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DPS's and Aggro-- I've never understood this...Follow

#1 Jan 31 2008 at 10:55 PM Rating: Good
Hello, I'm a level 67 fire mage, and I got a newb question..

I picked the Fire spec pretty much randomly when I started my toon, not knowing at the time really what each spec's advantages were. I later learned that the advantage of a Fire mage is that, while not being as good at PvP or with PvE farming, it is very good in instances. The basis behind the Fire spec is high damage dealt.

However, whenever I use this at the full potential, I always draw aggro. The response to this is the obvious "Don't spam your spells, and wait for the tank to secure aggro." Well, I try to always wait for the tank to secure aggro (I'm almost always the last nuker in the party to begin attacking because of a paranoia about this), and I've of course learned not to spam Fireball or else my DPS will quickly pass the tank's and I will pull aggro. So, I either cast Fireball more slowly, or do more with Scorch.

And this is where I get confused: casting hard-hitting spells slowly does the same damage as casting weak spells quickly. So what is the point of having the hard-hitting spells at all? From what I read on the forums and on the wiki, Fireball is the be-all-end-all of instance spells. But why bother having all those Fire talents that increase damage done by Fireball if you have to cast more slowly as a result for fear of pulling aggro?

And furthermore, what is the point of ranged dps clothies anyway? If damage dealt roughly equals threat generated, then nobody should exceed the damage dealt by the main tank, (I know there are abilities that give tanks more threat and others less threat, but these don't seem to be *that* drastic), and therefore everybody would be better off rolling a plate wearing class and hitting at the enemy next to the main tank. 500 damage done by a warrior is no different than 500 damage done by a mage or warlock, except the former has better armor to protect themselves. Warriors and paladins can't do as much damage as mages or warlocks, but since mages and warlocks must rein their DPS back in anyway, what difference does it make?

This has always seemed to be a paradox to me. Everyone says that the dps must "do damage" while the tank holds aggro, which is completely misleading if the dps has to make sure not to exceed the tank's damage dealt. I'm sure there's an answer somewhere, but for the life of me I can't figure it out.

#2 Jan 31 2008 at 11:34 PM Rating: Excellent
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3,339 posts
Cevlakohn wrote:
And furthermore, what is the point of ranged dps clothies anyway? If damage dealt roughly equals threat generated, then nobody should exceed the damage dealt by the main tank, (I know there are abilities that give tanks more threat and others less threat, but these don't seem to be *that* drastic), and therefore everybody would be better off rolling a plate wearing class and hitting at the enemy next to the main tank.


OK first of all, those threat reduction talents ARE that drastic. What people fail to do to take advantage of them is use them BEFORE they get aggro instead of after. Also, the threat increase talents are pretty drastic as well.

The other thing you're failing to take into account is that melee threat and ranged threat are calculated differently. Melee is pretty much 1 for 1 in TPS, ranged needs an additional 30% threat to surpass the melee (tank) threat. Stay out of melee range and that's 30% more damage you can do. (I'm pretty sure my numbers are right here)

While damage is related to threat it's not necessarily what it's based on. There are no-damage abilities (sunder, for instance) that generate a high amount of threat for the warrior. For a tank, damage does not always equal threat. Also, once threat is "secured" you can start opening up more.

Starting off slower (on a boss, starting to stack your scorches - if you have Imp Scorch this just helps you later anyway) helps the tank secure the threat so that when you DO open up there's more of a buffer and less chance for you to pull. Stack 5 scorches, and then go to town on fireball (throwing in a scorch to keep the debuff alive). Unless your tank sucks, by the time you get 5 scorches off, you're pretty much good to go to spam the fireballs. On trash? Eh it's a little screwier and you have to try to gauge it a bit.

I could try to explain more, but really maybe it's something you have to see. Go download Omen (and make your tank run it), watch the TPS meters and try to ride the line. I think you'll be able to see how it works a bit better.
#3 Jan 31 2008 at 11:44 PM Rating: Decent
Quote:
Starting off slower (on a boss, starting to stack your scorches - if you have Imp Scorch this just helps you later anyway) helps the tank secure the threat so that when you DO open up there's more of a buffer and less chance for you to pull. Stack 5 scorches, and then go to town on fireball (throwing in a scorch to keep the debuff alive). Unless your tank sucks, by the time you get 5 scorches off, you're pretty much good to go to spam the fireballs. On trash? Eh it's a little screwier and you have to try to gauge it a bit.


I always stack 5 Scorches before I begin using Fireball, and every single time I have ever spammed Fireball on a boss after casting 5 Scorches (itself after waiting for the tank to gather threat) I have pulled aggro. Every single time. And I don't even have points into Empowered Fireball. On several occasions, casting Scorch 5 times at a leisurely rate (ie not spamming it) and then casting Fireball at a leisurely rate has also pulled aggro.
#4 Jan 31 2008 at 11:59 PM Rating: Good
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Cevlakohn wrote:
I always stack 5 Scorches before I begin using Fireball, and every single time I have ever spammed Fireball on a boss after casting 5 Scorches (itself after waiting for the tank to gather threat) I have pulled aggro. Every single time. And I don't even have points into Empowered Fireball. On several occasions, casting Scorch 5 times at a leisurely rate (ie not spamming it) and then casting Fireball at a leisurely rate has also pulled aggro.


Your tank sucks if you can cast at a leisurely rate and pull aggro. But things get better when you get Invisibility. Also, if the tank is a paladin, make absolutely sure they give you Salvation instead of any other buff. Trust me on this. Salv is the GOD of buffs for a mage.
#5 Feb 01 2008 at 2:31 AM Rating: Decent
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This is a good point, ppl always try to find out "why I suck as a mage" etc yet sometimes its the Tank that sucks. I've seen this myself in PUGs where the Tank cant gain enough agro in time so I'm left on the side lines waiting to start!
#6 Feb 01 2008 at 4:51 AM Rating: Decent
If the Tank was in his leveling spec I am sure he didnt have too many points into the protection talents to generate threat, I bet you would have quite a time pulling threat from my warrior ;0}
There are some mobs in the game that randomely charge or dump agro and you will always get their attention. My rogue can be 4th or 5th on the threat meter and because he is melee he will draw agro anyway, in kara I always get the hateful bolt from currator, I always get "bad poetry" from the trash at opera even if I am last on the meter just because I am close to the mobs so keeping your distance is very good advice as Celcio pointed out.
That being said a threat meter is your friend.... use it!
#7 Feb 01 2008 at 5:56 AM Rating: Good
Quote:
I could try to explain more, but really maybe it's something you have to see. Go download Omen (and make your tank run it), watch the TPS meters and try to ride the line. I think you'll be able to see how it works a bit better.


Get a threat meter, I don't know why any person would be leveling, especially in instances without one.

Watch where the tank is and how fast he is generating threat, once he has a few thousand (at lower levels) or 10k (at around 70) start casting, if you can surpass them easily then there is a problem. If you are slowly catching up stop casting for bit and wand if you want before you get invisibility.

Edited, Feb 1st 2008 8:57am by Anobix
#8 Feb 01 2008 at 11:27 AM Rating: Good
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Quote:
casting hard-hitting spells slowly does the same damage as casting weak spells quickly. So what is the point of having the hard-hitting spells at all?

There is a difference. One of them is that the same isn't all at the same time, but more evened out, so your threat is more linear. Less burst damage = less chance of a single crit putting you way over the tank. That's one reason, for example, that DoT classes tend to not pull aggro as easily - it's easier to see when they're about to, because it's coming in slowly and steadily. Another thing is that they're NOT hitting equally. There will come a point when Fireball far and away outdamage Scorch, because it scales much better.

Quote:
500 damage done by a warrior is no different than 500 damage done by a mage or warlock, except the former has better armor to protect themselves.

The warrior needs an enhancement shaman in order to deal that 500 damage as effectively and as quickly as the mage. When the warrior's aggro gets close to the tank, he has to slow down, while the mage can just cast Invisibility. When the boss is moving erratically for whatever reason, the mage can keep damaging while the warrior is running to catch up. Besides, once you get into raiding, warriors, mages, and someone running around naked die just as fast if they actually pull aggro. A lot of these changes don't become obvious until you get to level 70, get well-geared, and possibly get into raids.
Also, you mentioned warriors not doing damage as fast as mages and warlocks. You've obviously never need a fury warrior breaking 1500 sustained dps ;) They HAVE to hold back, and much, much moreso than mages or warlocks, when you look at 25-man raids.

Quote:
I know there are abilities that give tanks more threat and others less threat, but these don't seem to be *that* drastic

They are. Compare a protection warrior and a mage, the prot warrior doing a base of 1000 threat/sec from abilities (since very little of their threat is based solely on damage), and a mage dealing 1000dps. That warrior, with talents and abilities, is actually dealing 1430tps, while the mage is dealing 900tps. What appeared to be equal is actually a 37% difference, and the mage could go up to almost 1600dps without pulling aggro. Threat-related boosters and reducers are incredibly powerful.

And on a side note, you need to find better tanks. As you approach 70, more and more tanks will be prot, which will help a *lot*
#9 Feb 01 2008 at 11:58 AM Rating: Decent
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Even soloing you should get and use a threat meter. It helps a lot for you to learn to judge what threat (and the ramp rates) you are putting out even if you are the only target. Any class with a pet also can optimize their DPS and tactics with a threat meter. It is fun to learn to "ride the line" close to the 130% limit. With that you can control when you choose to pause or even pull aggro (ping-pong aggro => moving aggro back and forth to cause the mob to run between 2 people rather than hitting them).
#10 Feb 01 2008 at 1:14 PM Rating: Decent
33 posts
threat meter will only be useful if the tank has one @@

and cevlakohn, when you mean everytime, does that means that everytime you run instance or what?
or only 1 run?

if everytime you run instance, and with different tanks and you still pull aggro, then you might want to invest some talent point on threat reduction talent

if its only one run, then obviously your tanks sucks which he dont know how to hold aggro

or either is your level is too high compare to the tank
#11 Feb 06 2008 at 5:01 AM Rating: Excellent
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2,588 posts
threat increasing and reducing talents and spells have a massive effect. let me make a small example to show how huge this is.

a tank hits for 1000 with shield slam. shield slam gives 307 base threat plus threat from damage.
total: 1307 threat.
the warrior is in def stance: +30% threat
1699 threat.
the warrior has defiance fully talented: +15% threat
1954 threat

now the mage:
fireball for 1000 damage
burning soul 2/2: -10% threat
900 threat
blessing of salvation: -30% threat
630 threat

so you see, they both did the same amount of damage, but the warrior tank generated more than 3 times the threat of the mage!

considering that the warrior has some threat generating abilities that do zero or minimal damage, you will end up doing hugely more damage without ever drawing aggro.

range will not help with threat generation, it only means that the threat threshold where the mob switches is 30% above the tank's.

also, mages and rogues can reset their threat to zero by using invisibility/vanish. some classes have periodic (feint) or temporary (fade) threat reduction skills.
#12 Feb 12 2008 at 10:04 AM Rating: Decent
You guys were right. Since I've been doing the higher-level dungeons (think noob (pre-Kara) 70), I've been running into tanks which seem much better at holding aggro than... any I'd run with previously. And I downloaded a threat meter, and it seems I only rarely have to let back on mobs and bosses to give the tank some threat breathing room. Thanks oodles for the advice.
#13 Feb 12 2008 at 10:12 AM Rating: Good
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#14 Feb 12 2008 at 11:23 AM Rating: Decent
Let's continue here with few more questions, shall we?

1) Invisibility, when do you use it? Rarely and in very long boss fights when you are going over tanks aggro?

2) Just got it on my mage so I haven't used it yet. So you cast it and wait that 5sec till you "fade" and then just continue blasting?

Newb's need some guidance here.

#15 Feb 13 2008 at 11:22 AM Rating: Decent
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Causa wrote:
Let's continue here with few more questions, shall we?

1) Invisibility, when do you use it? Rarely and in very long boss fights when you are going over tanks aggro?

2) Just got it on my mage so I haven't used it yet. So you cast it and wait that 5sec till you "fade" and then just continue blasting?

Newb's need some guidance here.


1- Sometimes I need to use it more than just on boss fights. Running with an uber pally tank, as soon as he consecrates I am able to go all out. I rarely ever get close to his aggro, but If I ever get to 85% to 90% on the Omen meter, I hit invis. usually, waiting till the timer is down to 1 or 2 seconds you can start casting again. On major boss fights, Usually you should only have to wait 5-15 seconds for the tank to establish his aggro. then again, the general rule I use is when i get second on the threat meter I hit invisibility, sometimes I hit too many crits in a row and have to sit there for 5-10 seconds so that another dps can overtake my threat.
2- Generally you don't have to wait for the fade to hit, It will break you from combat ect. ect. I usually just start a cast again when the timer is down to 1 to 2 seconds, sometimes it doesn't catch and you do break combat, which is slightly annoying for me cause i have to right click the buff off.
I hope some of this helps :)
#16 Feb 13 2008 at 12:29 PM Rating: Decent
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Though this won't really help with trying to maintain dps without pulling aggro, if you throw in the occasional frostbolt, when you DO surpass the threat threshold of the tank... it at least gives you some time to move away and the tank more time to gain threat before you get beat on.

But, threat reduction talents are huge. Tanks that are actually specced prot help a lot (and know what they're doing and properly geared). Up until outlands (and even then) you'll have a lot of craptacular tanks most likely because very few people level prot and they aren't going to respec for a low level instance.
#17 Feb 14 2008 at 7:42 AM Rating: Decent
30 posts
Fantastic post here from the wowhead Druid forum.

There is a terrific discussion about how threat and DPS can be gauged to show best use of DPS. Essentially, the DPSs job is to do as much damage as possible without gaining aggro. If you are able to come within 1 threat of your tank you are providing the best possible DPS (regardless if someone else in the party is beating you in overall DPS). The post also talks about the different threat reducing / increasing abilities and how best to stay within your own class imposed limits.


Really good stuff.
#18 Feb 14 2008 at 7:50 AM Rating: Good
Jiade wrote:
Though this won't really help with trying to maintain dps without pulling aggro, if you throw in the occasional frostbolt, when you DO surpass the threat threshold of the tank... it at least gives you some time to move away and the tank more time to gain threat before you get beat on.

But, threat reduction talents are huge. Tanks that are actually specced prot help a lot (and know what they're doing and properly geared). Up until outlands (and even then) you'll have a lot of craptacular tanks most likely because very few people level prot and they aren't going to respec for a low level instance.


most bosses are not snareable, while this may work for trash mobs (some) almost all bosses that I can think of are not affected by snares/roots.
#19 Feb 14 2008 at 10:13 AM Rating: Decent
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The One and Only Poldaran wrote:
Cevlakohn wrote:
I always stack 5 Scorches before I begin using Fireball, and every single time I have ever spammed Fireball on a boss after casting 5 Scorches (itself after waiting for the tank to gather threat) I have pulled aggro. Every single time. And I don't even have points into Empowered Fireball. On several occasions, casting Scorch 5 times at a leisurely rate (ie not spamming it) and then casting Fireball at a leisurely rate has also pulled aggro.


Your tank sucks if you can cast at a leisurely rate and pull aggro. But things get better when you get Invisibility. Also, if the tank is a paladin, make absolutely sure they give you Salvation instead of any other buff. Trust me on this. Salv is the GOD of buffs for a mage.


We ran ZA last night and had salve and tranquility of air. I never got past 60% of the tanks threat. It was amazing.
#20 Feb 15 2008 at 1:32 AM Rating: Good
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2,588 posts
Causa wrote:
Let's continue here with few more questions, shall we?

1) Invisibility, when do you use it? Rarely and in very long boss fights when you are going over tanks aggro?

2) Just got it on my mage so I haven't used it yet. So you cast it and wait that 5sec till you "fade" and then just continue blasting?

Newb's need some guidance here.


1. only when i am at the tank's aggro early in bossfight. if the mob is going to die in a couple of seconds anyway, it's not worth casting invis. i just cast at a slower rate.
i use it on void reaver most often because he has a knockback that actually reduces the tank's total threat!

2. you lose some threat every tick while fading. so you will see your threat bar drop with every second you wait longer. at 5 seconds you turn completely invisible and actually leave combat, meaning your threat drops to zero. you also lose your target and can only see other invisible mobs plus your party members.

casting a spell or taking damage will abort the process. receiving heals will not.

in a bossfight, it's pointless to wait out the duration of invisibility. so right-click the icon as soon as you're invisible to remove the buff and turn visible again, retarget the boss and start nuking all-out. the tank should be miles ahead by now.
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