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[[ru:Файл:Праздничный сполох.jpg]]
==Overview==
 
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== Licensing ==
[[Image:Spell_Nature_Reincarnation.png|left]]''Taunting is a more difficult art than one might think. This is partly because of the quite involved and detailed understanding of psychology necessary, partly because most battlefields are quite noisy and hectic places, but mostly because so few of Azeroth's denizens actually ''have'' a Mother in the conventional sense...''
 
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{{Licensing|NPC}}
 
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[[Category:Fire elementals]]
==Functionality==
 
Taunt is a single target debuff that costs 0 [[Warrior#Rage|Rage]]. It generates enough [[threat]] to equal that of the person that currently has [[aggro]] and forces the target to attack the taunting Warrior for 3 seconds. It has a 10 second cooldown and can be resisted. It does not trigger a [[global cooldown]].
 
 
Available in [[Defensive Stance]] only.
 
 
{| border="0" cellpadding="5" cellspacing="0"
 
|-bgcolor="#000080"
 
!Rank !! [[Warrior#Rage|Rage]] Cost !! Duration !! Level !! Cost
 
|-align="center" bgcolor=black
 
! Rank 1
 
| 0 || 3 seconds || 10 || n/a
 
|}
 
 
The ability is taught for free on completion of the Level 10 [[Defensive Stance]] quest.
 
 
Taunt may be enhanced with the Protection Tree [[Improved Taunt]] Talent.
 
* Rank 1/2 = -1 Second Cooldown to 9 Seconds
 
* Rank 2/2 = -2 Second Cooldown to 8 Seconds
 
 
==Notes==
 
 
Taunt is one of the most crucial tools a Main Tank Warrior has. It makes controlling aggro in group combat much more manageable. Taunt will set the Warrior's threat level to equal the person who has [[aggro]] as well as forcing the target to attack the Warrior for 3 seconds. Once you get the aggro from an other player you will keep the aggro no matter if your taunt abilitiy allready expired
 
or not. e.g. You are on the same aggro level as the one you taunted the mob from. In order to regain aggro from the one who taunted
 
you will have to make 110% aggro
 
 
Here's a scenario:
 
 
A Warrior (1) has 1000 points of threat on a mob. An other Warrior (2) taunts the mob and has 1000 ponts of threath himself, but the mob is forced to attack Warrior (2). If Warrior (1) wants to regain threat he needs to gain 1100 points of threat in order to have aggro.
 
 
So, it may be better to save taunt for mobs that are running towards ranged attackers if the situation permits it.
 
 
Taunt has no effect on enemy players in PvP and does not have any effect on threat when the Warrior already has aggro on the mob. It does not generate or cost any rage and should be reserved for tanking.
 
 
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A note for the people [[pulling]] for raids:
 
 
The [[puller]], normally a Hunter, should pull with high damage and high threat abilities such as [[Distracting Shot]], [[Arcane Shot]]. This allows the [[Main Tank]] to generate threat equal to the Hunter's threat. Then the Hunter can [[Feign Death]] to reset his threat back to zero.
 
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Taunt is the bread and butter skill in parties. Taunt is free to use, and has a brief[[cooldown]] that can be decreased further with [[Improved Taunt]]. Warriors that have specialized into [[tank|tanks]] will use taunt (and Improved Taunt) liberally. The typical pattern for such a warrior is simple: Taunt an enemy, shield block, revenge if possible, taunt a new enemy, shield block, revenge if possible, taunt a new enemy, etc. until at least 3 mobs are hitting the warrior. It should be used so long as the warrior has the health to do so. It is the responsibility of the warrior to absorb melee attacks in a party and this is the skill that allows that. Its only draw back is its short effect (3s) and it requires defensive stance.
 
 
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{{AbilitiesFooter|Warrior}}
 
 
 
[[Category: Warrior Abilities]]
 

Revision as of 01:10, 21 July 2011

ru:Файл:Праздничный сполох.jpg

Licensing