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A Guide to Threat
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  #11  
Old 11-02-2007, 05:37 AM
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We used a Protection paladin to tank the Nefarian adds after 2.0, simply by healing himself with Improved Righteous Fury active.

Possible? Definitely.
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  #12  
Old 11-02-2007, 05:48 AM
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My experiences with Righteous Defense have been consistant with the description I gave for the entirety of almost a year of it's presence in the game.
If you would like a specially documented objective test I would be happy to conduct one.
I have on many occasions used Righteous Defence to 'yo-yo' a melee mob while another player is kiting it, well out of melee range. Specifically I can recall doing this to the Destroyers in heroic Mechanar, when it was well out of melee range of anyone. The response was unquestionably instant.
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  #13  
Old 11-02-2007, 05:53 AM
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I never said impossible.
I said that it was inefficient, difficult, and not a very smart idea from a tanking standpoint.

Think back.
Did your paladin really "tank" the nef adds? or did they gain initial aggro on them all to clump them, following which the mages frost nova'd?

And Paladins normally got aggro on the Nef adds not by healing, but by casting Holy Wrath (which shoots a bolt of massive holy threat at every undead creature in close proximity) and Consecration.

I'm 90% certain that your Paladin was making use of these abilities, and if that was the case then they were not tanking with healing aggro, nor where they even tanking, merely "pulling".
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  #14  
Old 11-02-2007, 05:57 AM
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I have on many occasions used Righteous Defence to 'yo-yo' a melee mob while another player is kiting it, well out of melee range. Specifically I can recall doing this to the Destroyers in heroic Mechanar, when it was well out of melee range of anyone. The response was unquestionably instant.
Mobs can "think" they are in melee range when in fact they are not. When a player is kiting something, a mob can run towards it and reach a point of "thinking they are in melee range" and attempt an attack, and only on that attack's failure readjust.
This occurs when you are kiting targets in relatively small areas back and forth over short distances, as would have been the case if you were in range to taunt in the first place.
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  #15  
Old 11-02-2007, 06:09 AM
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Mobs can "think" they are in melee range when in fact they are not. When a player is kiting something, a mob can run towards it and reach a point of "thinking they are in melee range" and attempt an attack, and only on that attack's failure readjust.
This occurs when you are kiting targets in relatively small areas back and forth over short distances, as would have been the case if you were in range to taunt in the first place.
There was a solid 20 yards between the other player and the mob, and the response was effectively instant, so either I've been uncharacteristically lucky with when they decide to try and attack, or they make the attempt often enough as to be almost indistinguishable from being instant anyway.

The only cases I can recall of RD not instantly, or near instantly, affecting the target, are of quite small areas, where the mob was already attacking another player, in particular I believe one of the Felguards near the beginning of Shadow Labyrinth, following an Intimidating Shout and having Charged another player.
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  #16  
Old 11-02-2007, 06:32 AM
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RD has a way of following it's own particular set of the laws of physics, without so much as a "by your leave".


I'll see if I can duplicate the effect you described later tonite.

Can you give me any more details of the circumstances? (was 'anything' in melee range of the mob? did you cast RD manually, or with a macro? If a macro can you copy it here? What was the approximate threat list of the mob prior to using RD?)
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  #17  
Old 11-02-2007, 06:50 AM
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The failure to has not occurred recently, mostly because I haven't run Shadow Labyrinth recently, so I can't provide anything concrete there.

As far as 'yo-yo'ing, the last time I did that was in Heroic Mechanar, while clearing through the final hallway. As the Destroyers are snarable, I asked the warlock in the group to apply a CoEx to it, and said we would kite it back through the hallway, and the larger room where you fight Nethermancer Sepethrea, the warlock maintained highest position on threat, and was consistently 15-20 yards away from it for the whole fight, when he was reaching the elevator, I would taunt it back toward where Nethermancer Sepethrea normally waits.

It should be enough to have a mage CoC a melee mob, and blink away to reproduce the rough layout.
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  #18  
Old 11-14-2007, 10:21 AM
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Any testing on the amount of threat generated by Devastate after Patch 2.3? I have heard that it is the same 301 threat as Sunder, but has this been determined empirically? (Threat Generation list still shows 101 for Devastate)

Thanks in advance
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  #19  
Old 11-14-2007, 10:49 AM
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There's a thread somewhere here but basically

its 301 + innate threat of devastate which now scales up to 176 at 5 stacks of sunder.

At 5 stacks, the 301 falls off and its just weapon damage/2 + 176.
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  #20  
Old 11-14-2007, 11:33 AM
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Oh hey. I should, like, update this.
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