A bad tank tries to do this and then blames everyone else when things go wrong.
You have to do something to generate threat. You do not passively generate threat.
3) Aggro Transfer, Threat Decay
To prevent mobs rapidly swapping targets when many players have similar threat, a mob will stay on its current target unless another player has significantly higher threat. Suppose a mob has aggro on a certain player X. Then to pull aggro while in melee range, another player needs 110% of Xs threat. If the other player is outside melee range, they need 130% of Xs threat to pull aggro. This means than in general, once you have aggro it is easy to keep it, and once you lose aggro it is hard to regain it. It also stops two players attacking a mob from range and constantly swapping aggro between them, because as their threat increases, the 30% margin will be harder and harder to overcome.
Note that the 10% effect is determined only by your range, not the ability used. If you are generating threat from healing or a range ability such as Frostbolt, you will still pull aggro at 110% if you are within melee range of the mob.
In the normal course of events, threat does not decay. Once you are on a mobs threat list, youre there until its dead or you are, and your threat does not decay over time. There are of course mobs with specific abilities that reduce threat, and player abilities also, which do decrease your threat.
4) AoE Threat: Healing, Buffing, Power Gain
Each point of healing causes 0.5 threat, forgetting threat modifiers. Overhealing doesn’t cause threat. Most buff spells cast on friendly players generate a small amount of threat. Gaining Power (Mana / Energy / Rage) also causes threat in most cases, for example taking a healing potion, or gaining rage from Bloodrage, or Energy from Thistle Tea. Certain spells are exempt, for example mana from Blessing of Wisdom or a Mana Spring totem doesnt cause threat, and there is no threat from the healing gained from Siphon Life. For normal abilities, each point of Mana is 0.5 threat, Rage is 5 threat, and Energy is unknown, probably 5. In the scheme of things, threat from power gain is usually irrelevant, unless you have consistent or burst values, such as taking a mana potion or having Fel Energy running.
These forms of buffs all have infinite range; they will cause threat to all mobs on whose threat list you are on. Furthermore, the threat caused is split equally among all the affected mobs. If you are on one mobs threat list, a 1000 point heal will cause 500 threat to that mob. If 5 mobs are aware of you, the same heal will cause 100 threat on each mob.
Note that threat caused from Power Gain is not affected by threat modifiers. Gaining 1 point of Rage will give 5 threat whether you are in Battle Stance or Defensive Stance.
5) Threat Modifiers: Common Modifiers, Interaction
Here are some of the more common threat modifiers and their values, assuming you have the maximum number of talent points in the talents mentioned:
Warrior in Defensive Stance / Druid in Bear Stance: x1.3
Warriors 5/5 Defiance / Druids 5/5 Feral Instinct: x1.15 (in above stances only)
Warrior in Battle or Berserker Stance: x0.8
Rogue (passive, always on): x0.71
Blessing of Salvation: x0.7
Tranquil Air Totem: x0.8
Priests 5/5 Silent Resolve: x0.8 (spells)
Mages 3/3 Frost Channelling: x0.9 (frost spells)
Mages 3/3 Burning Soul: x0.9 (fire spells)
Mages 2/2 Arcane Subtlety: x0.6 (arcane spells)
https://www.bluetracker.gg/wow/topic/eu-en/116562109-how-do-aggro-and-threat-work-in-wow/
Most people dont even know what los is let alone consider how they can use it to their advantage.
just as long as you warn the group that’s what you’re doing, it’s all good to me. But if you sprint off and aggro a bunch of doodz without telling anyone the game plan, can you really blame the healer for throwing out a HoT on you and then getting mauled? or the DPS opening up when they expect you’re gathering a small pull and will be stopping soon?
not necessary. the default for any competent tank is to gather a full pull, not to fight one/two mobs at a time. if you’re not following the tank until they stop gathering, you are the one playing contrary to expectations.
Yah like am i supposed to link my mdt for every heroic dungeon i get into
of course not. and that’s fine! provided the healer is staying close to the tank to avoid aggro issues. this really isn’t complicated and i don’t know why GD struggles with it so much.
My followers don’t listen to me at all.
The pull everything to los works fine in situations like the first room of brewery, where everyone can sit pre-los to mobs and the tank just circles back into healing range.
Its not clean in like any other situation unless your whole group can stealth right along with you or the tank can take those 20 mobs fine without the healer. If not either you get to the end of your pull route with everyone else 80 yards behind so mobs dont proximity cast them or the dps and healer get pop-shot trying to keep up and die from lack of healing or the healer gets threat trying to keep everyone else alive.
This. Run to the tank if you have aggro. its much easier than running around like a headless chicken.
They switch based on threat unless a skill or specific coded behavior (extremely rare and often telegraphed) make it swap targets. If a mob is switching to anyone but the tank, it’s because the tank has been overtaken on the threat meter for that mob.
If I charge and shield slam a mob and auto attack it for a total of 100 damage as a prot warrior, I have 500 threat now. Tanks generate 5:1.
Damage builds threat 1:1 unless modified. Healing builds threat 1:1 unless modified I believe. I can’t remember the heal coefficient off the top of my head, but I remember it being higher than I thought.
If you heal the tank for 400, you’ve generated threat on EVERY mob that tank has threat on. Compare to a dps that is building threat directly on those mobs.m, often one specific mob and then some aoe into others.
Don’t hot the tank, don’t take passive heal talents when in pugs, and don’t tag mobs. You won’t be on the threat table if you aren’t generating threat (heals on the tank).
If the Tank splats when moving, that’s in them. Just don’t bomb heal while they are establishing a pull. If they aren’t throwing out at least light aoe or a dot of their own, don’t put any heals on them period until they’ve settled in.
Typically standing on a tank will also resolve this issue for the first 3-5 globals of a pull as well so mobs are in their aoe radius.
why is everyone 80 yards behind? i don’t understand. can they not stay with the tank?
That’s true but that’s a separate issue than the mob switching to closest target if the tank runs away from it. I know this from farming skins on the overworld. If my pet goes too far and I’m standing too close, the mob attacks me. I don’t even think it matters if it was taunted though since growl is over quickly I could be wrong about that particular issue.
This happens in the overworld because of leash ranges. They aren’t relevant in most dungeons.
Because ranged mobs will start randomly casting on other targets as you move if theyre in range
And if they get pop shot the healer will heal them and if the healer heals they will get threat and it will fall apart from there.
Its like you didnt read the rest of the post, proximity casts are a thing.
you stated “No one is randomly getting aggro for being close”
Maybe I don’t know how to write English, but it looks like I commented on your opinion of how you think dungeons should run. I still disagree with your opinion.
Though I will be fair and reiterate what I originally said in this thread which is that in queued content you can’t rely on anybody to be a good anything.
For every DPS I’ve seen that runs around in circles or starting DPSing 0.00002 seconds after the tank aggro’d, I’ve seen tanks that think they can do the whole dungeon on auto-run or who don’t understand how to use line of sight either and think tanking out in the open is a good idea.
Or tanks who don’t click off buffs that will transfer threat to the healer the moment they start getting hit. Still have Earth Shield on you from the last pull? You might wanna take that off if you plan on mount pulling the next room.
So I get the idea that we should follow the competent tanks behind the pillar and wait to DPS, but I also don’t trust that tank in a random dungeon is actually competent until proven otherwise.
It’s nothing to do with leash ranges. It’s amazing that good players don’t know this when I do.
Tank runs away, you’re still close, you get hit instead. No threat necessary.
What is so hard about quoting the specific thing you disagree with?
(It’s that there’s nothing TO disagree with.)
Yes. In the overworld, a threat list is reset if someone goes outside of leash range. So if they run away from something they pulled, and you’re now in proximity, you will be added to their newly generated threat list.
Seriously how hard is it to press an AoE every now and then?
You run in with a bunch of druid hots on you, the druid will get aggro. “don’t heal until the tank pulls” okay, except that only works for a HoT based class on literally the first pull or HoTs are already rolling when you mount up and run through mobs and not press AoE spells that cause threat.