Post by Viracnis on Jan 10, 2007 12:25:55 GMT -5
As I've been researching the Theory-craft behind tanking, I've been seeing a lot of numbers flying around, values that will get more and more confusing the more I see them. To help myself, and all of you (because Moo's too nice to delete stuff like this when I post it) I'm putting a quick summary of the Warrior threat generation values.
Pulling Aggro - The Priest wiped the raid
Most mobs don't just dance around smacking whoever they feel like, and a good tank shouldn't be out-threated by a skilled raid, but that doesn't keep it from happening. Blizzard didn't make this any easier by adding a bunch of math and numbers into the equation.
Ranged DPS at a distance - 130% threat
With the exception of Rogues, DPS warriors and Pally's, most of the non-tank types will be at range from the Tank, burning things down in their kill zone. Ranged DPS must generate 130% of the tank's threat to pull the mob to them instead. That means the warlock can be a bit higher than the Tank on the threat meters, and the mob will stay on the tank. That's helpful when the Frost Mage hits a big crit, or the healer pops a huge heal, because it gives the tank a little bit of buffer to get back on the top of the hate list.
Melee DPS in Melee Range - 110% threat
When the priest or warlock does manage to pull aggro off the Tank, or when the rogue pops a big crit, it only takes 110% threat to pull the hate off the tank (or for the tank to pull it back off the priest) at Melee range. Again, this is a nice buff for the tank, only having to get 110% of the threat generated by that big flash heal, when the mob is meleeing the squishies into pulp.
But Viracnis, what warrior abilities generate threat?
I ask myself that question every time there's a new patch. I've toiled over the internet for hours at work where I can't distract myself by actually playing Wow, so I have to read about it. The end result is the following, which I'm transcribing here so I don't lose my notes. Remember that all of these numbers do NOT take into account the +30% threat generation in Defensive Stance, nor the +5% given by 5/5 Defiance. All of these values are IN ADDITION to the threat generated by the damage done.
Taunt - Variable threat, plus debuff.
Taunt is a lot of Tank's opener. It's as snap as snap aggro can get, but it's system is a little bit different than the other abilities. Unlike static threat generators like Sunder or Revenge, Taunt moves you to the top of the threat list, giving you the same amount of threat as whoever currently has aggro and a debuff that guarantees that for the next 6 seconds the target will attack you. If they are already channeling a spell or performing some special action (healing themselves, debuffing the priest), it will wait until after that action is finished.
For Example: A hunter's aimed shot generated a theoretical 100 threat (not a real number, making it up), and the hunter pulls the mob back toward the Tank. The tank taunts, immediately gaining 100 threat, and a 6 second window to generate 10 more (remember, the tank has to have 110% of the hunter's threat, to pull him off. He's got to get to 110 threat or the mob will go right back to the hunter).
Revenge - 315 - 417 Threat
After a successful block, you can revenge. It's huge threat, but it relies on you blocking with your shield. The standard trainable rank is Rank 5 (315 threat), with a book in AQ giving Rank 6(355), and in the upcoming The Burning Crusade Expansion (TBC) there will be a Rank 7 (371) and Rank 8 (417).
Shield Slam - 250 - 310 Threat
One of the main reasons I went down the Protection tree was for this ability. Rank 4 Generates 250 Threat, with the upcoming Rank 5 (280) and Rank 6 (310) generating more.
Sunder Armor - 261 - 301 Threat
A warrior's bread and butter. One or two sunders will typically bring a mob back to the Tank when lost to melee DPS, and a full five can typically hold threat long enough for the warrior to take a breath and get his bearings in a fight. Sunder Armor, rank 5 will generate an average of 261 threat, and Rank 6 is supposedly going to generate 301.
Shield Bash - 180-230 Threat
Shield bashing isn't just for stopping casters. Rank 3 generates 180 threat, and the upcoming Rank 4 will generate 230. Even on non-casters. Not bad instant threat if everything else is on cooldown.
Heroic Strike - 145 - 196 Threat
Often overlooked, this ability is absolutely awesome when using a fast weapon. With Imp Heroic strike it's the same cost as a sunder, but what else am I going to spam when I've got all 5 sunders up and Devastate is still cooling down? The extra damage is good for threat, and the Rank 8 generates a static 145 threat more. In the upcoming expansion it's going to be trainable to Rank 10 (196 Threat). Good times.
Battle Shout and Demoralizing Shout - 60 threat.
This used to be 55 threat per target buffed/debuffed, but they "adjusted" it with a sledge hammer and they generate a flat 60 threat for Battle Shout and 42 threat for Demoralizing Shout. Almost useless.
Devastate - 50% damage + 35*Sunders + 101
As of the 2.0.2 patch, Devastate is actually a pretty formitible threat generator, because of this formula. Assuming an average of 300 white damage (my average auto-attack with Quel'Serrar is higher), Devastate would be 150 damage. Add 5 sunders, that would be (roughly) 426 threat. That's pretty impressive. That puts it higher than Revenge on the threat meter. Now consider this: Higher ranks are going to be trainable in The Burning Crusade that are going to make that Sunder multiplier even higher. Some early theory crafters are saying as high as 61. That same 300 damage devastate is going to be 556 threat. Wow!
For those that are wonder why Hunter's pets can generate more threat than a warrior? Growl generates 415 threat per tick. That's more than our low-end revenge!
Priests, your Fade drops 810 threat, in case you're curious. About the same as a rogue's Feint (800 threat).
Edit: About 10 minutes after posting this, I found this link on WoW-Wiki that confirms all of the numbers that I spent hours researching on my own. I also fixed some typos and mis-spellings. Feel free to point out any innaccuracies, I've been scrambling to verify all this stuff.
Pulling Aggro - The Priest wiped the raid
Most mobs don't just dance around smacking whoever they feel like, and a good tank shouldn't be out-threated by a skilled raid, but that doesn't keep it from happening. Blizzard didn't make this any easier by adding a bunch of math and numbers into the equation.
Ranged DPS at a distance - 130% threat
With the exception of Rogues, DPS warriors and Pally's, most of the non-tank types will be at range from the Tank, burning things down in their kill zone. Ranged DPS must generate 130% of the tank's threat to pull the mob to them instead. That means the warlock can be a bit higher than the Tank on the threat meters, and the mob will stay on the tank. That's helpful when the Frost Mage hits a big crit, or the healer pops a huge heal, because it gives the tank a little bit of buffer to get back on the top of the hate list.
Melee DPS in Melee Range - 110% threat
When the priest or warlock does manage to pull aggro off the Tank, or when the rogue pops a big crit, it only takes 110% threat to pull the hate off the tank (or for the tank to pull it back off the priest) at Melee range. Again, this is a nice buff for the tank, only having to get 110% of the threat generated by that big flash heal, when the mob is meleeing the squishies into pulp.
But Viracnis, what warrior abilities generate threat?
I ask myself that question every time there's a new patch. I've toiled over the internet for hours at work where I can't distract myself by actually playing Wow, so I have to read about it. The end result is the following, which I'm transcribing here so I don't lose my notes. Remember that all of these numbers do NOT take into account the +30% threat generation in Defensive Stance, nor the +5% given by 5/5 Defiance. All of these values are IN ADDITION to the threat generated by the damage done.
Taunt - Variable threat, plus debuff.
Taunt is a lot of Tank's opener. It's as snap as snap aggro can get, but it's system is a little bit different than the other abilities. Unlike static threat generators like Sunder or Revenge, Taunt moves you to the top of the threat list, giving you the same amount of threat as whoever currently has aggro and a debuff that guarantees that for the next 6 seconds the target will attack you. If they are already channeling a spell or performing some special action (healing themselves, debuffing the priest), it will wait until after that action is finished.
For Example: A hunter's aimed shot generated a theoretical 100 threat (not a real number, making it up), and the hunter pulls the mob back toward the Tank. The tank taunts, immediately gaining 100 threat, and a 6 second window to generate 10 more (remember, the tank has to have 110% of the hunter's threat, to pull him off. He's got to get to 110 threat or the mob will go right back to the hunter).
Revenge - 315 - 417 Threat
After a successful block, you can revenge. It's huge threat, but it relies on you blocking with your shield. The standard trainable rank is Rank 5 (315 threat), with a book in AQ giving Rank 6(355), and in the upcoming The Burning Crusade Expansion (TBC) there will be a Rank 7 (371) and Rank 8 (417).
Shield Slam - 250 - 310 Threat
One of the main reasons I went down the Protection tree was for this ability. Rank 4 Generates 250 Threat, with the upcoming Rank 5 (280) and Rank 6 (310) generating more.
Sunder Armor - 261 - 301 Threat
A warrior's bread and butter. One or two sunders will typically bring a mob back to the Tank when lost to melee DPS, and a full five can typically hold threat long enough for the warrior to take a breath and get his bearings in a fight. Sunder Armor, rank 5 will generate an average of 261 threat, and Rank 6 is supposedly going to generate 301.
Shield Bash - 180-230 Threat
Shield bashing isn't just for stopping casters. Rank 3 generates 180 threat, and the upcoming Rank 4 will generate 230. Even on non-casters. Not bad instant threat if everything else is on cooldown.
Heroic Strike - 145 - 196 Threat
Often overlooked, this ability is absolutely awesome when using a fast weapon. With Imp Heroic strike it's the same cost as a sunder, but what else am I going to spam when I've got all 5 sunders up and Devastate is still cooling down? The extra damage is good for threat, and the Rank 8 generates a static 145 threat more. In the upcoming expansion it's going to be trainable to Rank 10 (196 Threat). Good times.
Battle Shout and Demoralizing Shout - 60 threat.
This used to be 55 threat per target buffed/debuffed, but they "adjusted" it with a sledge hammer and they generate a flat 60 threat for Battle Shout and 42 threat for Demoralizing Shout. Almost useless.
Devastate - 50% damage + 35*Sunders + 101
As of the 2.0.2 patch, Devastate is actually a pretty formitible threat generator, because of this formula. Assuming an average of 300 white damage (my average auto-attack with Quel'Serrar is higher), Devastate would be 150 damage. Add 5 sunders, that would be (roughly) 426 threat. That's pretty impressive. That puts it higher than Revenge on the threat meter. Now consider this: Higher ranks are going to be trainable in The Burning Crusade that are going to make that Sunder multiplier even higher. Some early theory crafters are saying as high as 61. That same 300 damage devastate is going to be 556 threat. Wow!
For those that are wonder why Hunter's pets can generate more threat than a warrior? Growl generates 415 threat per tick. That's more than our low-end revenge!
Priests, your Fade drops 810 threat, in case you're curious. About the same as a rogue's Feint (800 threat).
Edit: About 10 minutes after posting this, I found this link on WoW-Wiki that confirms all of the numbers that I spent hours researching on my own. I also fixed some typos and mis-spellings. Feel free to point out any innaccuracies, I've been scrambling to verify all this stuff.