Taunt
Taunt does 3 things:
- Taunt debuff. The mob is forced to attack you for 3 seconds. Later taunts by other players override this.
- You are given threat equal to the mob's previous aggro target, permanently. Importantly, you won't necessarily get as much threat as the highest person on the mob's list, only as much as whoever is currently tanking it.
- You gain complete aggro on the mob at the instant you taunt. Usually you would need 10% more threat to gain aggro (see section 3), but a taunt now 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.
While Challenging Shout and Mocking Blow have a similar forced attack debuff to Taunt, they do not give the caster threat in the same way as Taunt, just fixed amounts.
Growl (Druid) and Righteous Defense (Paladin) behave the same way as Taunt.
(B) Druid (credit to Chibi of Shadow Moon)
The threat modifiers for Bear tanks are the same as Warriors: 130% for Bear Form and Defensive Stance, or 149.5% if you have 5/5 Defiance or Feral Instinct.
The mechanics of druid hate abilities have been changed to match those of warrior abilities. Specifically, Maul generates a static hate modifier similar to the warrior heroic strike ability.
Maul 8.......322
Cower 4.....-800
Cower 5.....-1170
Lacerate.....285, damage x0.2
Mangle......x1.3
Swipe no longer has bonus threat.
In Cat Form, there is -29% passive threat modifier.
The Subtlety Talent is multiplicative, for 0.8 at max rank.
Growl has exactly the same behaviour as Taunt for Warriors.
(C) Rogue
Rogues have a passive -29% threat modifier, so all damage done causes 0.71 threat by default, or 0.71 * 0.7 = 0.497 threat with Blessing of Salvation.
Feint does -600 threat, or -800 threat with rank 5, from the AQ book. Note that it is affected by your threat modifiers, so that the rank 5 ability reduces only 800 * 0.71 = 568 threat by default, or 800 * 0.497 = 397.6 threat with blessing of salvation. However, in every case it reduces the threat of 800 points of damage. Note that you can't feint below 0 threat.
Vanish removes you from all mobs threat lists, but if you are fighting a boss you will get back on due to the in-combat pulse every tick. However, if you are the last person alive, a vanish will cause the boss to go out of combat, so youll survive if you can achieve that feat.
(D) Paladin
Paladins receive 50% threat from healing compared to other healers. This is designed to stop them tanking instances by healing everything in sight. As a side affect, this gives them a decent advantage over other healers where healing threat is an issue.
I.e. 1hp healed by a paladin is the same threat as 0.25 unmodified damage.
When the Righteous Fury buff is active, Holy damage causes 1.6 threat, or 1.9 threat if you have 3/3 Improved Righteous Fury.
Holy Shield damage gives another 1.35 multiplier, for 1.9 * 1.2 = 2.565 threat per damage with talented Righteous Fury.
Righteous Fury has been modified in 2.0.1 to affect all paladin spells, including healing. This means a Paladin with talented Righteous Fury up heals for almost the same threat as a priest/druid without threat reduction talents (0.25*1.9=0.475, compared to 0.5 heal threat for other heal classes)
Righteous Defense has the same behaviour as the warrior Taunt, with the exception that it is cast on a friendly unit and taunts 3 mobs attacking that player.
(E) Priest
The Silent Resolve talent gives a 0.8 multiplier to threat from spells. Shadow Affinity multiplies threat from shadow spells by 0.75. For example, with Silent Resolve and Shadow Affinity and Blessing of Salvation, your threat from shadow spells is 0.8 * 0.7 * 0.75 = 42% of normal.
Mind Blast no longer generates additional threat.
Fade reduces your threat temporarily by a fixed amount, and is not affected by threat modifiers, such as Silent Resolve. This is a good thing since a priest would only have negative threat modifiers on. When the buff ends, you get the same threat back, so there is no net gain from spamming Fade you should leave it as a panic button instead. Note that you cant fade to below 0 threat.
Prayer of Mending threat is attributed to the player it heals, not the caster.
Fade 6.........-820
Fade 7.........-1170
(F) Warlock
The healing from Life Tap, Siphon Life, and Drain Life doesnt cause threat, but the application of the Siphon Life debuff causes a small amount of threat, and the damage from Drain Life counts. Curses cause non-zero threat.
Searing pain is 2 threat per damage, all ranks.
Fel Stamina and Fel Energy do generate threat.
Soulshatter reduces the caster's accumulated threat on all targets within 50 yards by 50%. This spell is shadow and resistable.
Warlock threat reduction talents:
Improved Drain Soul x0.9 threat (Affliction spells)
Destructive Reach x0.9 threat (Destruction spells)
Master Demonologist x0.8 threat while the imp pet is active.
(G) Shaman
Earth Shock and Rockbiter no longer generate additional threat.
Frost Shock generates 2 threat per damage.
Shaman threat reduction talents:
Elemental Precision x0.9 (fire, frost, nature spells)
Spirit Weapons x0.85 (melee)
Healing Grace x0.85 (healing spells)
Tranquil Air provides a threat multiplier of 0.8
The talent Healing Grace is a multiplier, 0.85 at max level, which would give you 68% threat from heals with a Tranquil Air totem.
(H) Mage
Mage threat reduction talents:
Frost Channeling x0.9 (Frost)
Burning Soul x0.9 (Fire)
Arcane Subtlety x0.6 (Arcane)
(I) Hunter
Feign Death is a complete threat wipe, as long as it isnt resisted.
Disengage 4............-545
Distracting Shot 6..... 600
Items
Blackamnesty......-540
Thunderfury.........241 (attack speed debuff = 92, nature resistance debuff = 149)
Thunderfury also procs 300 nature damage which causes normal damage hate. It will no longer proc off Shield Slam.
Note: The thunderfury proc/debuff threat has been significantly reduced. Not yet sure of the new numbers.
7) And One Other Thing...
Crits dont give you any extra threat just for being crits.
Overwriting a buff doesnt affect the threat caused. E.g. Sunder Armor causes as much threat when there are 5 debuffs as none, and player buffs cause just as much threat if the player already had one up.
Links and References
A Guide To Threat - Kenco's thesis, 21 July 2006. This is the source I reposted above, prior to relevant updates.
KLHThreatMeter | World of Warcraft @ Curse.com KLHThreatmeter - the latest version of the mod.