#1  
Old 09-27-2008, 10:47 AM
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can someone tell me why i suck

I can not seem to hold aggro... Sometime in dungeons i can hold 2 easy 3 with some work but lately i have been haveing trouble. What do i need to do to increase my threat?

Any help would be greatly appreciated.

Thanks
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  #2  
Old 09-28-2008, 01:22 PM
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Well, that's a very general question, but I'll see if I can cover everything that it could possibly be.

When dealing with single target agro, I use the following rotation:

Opening Rotation: Devastate x3, Shield Slam, Revenge
Continuing Rotation: Devastate x2, Shield Slam, Revenge (repeat)

When dealing with multiple target agro, you have to remember a few things. Thunderclap is on a 4 second cooldown, which means every 3 attacks you can use Thunderclap. For example:

Thunderclap, Shield Slam, Revenge, Thunderclap, Cleave, Devastate, Thunderclap, etc.

You can also tab devastate each mob, but making sure that Thunderclap is used every 4 seconds will increase your chances of the targets staying on you. Also, [item]Felsteel Shield Spike[/item] helps out a bit too!

As far as gear goes, hit rating and expertise is going to help you land those hits so that you don't get missed all the time or you get avoided all the time. This article will really help you out and I highly recommend you read it: http://www.tankspot.com/forums/warri...et-threat.html
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  #3  
Old 09-29-2008, 07:20 AM
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don't sell yourself short entirely. its a great mindset to always wonder what you can do better, but realize there are tons of things your group can do to sabotage your tanking efforts. i have had runs with limited CC, which forces a warrior tank to hold multiple mobs, and the warlock in the group thinks that is a situation for SoC. similarly, hunters who multi-shot. mages who arcane explode just because there are 3-4 mobs that they could hit in one blast. the point i am trying to make is that the four people supporting you in a regular/heroic 5-man can quickly unravel whatever rotation you are trying to use on multi-mobs. if they are DPSing on all the mobs you are tanking, there isnt anything you can do. challenging shout isnt on a 10 sec cooldown.

all that being said, be sure you have a well marked/layed out plan. your DPS should be focusing on a single target (the one you are going to focus on). TC to start threat on off targets. build enough threat on your focused target (open with a SS is a great starter) and then tab to off targets. since there usually is an overflow of rage with multiple mobs, i tab devastate, tab, HS, tab devastate, etc... to speed up my threat build on off targets. this way you arent slowed down by the GCD and are back on your primary target faster. i have at times used my concussive blow on the primary target. open with SS and maybe a devastate. TC and then stun the main target. your DPS will probably have that target down before he is conscious again.
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  #4  
Old 09-29-2008, 12:32 PM
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I can not seem to hold aggro... Sometime in dungeons i can hold 2 easy 3 with some work but lately i have been haveing trouble. What do i need to do to increase my threat?

Any help would be greatly appreciated.

Thanks
I was running Heroic Bot last night and there is a section where you have to pull 4 flesh beasts a few times in a row. We didn't have a beast CC so first I tell my DPS (all guildies) to hold DPS a few seconds after the pull and healer to hold that first heal a bit longer.

Mark: Skull, X, Triangle, Circle

I have the Goblin Rocket Launcher which is a great initial threat generator with stun and stamina. (if you are an engineer, get one) However, works basically the same with regular gun.

Click Bloodrage (need rage)

Shoot Triangle with Rocket Launcher (if on CD I shoot X with gun instead)

Stand and wait with finger on TC button

ThunderClap right as they arrive

Shield Slam Skull, Devastate Skull, Concussion Blow Skull

Tab (let it land on whatever target it does)

Devastate that target

Tab / Devastate until I have at least 1 devastate on each of the last 3 targets -- Watching TC cooldown - Hit it pretty much every time it is up

Back on Skull - Shield Slam/Revenge/Devastate - prepared to Taunt him if I let him go too long - but he is usually close to dead

Get Demoralizing Shout Up (usually asap but this is usually best time with 4)

Tab to X - Devastate until Shield Slam available - SS

Tab to Tri - Another Devastate

Tab to Circle - Another Devastate

Back to X - stay on until he is sub 15% and move to Tri


Thunderclap on it's own is not enough and if you have DPS hitting mobs out of order you will lose that mob. Shield Slam is best, Revenge is #2, and Devastate #3. Devastate is so cheap rage wise that you'll want to spam that a lot while waiting on others. However, Shield Slam is king! There is a huge difference in threat between 1 SS/1Dev vs. 2 Dev. especially with some SBV pieces. Keep Demoralizing Shout up as much as possible but don't worry too much about it at the very beginning. Get some decent threat built on all and then worry about it.

You should only be fighting healer aggro. The catch-22 is that this becomes a lot easier for you as you get tougher because healers don't have to heal as big or as often. Of course to get tougher you have to do the runs and get the gear. This is why it is so frustrating for newer tanks in greens/blues and almost seems easymode for tanks in all purples.

I'm sure there are many variants to the exact rotation and I'm just saying what works for me. I'm a non-Cleave tank just because I have played so long without it. However, if someone tells you to work Cleave into this then it is good advice. It is a continually learning experience. This was for melee mobs and can also vary a bit when you get caster mobs involved.
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  #5  
Old 09-30-2008, 10:17 AM
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Aggro loss <> Suckiness

In the majority of cases, inability to hold aggro is the fault of dps and healers failing to check their threat with respect to you. It really is as simple as that. Sure you can lose aggro on stuns and boss/mob specials but that's what you save your taunts for.

If you generate low aggro it will demonstrate itself by fights dragging on too long, or healers going oom with alarming regularity ... or simply being unable to keep you alive .... BUT not by you losing aggro. Aggro loss is 'always' someone else's fault if you're getting your devastates/slams or consecrates/seals applied in timely fashion.

So how are you losing aggro? The first question you need to ask is ... who couldn't control themselves?

Did you get a huge Hot just after the pull?
or did the HoT tick before you had any aggro?
Did the Shammie hit the group with a chain the instant you pulled?
Whose idea was it to go in heavy with a pyro?
Did the hunter/warlock forget to switch growl/taunt off on his pet?
Owwwwww - where did that 'friendly' elemental come from?
Who turned the fight into an aoe fest?
Wasn't that a Seed of Corruption going off?

Good DPS simply should not pull threat. They know what their TPS is and what it means not to have Salvation End-of.
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  #6  
Old 09-30-2008, 04:10 PM
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thanks for the advise you guys are fantastic
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  #7  
Old 09-30-2008, 04:10 PM
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thanks i really appreciate your help.
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  #8  
Old 10-02-2008, 08:05 AM
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what is your threat per second when you are losing aggro?

I had an issue helping low levels with ramps run, i was raged starved because i was not getting hit, swapped out some of my def gear (for LOWBIE help) and it worked wonders...
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  #9  
Old 10-22-2008, 08:34 AM
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be sure to tell people to NOT worry about the damage meter too, there are alot of showoffs and this will hurt your ablity to get agro if someone wants to out agro/tank the fight.
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