Threat Modifying Items
Stacked threat modifiers All
threat reduction effects stack in a multiplicative fashion, for example:
You are a warrior in Berserker Stance (-20% threat generated) and are effected by Blessing of Salvation (-30% threat generated)
Your total threat reduction would be: Berserker Stance (0.8 threat generated per point of damage)*Blessing of Salvation (0.7 threat generated per point of damage). 0.8*0.7=0.56 or 56% of threat generated - a total of 44% threat reduction.
Bonuses to threat generation applies in the same way as reductions since patch 1.12, with the exception of the innate "Defensive" threat of defensive stance and bear form and the talents for those stances, defiance and feral instinct, which add together for a 45% total bonus.
Prior to patch 1.12, threat reduction effects were additive. The change to a multiplicative method is the reason rogue innate threat reduction was changed from 20 to 29%. When blessed with Blessing of Salvation, the net effect to a rogue was the same pre- and post-patch. (Pre-patch: 20% + 30% = 50%. Post-patch: 70% * 71% = 49.7%)
Known bugs Threat reduction abilities are also affected by threat reducing effects.
Example: Rogues have -29 % threat as an inate ability which is always active. Feint reduces threat by -800. However. the -29% affects feint, which causes it to remove only 568 threat, instead of the avertised ammount.
Additional notes - Pulling (being the first who a mob attacks) does not generate any threat in itself, but other players need to beat your threat (even if 0) by 10% to get aggro from the mob.
- Overhealing doesn't generate any threat, only actual health restored does.
- Threat doesn't decay (passively degenerate over time) unless a specific encounter is designed that way.
- A character's threat level is reset if the character dies or moves far away from the mob [out of combat].
- A character's threat level cannot be negative.
- The hunter's Feign Death and the rogue's Vanish resets the player's threat level on all mobs which don't resist it.
AggroBy aggro we understand
the condition of a particular mob attacking a particular character. The basic behaviour of aggro is controlled by the rules outlined below. Obviously, some mobs will have secondary attacks which have different targeting procedures.
Pulling The following conditions will cause a mob to attack a character if it isn't already attacking someone else:
- Using certain abilities on the mob (including attacking it), or
- Moving inside the aggro radius of the mob
Drawing Aggro The following conditions will cause a mob to attack a character if it is already attacking someone else:
- Taunting the mob, or
- Exceeding the threat level of the mob's current target by 10% within melee range of the mob, or
- Exceeding the threat level of the mob's current target by 30% outside melee range of the mob, or
- The player with aggro leaves the leash range of the mob, leaves the instance, successfully uses an ability to leave combat (such as feign death), or dies, or
- If certain abilities impair the access of the mob to its higher threat-ranked targets (e.g. root spells), the mob will attack the highest threat-ranked target in its ability range (usually visible for melee mobs or silenced casters, which have a combat range of 5 yards)
- If certain abilities apply a debuff to a character that cause the mob to consider the player an invalid target. Usually these debuffs have a chance (or certainty) to break on damage, but there are some that don't but still cause the mob to consider the character an invalid target. Examples include Polymorph, Gouge, Fear, Conflagration, etc. These aggro reduction effects are temporary in most situations (exceptions exist). When the ability wears off, previous aggro levels are restored after a player performs any aggro-generating move.
Taunting The following skills are taunting abilities:
- A Warrior's Taunt
- A Warrior's Mocking Blow
- A Warrior's Challenging Shout
- A Druid's Bear-Form Growl (same as Taunt)
- A Druid's Bear-Form Challenging Roar (same as Challenging Shout)
- A Paladin's Righteous Defense (in 2.0.1)
- A Shaman's Earth Elemental Totem
Note, the Growl of a Hunter's pet and Torment ability of a Warlock's Voidwalker are not actual taunting abilities; they merely cause a substantial amount of Threat.
When warrior Taunt or druid Growl is used, three things happen:
- A short-lived debuff is applied to the mob, which forces it to attack the warrior or druid.
- The Threat level of the character who used the taunting ability is immediately raised to be equal to the Threat level of whoever currently has aggro, if the taunting character's Threat is lower.
- The warrior or druid gains aggro.
(Note: This only applies to Taunt & Growl. Mocking Blow, Challenging Shout and Challenging Roar force mobs to attack you (#1), but do not match threat or transfer aggro. Mocking Blow generates a pre-defined amount of threat, Challenging Shout/Roar do not generate any threat at all!)
Further complications Healing a tank who holds multiple mobsWhen a tank hold multiple mobs, the threat of a heal on the tank will be split between all the mobs. The exact formula is not yet known, but it is more than the Threat/number of mobs. So if a tank holds 5 mobs and receives a heal, the threat on each mob will be less than Threat(heal)/5. Current speculation is Threat(heal)/(num of mobs *2)
The implication here is simple: in a 5-man party or 10-man raid, let the tank charge in. The tank then must throw Demoralizing Shout (to get some threat on all mobs) and then start sundering/revenging/whatever. Otherwise, with 0 threat on some mobs, the first heal will cause those mobs to attack the healer.
Implications - Let the tank pull, or be the first to gain aggro after a Hunter has pulled and feigned death. This way, his taunts will always return aggro to him. In BC, Hunters have Misdirection, which can be used to pull one or more mobs on to the tank.
- Two or more tanks taunting targets from each other (and generating threat in various ways between the cooldowns) are great for generating immense amounts of hate very fast - since they always have each other as "top reference" in the hate list.
- Because characters standing out of melee range will not draw aggro until they exceed the threat level of the mob's current target by 30%, it's important that the tank keep the mobs well away from the casters. If a caster does draw aggro and you taunt it off him, make sure you also move it away.
New Data in The Burning Crusade Beta This part is tested by players of EU.
Note, it is data on beta servers, so, the final number might be changed in released version.
The Threat values listed in the above table do not include the Threat caused by damage from the maneuver.