You'll find having FFF in your rotation generates significantly more threat than not. It's also easier on your rage pool, which is especially helpful on bosses that are not constantly hitting you.
Outside of the initial pull and stacking of Lacerate, my rotation looks like this..
Mangle, FFF, X, Swipe
If Lacerate is going to fall, X = Lacerate
If Demo roar is going to fall, X = Demo Roar
Else, X = Swipe
Also check your rogues aren't using a lazy MT Tricks macro. I was having odd threat issues and realised the MT was still getting tricks of the trade when I was the one tanking.
That actually was the first thing I was thinking about. Since T10 pretty much EVERY Rogue uses TotT on CD. And because of this a lot more of us have Tricks glyphed to 10 Seconds.
Because of the mechanics of Tricks of the Trade this is not simply a "Macro" Problem - Tank A has aggro, I trick him and now Tank B taunts. Tricks is still on Tank A and this can easily lead to Tank A regaining aggro.
My Advice would be: Announce a taunt early or tell your rogues to trick a DD who can handle the additional aggro after the pull.
Most fights are only aggro sensitive at the start. I would expect ToTs to be distributed to other DPSers as soon as the threat ceiling is high enough that a string of crits will not jump past the 110% mark. Our rogues typically ToT each other since they can use vanish for a threat dump if needed. This is especially true on tauntable bosses where each tank can save threat generating cooldowns for use when they are MTing. The threat ceilings on those fights should be well out of reach of the DPSers. Also, most tanks probably know to do something for a few seconds after having the mob taunted off to make sure their threat level drops below the new tank (Festergut is a great example of this - where the debuff increases tank dps - and a bear can pop into cat form to generate less TPS and more DPS).
Tanks should only be the continuing target of ToTs on fights where there is a mechanic that causes DPSers to generate more TPS than the tank (fights like Hodir and General Vezax are good examples) - and those are generally fights with either taunt immune bosses or no required tank switching. Continued lazy taunting on the tanks on a taunt fight will most often be a dps loss to the raid.
You'll find having FFF in your rotation generates significantly more threat than not. It's also easier on your rage pool, which is especially helpful on bosses that are not constantly hitting you.
Outside of the initial pull and stacking of Lacerate, my rotation looks like this..
Mangle, FFF, X, Swipe
If Lacerate is going to fall, X = Lacerate
If Demo roar is going to fall, X = Demo Roar
Else, X = Swipe
Ok, but its also more threat to reup lacerate after a tick or two rather than waiting to reup it before its about to fall.
Mangle laceratex5 to open followed by Mangle, Lacerate, Swipex4 repeat.
Thats going to be awful for threat. All you need to do is ensure you use Mangle every time its up. With Imp Mangle this is going to follow the pattern of Mangle, ability, ability, (0.5 sec wait) Mangle etc... After Mangle you want to prioritise Feral Farie fire. The CD is 6 seconds so this will shift through your rotation and sometimes come off CD at the same time as Mangle, but its 2nd priority. After this your next abiility, you want to stack a 5 stack lacerate during the starting 4-5 rotations of the fight. After that Swipe is the priority except to refresh Mangle when its down to a few seconds.
Note 1: Every time Maul becomes available, use it.
Note 2: In this rotation, Lacerate should only be used if your debuff stack is smaller than 5 applications, or if your it is about to fall off. In all other cases, use Swipe.
Note 3: If you are responsible for using Demoralizing Roar, use it during step #3.
Note 4: This rotation assumes that you are not specced into Improved Mangle - if you are, then prioritize Mangle above Feral Faerie Fire when the two skill cooldowns collide. (Or see Marino's pretty picture of what the extended rotation would look like.)
Note 5: On many fights it is possible to ignore Swipe and maintain a healthy threat lead by just spamming Lacerate instead - keep in mind that this will also lower your DPS.
Maul everytime it's up is a good idea, but just to save my finger from spamming, I simply macro my lacerate, mangle, and swipe attacks to maul right after. My question is, what glyphs should be used since maul messes up the Saurfang fight? Are my choices limited to just switching to something arbitrary like Berserk and changing back or dpsing, or is there a different glyph we could just put in altogether?
Maul everytime it's up is a good idea, but just to save my finger from spamming, I simply macro my lacerate, mangle, and swipe attacks to maul right after. My question is, what glyphs should be used since maul messes up the Saurfang fight? Are my choices limited to just switching to something arbitrary like Berserk and changing back or dpsing, or is there a different glyph we could just put in altogether?
Switch it out with Glyph of Growl since you want to make sure every taunt hits in that fight. I recommend carrying a stack of both the Growl and Maul glyphs, as each fight usually favors one or the other, but you rarely need both.
Today @ ICC-10 Lich-King I had a Taunt Resist in Phase #1 having more than 11% Hit. Wasn't Growl/Taunt changed to 8% somewhere around 3.0.x? Anyway, I will go for the Taunt Glyph as my third at any fight that requires secure taunts, even if I am obviously(?!) overcapped.
As far as I know, all regular taunts still use the spell hit cap (17%). Due to the different conversion factors for melee and spell hit, if you are at the melee hit cap and have the appropriate glyph, you should be at 17%.
Originally Posted by Heenk
"IRONBRANCH, THE FLOWER BED IS IN DANGER! ASSIST ME!"
Maul everytime it's up is a good idea, but just to save my finger from spamming, I simply macro my lacerate, mangle, and swipe attacks to maul right after. My question is, what glyphs should be used since maul messes up the Saurfang fight? Are my choices limited to just switching to something arbitrary like Berserk and changing back or dpsing, or is there a different glyph we could just put in altogether?
One trick would be to set it up so that you don't swipe if you're holding down a modifier key. For ex. holding down shift to not mangle (a few secs before the adds spawn, until they're out of range)
Recently I joined a raiding guild and started raiding with them. Ive started to notice some issues with threat, mostly on AoE intensive fights. The main two "problem players" are a lock and a mage, both at 5500 GS while I have a 4700 GS. All I can really do in an AoE intensive fight is spam maul and swipe but that doesn't seem to be enough. Should I remove some of my stamina gems for something else?
Ive also noticed some times when Im doing randoms with PUGs that Ill lose agro in the middle of a fight. Tonight I had a huge lead on agro against a furry warrior in 5k gs when in just one hit, they took agro off of me. I was spamming maul, lacarate, and making sure FF and maul were both on CD the entire time before the warrior even came along. Do I just have to big of a gap between my gear and the other party members gear? I know on my paladin whos in mostly blues at 2600 he can still hold threat, AoE and single target, against a 5k GS DPS.
I think its been about 3 weeks (other then the last 2 days) that Ive played my druid. Were there any un-documented patch notes that lowered our threat? Because I was doing just fine in heroics in the same gear as I have now. Ive been tanking on and off since launch, even tanking some nax in 3.1 with no problem at all but now Im getting frustrated with agro issues.
Litch: You should be looking for a new weapon more than anything. Gettin the extra feral AP going from a ilvl 200 to a 232(a prime target would be the polearm from HoR heroic, or anything from TOC10/25) will be huge for your swipe threat. Also, you've got 0 expertise from your gear, while having too much hit. Getting to at least the softcap of 26 expertise will be very significant as well.
Litch: You should be looking for a new weapon more than anything. Gettin the extra feral AP going from a ilvl 200 to a 232(a prime target would be the polearm from HoR heroic, or anything from TOC10/25) will be huge for your swipe threat. Also, you've got 0 expertise from your gear, while having too much hit. Getting to at least the softcap of 26 expertise will be very significant as well.
Should I gem or enchant to meet that soft cap? Or just start looking for new gear altogether? In bear form tanking Ive got just under 42k health unbuffed and about 48k health with GotW, Fort, Kings, and Bloodpact. Im running ICC 10 first wing with my guild and ToC 10, tanking both as the off tank. I dread halls of reflection but Ill try to tough it out to get the polearm.
Litch: apart from generally low level items which are certainly gimping your threat output (doubly so for the weapon slot, which would be by far the largest jump should you upgrade it), the set you're wearing on armory is extremely stamina oriented. While it certainly has its place on a hard hitting boss with rogues and hunters giving you bonus threat, in most other circumstances it's really overkill - at the expense of threat generation and avoidance. You may want to consider swapping (quite) a few DPS-oriented pieces in, every time your survival doesn't feel threatened.
My solution, which has been working wonders, is the following.
This is assuming that you slave Maul in macros to Lacerate, Mangle, and Swipe as well as gylph Maul.
1) Select your target and hit Lacerate+Maul
2) Swipe+Maul twice in a row.
3) Cycle through steps 1 and 2 and drop in a Mangle+Maul if you want..
If you gylphed for Maul and have 3 or more enemies, hit Enrage and go through the cycle. This will ensure that Maul is hitting as many people as possible and generating a large threat lead.
Typically, DPS will pull off to you if they are not assisting off of you. In the realm of PUGs, this is quite common.
As stated before, getting the Expertise Cap and Hit cap will also work wonders for aggro generation, but the cycle above will help cement it.
Additionally to Argatha's proposal, in heavy AE situations I'm constantly tabbing (and Shift-Tabbing) through all enemies, watching Threatmeter to find targets where I am low on threat and/or dd's coming close, so I can get some more threat on those targets via Maul and maybe Mangle. If you identify 2 targets where you need more threat, check if there's a melee second on the aggro list and hit that mob first.
Best solution for threat problems with big groups is using nameplates with visible threat. (Aloft is good mod to get beater visual effects)
When you got some mob that is near to lost threat on him glow of nameplate will change, you will have couple of second to reaction (taunt or simply dmg him more).
Additional benefit will be that you see what mobs are tanking by you (some can by tanks by other tanks) and you can focus only on your targets.
BTW some times is good to use Berserker on trash, free boost of threat on demand.
Due to the way our raid days work (we don't raid on Weds) and some attendance issues, we're starting our first serious LK attempts tonight after a couple of short tries at P1.
How do others at this stage feel about HP levels for tanking the LK? It's probably going to be my job and at present nothing has really required that I optimize in a particular direction, therefore I am using a mix of 30sta, 10agi/15sta and 20agi or 10agi/10hit gems (see my armory)
This leaves me around the 54-55k mark depending on trinkets and I'm thinking this isn't really going to cut it. Do you think it's worth me quickly going for 30sta gems across the board to make things easier for the healers?
So my roommate was showing me one of the higher end druids from the Dethecus server and I noticed that he had 155 hit rating and 40 expertise. My question is, if you can't be dodged or parried, is it OK to miss a few times, or should I focus on not missing with a chance to be parried? I'm currently sitting right below the soft cap for expertise(which I believe it's 25), and at 275 hit rating(looking to replace my pants and chest).
Due to the way our raid days work (we don't raid on Weds) and some attendance issues, we're starting our first serious LK attempts tonight after a couple of short tries at P1.
How do others at this stage feel about HP levels for tanking the LK? It's probably going to be my job and at present nothing has really required that I optimize in a particular direction, therefore I am using a mix of 30sta, 10agi/15sta and 20agi or 10agi/10hit gems (see my armory)
This leaves me around the 54-55k mark depending on trinkets and I'm thinking this isn't really going to cut it. Do you think it's worth me quickly going for 30sta gems across the board to make things easier for the healers?
I think you will want to go full-on Stamina for this encounter. Our main LK tank is a DK, and there were plenty of times where his health pool was just a bit too low. LK can do some HUGE hits, so a very large HP pool (~65k or so) can be extremely helpful. If I were tanking this encounter I'd go all Stam
hit vs expertise
So my roommate was showing me one of the higher end druids from the Dethecus server and I noticed that he had 155 hit rating and 40 expertise. My question is, if you can't be dodged or parried, is it OK to miss a few times, or should I focus on not missing with a chance to be parried? I'm currently sitting right below the soft cap for expertise(which I believe it's 25), and at 275 hit rating(looking to replace my pants and chest).
Hit and Expertise both work out to be pretty similar in tanking situations (I'm assuming you're talking tanking based on your armory); both stats are mainly there for threat generation, as the "parry-haste" mechanic that wrecked so much havoc in BC is largely missing from most WotLK bosses. I personally like to have a decent amount of hit so that my Growls don't miss as often (though when I simply can't afford to miss a taunt I use Glyph of Growl in place of Maul), but Expertise is just money for threat. A balance is nice, and there are no specific "soft/hard cap" numbers to really shoot for as a tank, but rather you get enough so that your threat is where you need it to be.
So my roommate was showing me one of the higher end druids from the Dethecus server and I noticed that he had 155 hit rating and 40 expertise. My question is, if you can't be dodged or parried, is it OK to miss a few times, or should I focus on not missing with a chance to be parried? I'm currently sitting right below the soft cap for expertise(which I believe it's 25), and at 275 hit rating(looking to replace my pants and chest).
I've never been worried about being below hit cap for a long time. It depends on the fight really. Fights like Heroic: Deathwhisper you really don't want to be missing anything so I was drafting in some DPS gear to reach hit capped and some DPS trinkets to max threat. Most fights though you'll get the Tricks/MD's though so threat isn't much of an issue.
Due to the way our raid days work (we don't raid on Weds) and some attendance issues, we're starting our first serious LK attempts tonight after a couple of short tries at P1.
How do others at this stage feel about HP levels for tanking the LK? It's probably going to be my job and at present nothing has really required that I optimize in a particular direction, therefore I am using a mix of 30sta, 10agi/15sta and 20agi or 10agi/10hit gems (see my armory)
This leaves me around the 54-55k mark depending on trinkets and I'm thinking this isn't really going to cut it. Do you think it's worth me quickly going for 30sta gems across the board to make things easier for the healers?
This is a fight you purely want to go for stam given the mechanics. When off tanking there is no incoming damage that is really a threat, with the exception of multiple shambling horrors enraging at the same time and hunters being slow on tranq (but that is what barkskin is for).
The main threat is Soul Reaper which hits for ~40K upfront, another ~40K in 5 seconds and gives the Lich King a brief +100% damage buff once it goes off. Once spirits are down you and the other tank should be swapping for this and using a cooldown if you are the one taking the increased Lich King damage. However even with Barkskin up I would take hits well over 30K and up to 40K, at which point you need a health pool that can take 2 of those with only some hots/earthshield/shield giving some cushion rather than hoping you avoid or a holy light and another heal hit you before the next swing.
I haven't seen this brought up yet, and Druids that I've asked on my server just think I'm an idiot for even suggesting it, but...
Is it feasible to tank with Cryptmaker? I was trying to figure out a way to stay at the hit cap without losing too much. The only suggestions so far on these forums have been to use necks/rings/cloaks with hit. I was trying to find a solution that would allow me to keep all the bonus armor on those pieces, and Cryptmaker seems to be it. In fact, this gives me the option of going with Armor Neck, Cloak, Ring + Ashen ring, or Armor Neck, Cloak, Ring, any other ring I choose + Hit food and one Vivid in place of a Tear.
Not to mention Cryptmaker has higher threat and higher EH, at the cost of only 2% Dodge. To me it seems like a much better solution for staying hit capped than losing ~1.5k armor.