always slow your DPS or stop it entirely.
This may seem obvious, but I'm telling you, it must be the most closely-guarded secret in all of WoW.
So while the tank's threat generation is limited by many factors, your ability to not generate threat is not. All you have to do is turn around, stop pushing buttons, and watch latest episode of Chuck.
Never kite your tank
No conversation on threat management would be complete without a brief note on what to do if you accidentally pull aggro. If you screw up and the mob or the boss goes after you, the worst thing you can do is run away.
If you pull aggro, run to the tank -- not away from her. That poor tank is desperately trying to get back that aggro you stole from her (well, unless your tank is like mine, in which case she waits for you to die first and then tries to get aggro back). If you start running away from the mob, you're also running from the tank. Instead, pop Deterrence and run to sit on top of your tank and let her get aggro back.
How to use Feign Death properly
FD is a powerful tool that completely wipes our threat; however, it is usually used incorrectly.
Any time you deal damage (or healing), you cause threat. Mobs or bosses have a threat table on which they keep track of exactly how much threat every person has. One damage is one threat. Tanks have all kinds of abilities to generate more threat than one per damage, and they also have taunt, which forces the enemy to attack them. Note that taunt has a cooldown, so it's not always available.
The boss is going to attack whoever is at the top of the threat table (we call this having aggro). But once the boss is attacking that person, he doesn't immediately switch targets as soon as someone has more threat. A player in melee range must have 110 percent of the threat of the current aggro target in order to pull aggro. Those of us at range need to get 130 percent of the threat of the current target to pull aggro.
This can create some interesting situations. It's entirely possible -- indeed, quite common -- for someone to be DPSing or healing away with more threat than the tank, but as long as he's under that 110 percent or 130 percent, he's fine. That is, until you pull aggro.
If you cross that 130% line and pull aggro and then do what far too many hunters to and just FD, your threat drops to zero and the boss will then go to whoever is currently highest on the threat table -- which is not necessarily the tank! It could be another DPSer or a healer that the boss turns to. This is not the correct way to use FD. If you pull aggro, run to the tank to let her get it back.
The proper way to use FD is proactively. When your threat gets high, 90 to 115 percent, then you want to FD before you get up to that magic 130 percent threat so that you never pull aggro in the first place. Pulling and then feigning forces your tank to waste a taunt in unnecessarily in the best-case scenario and kills a healer in the worst.
Note that FD has a small chance of being resisted -- it's not guaranteed to work.
The new Misdirection
Threat transfers like Misdirection were changed in patch 4.0.1 so that the transferred threat fades after 30 seconds. The tooltip isn't entirely clear on what exactly fade means, so I will be:
The transferred threat vanishes into the ether after 30 seconds. It does not transfer back to you. It's just gone.
This means that Misdirection is still a tool to lower your threat output, as well as to temporarily boost your tank's threat at the start of a fight or when adds appear. Just be aware that 30 seconds into the fight, the tank's threat may drop a significant chunk as all those threat transfers fall off. If your tank is good, her threat lead will be unassailable by then. If not, well, that still shouldn't be a problem if you're managing your threat well.
Too much threat? Your pet can help!
Now we start to get to a couple of new tools that 4.0.1 brings us to deal with threat. Our pet is never going to be danger of pulling aggro as long as we're attacking the same target as the tank. With Growl turned off, the amount of threat our pet does -- even as BM -- is a fraction of a player's damage. Because the pet's DPS is so low, its threat is equally low.
If we're really experiencing threat problems, we can shift some of that threat over to our pet.
The simplest way to do this is by using Kill Command. Normally only used by BM, any spec can get respectable damage from Kill Command (though less than by using our proper signature shots).Unlike normal shots, the damage and threat of Kill Command comes from your pet, not from you. If your FD was resisted or your tank is just really struggling, you can work in some Kill Commands in place of other shots to shift more of your damage, and thus threat, over to your pet.
The other new tool we have is the Glyph of Misdirection. This is only a major glyph, so using it doesn't eat up any of our DPS glyph slots. With the glyph, your Misdirection cooldown is instantly reset any time you MD to your pet. Thus, you can set up a macro to MD to your pet. When you're having threat problems in a fight (after the first 30 seconds, since you're using your first MD on the tank), you can start Misdirecting to your pet rather than to the tank.
By using this technique, you can transfer any amount of threat from your damage over to your pet, up to 100 percent. Just keep Misdirecting to your pet every four seconds until your tank builds up a threat lead again. Because your pet's damage is so low, comparatively, there's no danger of your pet pulling aggro from this technique. Keep in mind that after 30 seconds that transferred threat vanishes, so you're just moving the threat over to your pet temporarily, after which it magically fades into the ether. Of course you'll still be losing DPS, because you're wasting a global cooldown every 4 to 5 seconds on that MD, but it's better than having to stop DPSing entirely, which was our only option previously. And it's far better than pulling aggro.
So now even in the worst-case scenario -- your tank has horrible threat generation, and every FD is resisted -- you can still continue to DPS without any danger of pulling aggro.
Hunter continue to be one of the strongest threat management classes, and there is no reason any hunter should every pull aggro again.
Filed under: Hunter, (Hunter) Scattered Shots






Reader Comments (Page 1 of 4)
Snowfeather Nov 1st 2010 10:23AM
"If you pull aggro, run to the tank -- not away from her. That poor tank is desperately trying to get back that aggro you stole from her (well, unless your tank is like mine, in which case she waits for you to die first and then tries to get aggro back). "
This I had to quote. I met my husband in wow, he was the MT for a guild back in classic doing MC. I recall fondly the amount of times he yelled at every tank to take taunt off their bar, if the dps pulled aggro they better be prepared to tank it. He now plays a rogue, and drinks a lot less :D
Aedus Nov 1st 2010 12:23PM
"He now plays a rogue, and drinks a lot less"
Haha! That's awesome. My main is/was the main healer for our raid group, I've found it's a lot more relaxing to play my hunter...
Snowfeather Nov 1st 2010 12:25PM
My druid was my main for a long time, but I only healed until 1.8 hit. With Cata on the horizon and me being iffy about the eclipse mechanic I swapped to my hunter at the start of the year. Haven't looked back :D
Chris Nov 1st 2010 12:48PM
I often do this, but in the end: you're still the tank. Just as tanks screw up and can't hold threat, so do dps fail. So the compromise: taunt, but not too often.
Bushie Nov 1st 2010 10:37AM
so frost is there a way to reduced fds chance to be resisted? or elmitante it entirely becuase i remember at the start of naxx we were on patch i got to 90% aggro hit fd didnt relize it was and went coocoo for cocopuffs while heroism was poped needless to say i got ma face smashed in but thats beside the point
Harvoc Nov 1st 2010 6:52PM
If you're Survival, there's the talent Survival Tactics which reduces the chance of your Feign Death being resisted by 2% at 1 rank and 4% at 2 ranks.
Darkdust Nov 1st 2010 10:40AM
"The simple fact is that it is always your fault if you pull aggro, as long as your tank is alive. I don't care how incompetent your tank is. I don't care if he's in DPS gear or dual-wielding sunflowers or trying to tank only with his /tickle emote. You should never pull aggro from your tank."
A-freaking-men. Nothing makes me crazier than watching other damage dealers gripe about the tank not holding aggro, as if the moment he runs up to the mobs, he's yelling "AT MY SIGNAL UNLEASH HELL!" Modulating your damage isn't much fun, granted, but dying is less fun.
transientmind Nov 1st 2010 11:20AM
While we're quoting our favourite lines:
"And finally we come to the great secret of the DPS classes: You can stop attacking. If your threat generation exceeds your tank's, you can always slow your DPS or stop it entirely. This may seem obvious, but I'm telling you, it must be the most closely-guarded secret in all of WoW."
I love how DPSers go into some kind of insane panic every second that they might not be WTFBBQing mobs. This instinct seems hard-wired - even the most normally-rational players develop chicken-brains and start squarking madly every time a situational encounter forces them to stop facerolling their favourite muscle-memory scales.
Also, LOVE the 'unleash hell' analogy. "Tank is body-pulling and plans on using single-target threat-builders on two mobs because their AoE threat-steal is on cd for the next five freakin' minutes (I exaggerate) from our last pull? I see... Get your goggles; one tactical thermonuclear strike coming up. That will bring them closer much sooner than his body-pull will. I wonder if I will get a cookie for my helpfulness..."
Pyromelter Nov 1st 2010 12:44PM
"I love how DPSers go into some kind of insane panic every second that they might not be WTFBBQing mobs. This instinct seems hard-wired - even the most normally-rational players develop chicken-brains and start squarking madly every time a situational encounter forces them to stop facerolling their favourite muscle-memory scales."
Here is where I have issue with this:
You're playing a game. Your job is to WTFBBQ mobs. You probably enjoy it. It's why you play wow. You wanna kill stuff, blow stuff up. Sitting there and doing nothing is not fun. Neither you nor I pay 15 bucks a month to run a dungeon or raid to not do dps. To expect a dps to not dps is like telling a baseball hitter he can go to the plate, but can never swing the bat.
On top of that, when certain gear-check encounters are new, you need to squeeze out every single ounce of damage you possibly can. I know it might seem laughable now, but I remember weeks where my guild couldn't get festergut because we couldn't beat the enrage timer. Waiting 15, 10, or even 5 seconds is not an option when you are facing an encounter like that.
Robert Nov 1st 2010 1:38PM
I somewhat disagree. While it may not be fun to stop dpsing, it is practical. The game is not just about killing stuff, but working out tactical strategies to overcome obstacles as a group, and part of that may require that the DPS control their threat.
Its like telling a baseball player not to swing if the pitch is a ball, which while not swinging is beneficial to the player and thus the team, sort of how dont dps when you have threat applies.
Remember, this isn't about a single player, but the raid. Don't be greedy, if you have to slow your dps down for a minute do it. You will be far less shunned upon by doing less dps than wiping the raid.
vocenoctum Nov 1st 2010 1:48PM
To use your baseball analogy, it's more like telling the batter to only take the good pitches. If you pay $15 a month and swing at everything thrown, and whine and complain about striking out (Death due to Pull), then you're just not playing the right game.
Randy Nov 1st 2010 1:55PM
@pyromelter
You're playing a game. Your job is to WTFBBQ mobs. You probably enjoy it. It's why you play wow. You wanna kill stuff, blow stuff up. Sitting there and doing nothing is not fun. Neither you nor I pay 15 bucks a month to run a dungeon or raid to not do dps. To expect a dps to not dps is like telling a baseball hitter he can go to the plate, but can never swing the bat.
Ball players are told to take pitches no matter what all the time.....so your argument is invalid....except for this....if said ball play disobeys said manager.....said player gets his ass benched just like any dpser pulling threat all the time should get in a raid or /kicked from a pug.
Frostheim Nov 1st 2010 2:39PM
First of all, the great thing about being a hunter is we never have to stop dps entirely, because of FD and MD.
But very, very plainly our job is not *just* to dps all out in every encounter. The game is supposed to be designed so that we want to output high dps, but also smart dps. That means all dps on the same target (the one the tank is tanking), waiting until the tank has solid aggro, etc.
To use the baseball analogy, that batter is one player on a team. He doesn't need to swing for the fences on every pitch -- in fact sometimes it's better for the team if he bunts. And he certainly shouldn't bother swinging on bad pitches that are likely to foul off.
Here's the thing: no one is suggesting that dpsers should go in a raid and not dps. We're just saying that they shouldn't dps all out 100% of the time, completely ignoring what's best for the raid.
Ultimately threat management is one of the aspects of the game. If you never had to worry about pulling threat, then it may as well not exist. But since you do have to worry about it from time to time, you also have to change your behavior from time to time to manage this aspect of the game.
vocenoctum Nov 1st 2010 5:47PM
And by extension, if the tank is consistently failing to hold agro and threat-capping the dps, then in most raids he'll be replaced/ fixed, so it's not like he's not watching his job too.
Joe Nov 1st 2010 11:00AM
This isn't directly hunter related, but it's some threat information that some players aren't aware of: and that's the difference between a taunt ability and a fixate ability.
The term "taunt" is usually used for both types of ability, but there are differences players need to know.
A "true" taunt is an ability that changes the mob's aggro table, usually by putting the player using the ability at the top of the aggro table. Examples would be the Warrior's taunt, the Death Knight's dark command, etc.
A fixate ability is one that compels the mob to ignore their aggro table and attack the player using the ability for a fixed period of time, but does NOT change the aggro table. When the ability duration expires, the mob goes right back to their aggro table. (But note, they were still accumulating aggro on that ignored table in the usual fashion for the duration of the fixate).
Examples of fixate abilities are Warrior's mocking blow, and, of course, the Hunter's distracting shot.
Again, all these abilities are often called "taunts", but it's worthwhile to know the difference.
Becuzz Nov 1st 2010 11:08AM
"You can Feign Death if your threat gets to high."
I'm guessing you meant "too" not "to."
This is what can happen to hunter brain cells when you can't manage your threat properly :)
Juzelle Nov 2nd 2010 8:43AM
Oh, lay off! You know all that dwarven stout has a cumulative affect in the long term. I'm surprised he can even walk, let alone fire a gun :3
Thiron Nov 1st 2010 11:19AM
I should say that as BM hunter I sometimes have pet threat problem. With high mastery it is especally bad - my pet currently does 45-50% of my damage. So pet can sometimes get aggro, especially if it's just-got-to-80 tank in heroics. And your pet can't feign...and most healers don't notice pet's health.
Frostheim Nov 1st 2010 2:40PM
Your pet does less than half the damage of a player and pulls aggro? Do you have growl turned on?
It seems like every other player in the group should be pulling aggro before your pet does, unless they're also all doing 45% of your damage.
Noah Nov 3rd 2010 4:39PM
Maybe he means that his pet makes up 45-50% *of* his damage, so the pet does almost as much damage as he does personally.