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Taunt is not temporary[]

The Notes section make it unclear that taunt is not temporary. The actual effect taunt has is to permanently set the caster's threat level to 110% of the person who has aggro. However in the situation where the person who *had* aggro continues to gain additional threat the tank will have to match their threat gain rate or they will soon lose aggro.

For those gathering empirical data: notice that late in a tauntable fight (with *no* threat wipes or "celings") that it will be hard to keep pulling aggro off the tank than early in the fight. The total volume of threat built up by the dps makes the 10% "bonus" the tank gets for taunting that much bigger.

As always - don't ever taunt until someone else gets aggro.

KarlThePagan 14:35, 20 October 2006 (EDT)


A Question[]

As to the Notes :

After these 3 seconds, the Warrior must reach 110% of the threat level gained through Taunt to retain aggro.

In the example:

if no one is at 130%/110% (ranged/melee) of the tank's threat, (2) will still be the mob's target.

And above by KarlThePagan:

The actual effect taunt has is to permanently set the caster's threat level to 110% of the person who has aggro

Which one is right ? Thanks !

Vbtraz 07:49, 25 December 2007 (UTC)


Does Taunt really keep aggro for 3 seconds?[]

I am not convinced that Taunt forces a monster to attack the warrior for 3 seconds, unless this is a recent change. The reason why is because I used to run instances with characters 10 levels higher than myself where I would be tanking (appropriate level monsters for me to tank). When a Destro warlock passed my aggro, I would Taunt (most of the time it would not be resisted), the mob would turn towards me and immediately peel off of me and go back to the warlock, it didn't even have the chance to hit me. I have a feeling that if at any time a character passes the aggro threshold (110% melee/130% ranged), even during the debuff, the mob will peel off the warrior. The easiest way to test this is via having a large level difference between the tank and the DPS, and fighting against mobs that can withstand constant damage moves (Arcane Missile would probably do the trick) that would generate a considerable amount of threat more than is appropriate for a tank of that level. For instance, you could have a warrior tank some of the SM bosses and have a Mage use Arcane Missile, have the warrior taunt after the first missile and see if the next missile pulls aggro again (since the missiles are shot in less than 3 second intervals).

Arcaesia 11:29, 27 August 2008 (PST)

It does, but mobs that are higher then you get a 'heartbeat' chance to break the focus effect. It's also six seconds, not three. User:Decibal/Sig 05:08, 21 October 2008 (UTC)
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