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Pure Tank build: Angry Dwarf
PVP Build: 2-handed Sword Devastation
DPS Build: Pure Fury
Tanking Information:
Protection Warrior - This guide has every tiny bit of information you could ever want to know about how to tank. Example below
Knowledge
Dear Larris, regarding you being wrong about Taunt:
VII e. Taunt and Focus Mechanics
Taunt does the following things:
- Taunt applies the taunt debuff. This debuff forces the mob to attack you for 3 seconds. If you “lose aggro” during those 3 seconds, the mob will not come off of you until the taunt debuff wears off. Taunts cast on top of your taunt will steal aggro based on who taunted last.
- Your threat is increased to the level of the previous target of the mob that you are taunting. This is a permanent change. You do not gain the threat of players who might have more threat than the current tank.
- You gain complete aggro on the mob at the instant you taunt. Usually you would need 10% more threat to gain aggro (see Focus, below), but a taunt gives you instant aggro on the mob. Of course if other people are generating significant threat on the mob, they could exceed your threat by more than 10% before the taunt debuff wears off, and will gain aggro as soon as it does. There is no limit to the amount of threat you can gain from Taunt.
Increasing your hit rating increases your chance for taunt and challenging shout to land on a target. It is currently believed that 1% hit (15.8 hit rating) raises your success rate with taunt by 1%.
Challenging shout and mocking blow have a similar forced attack debuff as Taunt (but their debuff lasts 6 seconds). However, these two abilities do not give the warrior the threat of the NPC’s previous target. They are temporary.
Focus
A mob will change focus to another target (or change aggro) if the following conditions apply:
A melee player needs to reach 110% of the threat of the current tank (or target of the NPC) to gain aggro. This 110% rule exists so that a mob does not rapidly ping-pong back and forth between players with similar aggro.
A player outside of melee range needs 130% of the current tank’s threat to gain aggro.
The 110% rule is based on proximity to the mob, and not the abilities a player is using.
Threat does not decay over time.

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