Guide not updated for Wrath of the Lich King
In the game, when you interact or attack a mob, there's a hidden mechanic calculating and working to determine how a mob will react. This mechanic is referred to as threat, because as you attack the mob, eventually you will cause the mob to attack you; the mob attacks you because you were the most threatening to it. Understanding how threat works will help you to prevent pulling enough threat so you're in danger, and you may increase your damage output by timing abilities accordingly.
[top] Threat and Aggro
Threat is a different thing than aggro: We define threat as the numerical value that the mob is accounting for to see how it should determine its attacks; aggro is who the mob is actually attacking or focusing on.
[top] Mob's Threat List
Every mob has a list that keeps an account of player's threat values. If a player has not affected a mob in any way, then that player has not caused any threat. Mobs will react to this threat list, and determine who they attack or direct their attacks towards. You can gain threat on a mob's threat list by doing things, such as:
- Body pulling, or aggroing a mob by walking too close to it.
- Pulling a linked group; some mobs may be linked together, so that when you aggro one, you will aggro a whole group that must be fought simultaneously.
- Healing or applying a buff on someone who's on a threat list.
- Causing damage and applying debuffs on the target. Some debuffs do not cause any aggro or threat value: Hunter's Mark and Mind Vision.
- Becoming in range of a boss's "combat pulse." What a boss's combat pulse does, is when you're in proximity of the boss, you're automatically put in combat and on the mob's threat list as a 0 value.
- Combat proximity: Some mobs will put you on their threat list at 0 if you're in range of them, which is much like boss's "combat pulse."
[top] Aggro Transfer and Threat Decay
To prevent mobs from rapidly changing their targets, a player attacking a mob must exceed 110% of the mob's current target's threat, if the player is in melee range; if the player that's attacking is not in melee range, they require 130% of the mob's current target's threat to pull aggro. However, some boss's abilities will depend on the threat list, and not on aggro. That is, if an ability will not happen on the person with the highest threat, someone may be above the tank's threat but has not pulled aggro. This effect will result in the tank gaining the ability, and the player highest on threat not gaining it, which may cause a change in strategy or maneuvering. Normally, threat will never decay over time, unless the mob has left combat with you; you may, however, use a threat reducing ability.
If you do exceed 110/130% of the mob's target's threat, you may not actually pull aggro. You must do something to actually notify the mob of your surpassing of threat. Also, if a mob's current target dies, it will target the next highest person on threat. This is why if you pull aggro, and you die, the target may not go back to the tank.
[top] AoE Threat: Healing, Power Gain and Buffing
When you heal someone, you will cause .5 threat per amount healed, when you have no threat modifiers. Over-healing is not counted, and this threat is only added to the mobs that are tracking the healed target's threat. Healing threat is also split per mob that is tracking the threat; so a healing threat calculation, with no threat reductions, looks like such:
([Effective Healing] * .5) / [Number of Mobs] = Threat per Mob
Buffing a target that's on a threat list and gaining an amount of power (Mana, Rage or Energy) will also cause a small amount of threat. Rage gain is approximately 5 threat per Rage; Energy is unknown; and Mana is .5 threat per Mana gained. There are some exceptions, like Blessing of Wisdom, Adrenaline Rush, and damage-caused Rage, which are excluded because they are passive; but the mana gain that causes threat includes potions. These three types of threat antagonizers are all split between the mobs they affect, and the mobs they affect have no range limit. Overwriting a buff does not cause any more or less threat than if it hadn't overwritten.
[top] Threat Modifiers
Threat modifiers are mechanics that increase or decrease your threat caused, per point of threat. Threat modifiers are multiplicative; so, when you see something like: "Reduces your threat by 30%", it reads "Multiplies your threat by .7". Alternatively, you can reverse threat modifiers to see how much damage you gain by using threat modifiers.
These examples show how threat modifiers are calculated, how threat is determined, and how your damage is increased with threat modifications:
Threat Modifier:
1 - [(1 - X) x (1 - Y) x (1 - Z)] = Threat Modifier
X, Y, and Z mean any threat modifications, like Arcane Subtlety, or the .5 power gain modifier for mana. X, Y and Z doesn't mean that you can only have three modifiers; it's just an example.
Threat Calculation:
[Event's Damage, Healing, Gain, etc.] x [Threat Modifier]= Threat Gained.
If the threat you caused is split mob-wide (I.E. healing threat), you would divide your "threat gained" value by the number of mobs you have.
Gain from Threat Modifiers:
1/[Threat Modifier] - 1 = Damage Gain from Threat Modifiers
Taunt is a move that refers to: the Warrior ability: Taunt; the Druid ability: Growl; or the Paladin ability: Righteous Defense.
Taunt does three 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, 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.
- Paladin Taunt: Righteous Defense does the same things, only with three mobs targeting your allied target.
[top] Other Taunts
While Challenging Shout, Challenging Roar 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.
[top] Threat Modifications
Every class in the game has their own threat modifications, aside from the general ones that apply to everyone. The values listed are for the current TBC max ranks.
Defensive Stance: 1.3 modifier
Defiance: 1.15 modifier
Battle and Berserker Stance: .8 modifier
Improved Berserker Stance: .9 modifier
Devastate: 100 added threat
Heroic Strike: 220 added threat
Execute: 1.25 modifier
Thunderclap: 1.75 modifier
Thunder Clap: 130 added threat
Demoralizing Shout: 43 added threat
Battle Shout: 55 added threat
Revenge : 201 added threat
Passive: .71 modifier
Vanish: Complete threat reset
Feint: -1050 threat reduction permanently
Silent Resolve: .8 modifier
Shadow Affinity: .75 modifier
Fade: -1170 threat reduction for the duration of the buff
Prayer of Mending: The threat is increased according to and is given to the person healed
Arcane Subtlety: .6 modifier (Arcane spells)
Burning Soul: ..9 modifier (Fire spells)
Frost Channeling: .9 modifier (Frost spells)
Invisibility: Complete threat reset, if you completely fade
Cat Form: .71 modifier
Bear Form: 1.3 modifier
Feral Instinct: 1.15 modifier
Subtlety: .8 modifier
Cower: -1170 threat reduction permanently
Bear: Mangle: 1.3 modifier
Lacerate: 285 added threat
Maul: 322 added threat
Feral modifiers are additive currently, and thus as a bear you'll only have a 1.45 modifier for threat. This is unlike the current warrior modifiers that are multiplicative (and thus gain a modifier of 1.495).
Healing: .5 extra modifier
Righteous Fury: 1.9 Holy modifier (multiplicatively stacks with 1.43 increase; in actuality, 2.72 modifier); 1.43 modifier for all spells
Improved Drain Soul: .9 Affliction modifier
Destructive Reach: .9 Destruction modifier
Master Demonologist: .8 modifier with Imp
Soulshatter: Reduces all threat of all mobs in 50 yards by 50%
Searing Pain: 2x modifier
Some curses and spells generate threat on cast
Elemental Precision: .9 modifier for Fire, Frost and Nature spells
Spirit Weapons: .85 modifier for melee attacks
Healing Grace: .85 modifier for healing spells
Feign Death: Complete threat reset on all mobs, if not resisted
Disengage: -545 permanent threat removal
Distracting Shot: 900 threat gain
Hand of Salvation: When cast on you, will reduce your threat by 20% over the course of 10 seconds (2%/second).
Tranquil Air Totem: .8 modifier
[Shrouding Potion]: -1500 permanent threat removal of all mobs in 30 yards
Omen Information: Omen is a threat meter that tracks all abilities done by people with the add-on, and compiles a list of what the assumed threat of the players are. This add-on is very important for a tank to have; without the tank having it, it's almost useless.
Thanks to Whiteknight and Kenco; most of the information in this article is taken from Whiteknight's post:
Kenco's Guide to Threat, which was written by Kenco.