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Here's a scenario:
 
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.
A Warrior has 900 points of threat on a mob. A Rogue has just gained aggro on a mob by generating 1000 points of threat through damage. A Hunter has also been attacking the mob and generated 1200 points of threat through damage. The Warrior taunts the mob off the Rogue, generating 100 points of threat (1000 total threat) and switching aggro to the Warrior. Here is where things get sketchy. Let's say the Warrior and Hunter get one attack each and the rogue decides to [[Vanish]], [[Feint]] or stop attacking before the Taunt debuff runs out. If the Warrior hits for 200 points of damage and the Hunter critically hits the mob for 800 points of damage, the mob still has the Hunter at the top of the hate list with 2000 and the Warrior with 1200. Since 2000 is greater than 1560 (1200 times 130%), aggro moves to the Hunter.
 
   
 
So, it may be better to save taunt for mobs that are running towards ranged attackers if the situation permits it.
 
So, it may be better to save taunt for mobs that are running towards ranged attackers if the situation permits it.

Revision as of 15:30, 7 August 2007

Overview

Spell Nature Reincarnation
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...

Functionality

Taunt is a single target debuff that costs 0 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 Ability warrior defensivestance [Defensive Stance] only.

Rank Rage Cost Duration Level Cost
Rank 1 0 3 seconds 10 n/a

The ability is taught for free on completion of the Level 10 Ability warrior defensivestance [Defensive Stance] quest.

Taunt may be enhanced with the Protection Tree Spell nature reincarnation [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.


A note for the people pulling for raids:

The puller, normally a Hunter, should pull with high damage and high threat abilities such as Spell arcane blink [Distracting Shot], Ability impalingbolt [Arcane Shot]. This allows the Main Tank to generate threat equal to the Hunter's threat. Then the Hunter can Ability rogue feigndeath [Feign Death] to reset his threat back to zero.


Taunt is the bread and butter skill in parties. Taunt is free to use, and has a briefcooldown that can be decreased further with Spell nature reincarnation [Improved Taunt]. Warriors that have specialized into 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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