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ZitatAlles anzeigenThreat from your abilities
The following are the raw values of threat before modifiers such as defiance or defensive stance:
Battle Shout +69 (rank - divided amongst targets
Cleave +130 (rank 6) - divided amongst targets
Commanding Shout +68 - divided amongst targets
Demoralizing Shout +56 (rank 7) - divided amongst targets
Devastate +106 + [14 * Sunder Count]
Also applies Sunder Armor threat when increasing the debuff stack
Disarm +104
Hamstring +181 (rank 4)
Heroic Strike +196 (rank 10)
Revenge +201 (rank
Improved Revenge (Stun) +25
Shield Bash +230 (rank 4)
Improved Shield Bash +??
Shield Slam +307 (rank 6)
Sunder Armor +301 (rank 6)
Taunt Sets threat equal to NPC's primary target (Section VII e.)
Thunder Clap Base threat is 1.75x damage done
Rage Generation
Yellow attacks do not generate rage for a warrior.
Yellow attacks are not eligible to generate extra strikes from the effect of the windfury Totem
An exception is all on-next-attack abilities may proc windfury. This includes heroic strike, cleave, and any other on-next-attack abilities not listed here.
Outgoing white attacks (autoattacks and windfury procced attacks generate rage).
The equation for rage generation from outgoing damage is:
For a level 70, c = 274.7 (exact)
f = 3.5 for a main hand
f = 7.0 for a main handed crit
offhand values are half that of main hand values for f
d = damage
s = weapon speed
For a warrior wielding a 1.6 delay weapon, a 200 point hit will yield ~5.5 rage.
For a warrior wielding a 1.6 delay weapon, a 400 point crit will yield ~11.0 rage.
Basically the damage you deal doesn’t contribute a lot to your overall rage generation on harder bosses. Still, windfury totem is your best bet for generating additional rage, and therefore threat. The windfury totem procs will count as rage-generating swings.
Rage generation for damage taken is simply:
c = 274.7 at level 70
A 10,000 point hit on a level 70 warrior will yield 91 rage.
Unfortunately this rage is based on armor mitigated, or reduced damage. This means that as your armor improves, your rage generation will steadily decline. Set bonuses, and other stats often compensate for this basic design flaw. However, in very good avoidance and armor gear, tanks can get long strings of low damage or completely avoided hits, and become “rage starved.” In this situation a warrior’s threat per second (TPS) will drop to abysmal levels. If aggro is then lost, the warrior is often forced to taunt when possible, or reacquire aggro solely through rage obtained from outgoing white-melee damage (not a good situation.) For this reason, pulling aggro on a well-equipped warrior against an untauntable mob is typically a bad thing to have happen.
Skill Rotations
This section is dedicated to a warrior with shield slam, and devastate. I will add a section later for non-protection spec warriors attempting to tank.
This section will assume standard gear, and will not get into a discussion of what happens at extreme levels of gear (for instance 100,000 DPS weapons, or 1 million shield block value).
This section will assume unlimited rage – and a discussion of limited rage situations will be done on the following section.
A tanking warrior will be using the following abilities when generating threat:
Devastate (protection warrior talent)
Shield slam (protection warrior talent)
Revenge (revenge must follow a block, dodge, or parry, but we will assume it is always ready)
Heroic strike
Here is how these abilities break down in terms of threat per second:
Shield slam > Revenge > Heroic Strike > Devastate
In terms of threat per rage:
Revenge > Shield slam > Devastate > Heroic Strike
In all situations, if you have the rage to use revenge or shield slam before devastate, then you should.
The reason you simply cannot spam shield slam and revenge is that each have cooldowns.
Revenge has a 5 second cooldown.
Shield slam has a 6 second cooldown.
Devastate has a 1.5 second global cooldown.
Warriors have a 1.5 second global cooldown on their yellow-attack abilities (ignoring next-attack abilities such as heroic strike).
Therefore, in unlimited rage situations, you can only hit shield slam 1 out of every 6 seconds. Ideally you would want to hit it every 1.5 seconds for 4 shield slams every 6 seconds, but the cooldown prevents this from happening.
The goal therefore is to come up with rotations that last roughly 6 seconds in length. The problem is that in addition to the global cooldown, players have a latency that adds to their rotation. For instance, if you have a 250 ms latency, and you use 4 abilities, your rotation will be extended by 250ms * 4 or 1.0 seconds.
The 3 ability rotation:
Players with higher latency may want to consider using a 3 ability rotation:
Shield slam -> Revenge -> Devastate -> repeat
The total time for this rotation is .
Solving for latency here gives 500 ms. If you latency is over 500 ms, you will improve your TPS by shifting to the above 3 cycle rotation.