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Single & Multi Target Threat
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  #41  
Old 07-25-2008, 01:57 PM
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Effective Health - Max EH means that you have as much armor and stamina as you can get on one kit while keeping 490 defense. In practice, it's the kit you have with nothing but stam gems and stam enchants on it. A lot of people here keep a kit like that, though some don't. (I do) Browse the Tankspot Library forum for a lot of stuff on EH.

[item]Shard of Contempt[/item], [item]Gnomeregan Auto-Blocker 600[/item], and [item]Darkmoon Card: Vengeance[/item] are three trinkets that can boost your threat. I want the Shard still, personally.

For monitoring your rage, I really just look up at my bar to see if it is mostly red or not
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  #42  
Old 07-25-2008, 02:30 PM
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Expertise is only better until the softcap (which I can't remember) after that it's equal to hit, and personally I'd prefer hit over expertise after that as you'll see more yellow attacks hit if I'm not mistaken.
I know this, that's why i put >= because it's greater than hit before softcap, and becomes = at softcap to hardcap.
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  #43  
Old 07-25-2008, 07:31 PM
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Thank you... Thank you... thank you.... I appreciate your taking to add to my bag of tricks.

Dordy
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  #44  
Old 07-28-2008, 09:04 PM
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I have a question about that mouse over devestate macro. I understand how it works, was just wondering if I have to re-target the dps target manually or does it do it automatically. Thanks in advance.
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  #45  
Old 07-29-2008, 10:18 AM
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You never lose target. You basically just hover your mouse over who you want to devastate (don't click to target him, just hover over him so your mouse cursor brings up a tooltip or whatever if you have one), then hit the button. You will devastate whoever your mouse was hovering over, without changing your target whatsoever, from your standpoint you won't even know it happened except maybe a yellow # flying over the mouseover'd mobs head.
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  #46  
Old 07-29-2008, 03:01 PM
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thanks for the info. much appreciation.
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  #47  
Old 08-25-2008, 10:31 PM
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Threat and hit

i have loved this post. i am having trouble with initial threat. But after looking and looking i realized i have zero hit rating. yea i am sure i will hear about it. but a huge but small oversight on my part. I know hit rating will help my threat but what is a rough area of how much hit i need?
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  #48  
Old 08-26-2008, 11:26 PM
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I have a question.. On boss pulls where you have to build a ton of threat really quick what is the suggested opening rotation?

When my guild is doing gorefiend they start cycling in heroisms between 15-25 seconds into the fight.. Scares the hell out of me. I've only lost agro once and we believe it was because the hunter was barely out of melee range thus lowering his threat cap more then normal ranged??


Typically I start with bloodrage chug a IS pot on the way in.. shield slam..dev x 5 thunderclap then revert to normal ss...rev...dev...dev cycle and unloading heroic strikes constantly (usually inbetween the two devistates and again before restarting the rotation). Usually there is a misdirect on pull sometimes I'm lucky enough to have 2 misdirects.

Is there a better opening rotation to get that much needed boost right off the bat for these type of situations?
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  #49  
Old 08-26-2008, 11:28 PM
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i would really like to learn more about pulling multiple targets and keeping aggro on me
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  #50  
Old 08-26-2008, 11:31 PM
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im new to the tanking world and i have no idea wat to or wat should i be doing....if someone could help me get the basic idea on how to tank multiple and keeping aggro on me that would be great
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  #51  
Old 08-27-2008, 01:04 AM
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When multi tanking targets, I think it is important to point out that the party should be following the kill order if possible. This helps you build your own threat table.

For example Skull, X, Triangle, Star is the kill order. You will build your threat on all targets with TC or CS right off. By building aggro on Skull the most, X almost as much as Skull, Traingle almost as much as X, etc. When Skull is down, you automatically have a decent amount of aggro on X and shouldn't lose any of the mobs.

Yes, threat rotation is critical on multi targets but so also is party dynamics. Just my opinion.
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  #52  
Old 08-27-2008, 10:06 AM
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I have a question.. On boss pulls where you have to build a ton of threat really quick what is the suggested opening rotation?

When my guild is doing gorefiend they start cycling in heroisms between 15-25 seconds into the fight.. Scares the hell out of me. I've only lost agro once and we believe it was because the hunter was barely out of melee range thus lowering his threat cap more then normal ranged??


Typically I start with bloodrage chug a IS pot on the way in.. shield slam..dev x 5 thunderclap then revert to normal ss...rev...dev...dev cycle and unloading heroic strikes constantly (usually inbetween the two devistates and again before restarting the rotation). Usually there is a misdirect on pull sometimes I'm lucky enough to have 2 misdirects.

Is there a better opening rotation to get that much needed boost right off the bat for these type of situations?
I think someone did some testing and the best possible rotation at the very beginning was basically:

Dev, Dev, Dev, (SS, Rev, Dev, Dev) repeat. This takes the most usage out of devastates innate sunder armor threat early on, and then your first SS with the ignore armor that was tacked on will be bigger than if you did it first. Likewise this will help a lot at the beginning of fights where rage is scarce. going SS then spamming straight devs means you're skipping a SS inbetween, and anything that ignores an SS rotation is gonna be bad. I personally like to SS, dev, dev, dev, SS, rev, dev, dev.
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  #53  
Old 08-27-2008, 10:46 AM
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Thanks Kazeyonoma, that sounds like it would work well. I'll give the SS, ,dev ,dev, dev, ss, rev, dev, dev.
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