Exactly. You absolutely do not need 15 points into prot until you want to raid or are having trouble doing level 60 dungeons.
Yeah that makes since to running arms ill switch next time im on.
Yup! And even then, thereâs something to be said about Shield Slam causing less Threat Per Rage than Heroic Strike/Empowered Revenge. So unless youâre needing it for dispellsâŠmay not even want to go that deep.
Ill have to google some builds, its just kinda wierd coming from live speccing into a dps tree for tanking lol
If you watch Preachs video you can see what Aeroliets is talking about in action. You are basically switching around to all mobs. That can do a lot to account for idiots in your group
Healers cause agro for all in a radius, so you still have to worry about aoe with thunderclap and or cleave.
If a mob is sapped or sheeped or frozen within healer radius, all those heals are building agro so when they come out they will beeline to healer.
Hah, yeah itâs a little wonky at first - but just remember that itâs all about threat per second. Yes, being âtankyâ is important; canât just drop in a couple seconds. But the more gear you get, you could even just 2hand-tank for the sake of generating extra threat so that your dps can go even harder. The faster the mob dies, the less dmg you take, afterall.
Edit: Oh! Also, remember! Weâve learned that the dungeon mobs donât hit as hard in some cases as they do on private servers. So if survivability is an issue for you there, i wouldnât worry about it too much come release.
Like i said thanks for everything hope to see yall in classic.
In Classic it is DPS responsibility to NOT pull threat. If they do they suck and just drop that group. You are a tank. You can find another group in 5 seconds.
Tanks really do rule the game in Classic.
Vanilla was a LONG time ago, but I recall as a Hunter being responsible for aiding the Tank with aggro.
Generally that amounted to actually doing the pull with Misdirection to get things started.
Hunters have Misdirection and Rogues have something, I forget what, that amounts to the same sort of thing.
Iâd recommend getting your party members of those classes to help you out (if you have any).
Dude. Hunters did not have misdirect in Classic. WTH? LOL.
BC? As I said it was a long time ago. I just remember being responsible for it back then.
Might have been Intimidation and then running the pet to the Tank. Itâs been a long, long time. Might have to go back to Vanilla for a week or two just to refresh my memory.
get goodâŠ
Tanking in vanilla is not just about keeping the target on you, itâs about allowing your dps to dps without them dying. This means sometimes itâs ok letting a mob run wild in the group as long as the targeted member dps isnât affected (e.g casters take longer to cast when hit and Hunters lose dps in melee) AND your healer can keep up with the damage.
Especially in early lvl when you have a hard time keeping up with threat, your job is really to taunt and control mobs off your squishiest party members. This can be done with taunt, mocking blow, hamstring, and later on intercept, concussion blow if speced.
Iâm not saying you shouldnât try and keep aggro on everything, just that itâs not the only way to mitigate damage from the group and that usually you can trust your healer and dps to handle a mob or two that ran past you.
not only that is was learned at like 68 or 70⊠you werenât even using it in leveling BC dungeons.s
Very likely true. I didnât level in groups much.
15 years is a long time ago with A LOT of changes. Letâs be gentle guys, they were trying to be helpful.
True but BC wasnât quite 15⊠Although I canât blame him with the changes hunters have been through I wouldnât remember anything if I still played mine. Only reason I do is cause I only played a hunter for tail end of vanilla->BC-> early LK.
No probs didnât mean to sound like i was blasting you or anything. Vanilla has no threat aids for tanks.
I do hope people actually look into the math/ideas behind threat in classic. Otherwise pug dungeons/raids will be rough.
Eg. Threat threshold in melee range is 110% before taking aggro, whereas ranged is 130%. But itâs relative to your location, not ablility (ie. casting frostbolt in melee range of target puts you in the same threshold as melee).
Healing causes 50% threat of damage done (1000 heals vs 500 damage).
Threat reductions are multiplicative, not additive.
Threat on a pack of mobs is split evenly with buffs/heals/etc. but not direct spells (sunder, etc). So tanks need to focus on getting an initial amount of aoe threat (so healer doesnât pull threat on first cast), then focus 1 target to allow dps to start, then build on remaining targets so the healer doesnât pull aggro. Healers need to wait until itâs safe to heal.
Taunt works like it did in 1.12. Melee range only, and gives equal threat to top threat target, upon which they must generate to keep aggro when taunt fades.