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#1 Mar 10 2008 at 7:17 AM Rating: Excellent
I struggle with threat on new targets. I use Avenger's Shield at the start when possible and judge SoR on the mob. I also use Exorcism if I'm in Karazhan. However my guild refuses to readily accept paladin tanks as viable and what makes it more difficult for me is that whatever tank I'm backing up seems to be able to steal hate from me fairly easily when a mob is first pulled, be they druid or warrior. Now I assume here that I must be doing something wrong, as I find it difficult to believe that warrior and druid have a much larger initial threat generation than a paladin does.

Anything I can do to remedy this?
#2 Mar 10 2008 at 7:20 AM Rating: Good
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Galkaman the Great wrote:
I struggle with threat on new targets. I use Avenger's Shield at the start when possible and judge SoR on the mob. I also use Exorcism if I'm in Karazhan. However my guild refuses to readily accept paladin tanks as viable and what makes it more difficult for me is that whatever tank I'm backing up seems to be able to steal hate from me fairly easily when a mob is first pulled, be they druid or warrior. Now I assume here that I must be doing something wrong, as I find it difficult to believe that warrior and druid have a much larger initial threat generation than a paladin does.

Anything I can do to remedy this?


If you have improved righteous fury on, and hit a mob with your shield, judgment of righteousness, and exorcism, and the druid/warrior pull it off you that quickly, look at the mob debuffs to see if it was taunted. Hell I do that to a lot of our newer recruits, and then yell at them to generate better threat. ;)

EDIT: The main reason I say to look at this is simple. The only people you mention pulling threat off you are people who can taunt. If you lose threat to DPSers, you may have a problem. If you "lose threat" to tanks, they're probably ninja taunting off of you.


Edited, Mar 10th 2008 10:21am by Ialaman
#3 Mar 10 2008 at 7:24 AM Rating: Good
Terrorfiend
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no way they have more frontend threat than you do. so either something got resisted, or they are taunting.

Im having some sustained TPS issues, not sure what to do outside of getting more spell dmg. But initial threat usually aint a problem.
#4 Mar 10 2008 at 7:52 AM Rating: Excellent
Right thanks, I had considered this. It's unfortunate that I can't really say anything as they think Pala tanks are near laughable... however the druid tank at least is a genuinely nice guy, I may have a word with him if it happens again.

And as KTurner brought it up, I have been noticing sustained TPS issues too. Where the druid can keep up a steady 400~ TPS I'm stuck at 250-300 after the initial pull even using all my CDs (exept the wings one +10% damage, forget the name.) With Vengeance and time that rises but on trash mobs with SoR they die too fast for Vengeance.

The problem with this seems to be that warrior gear is far superior in terms of avoidance and stamina. So take sub-par gear just to be able to tank effectively? Seems a little harsh to me...

P.S. nothing I say in these forums should be taken as gospel because I probably don't have a clue what I'm talking about. Smiley: tongue
#5 Mar 10 2008 at 8:11 AM Rating: Good
Terrorfiend
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250-300 tps in kara? ouch. im running like 700ish on bosses and the DPS catches up rather quick. Also, use wings liberally. I like to pop it after my initial burst dies down. switch over to SoV after a JoR, wait for judgement CD, blow wings, judge, consecrate, SoV, etc. This helps hold me over while SoV is stacking up and then the TPS rolls in a bit better.

I assume you have imp RF... right? sounds almost like you dont.
#6 Mar 10 2008 at 8:24 AM Rating: Good
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Yea... kara HEAVILY favors a Paladin tank in terms of threat generation on trash mobs, you can even get a Holy Wrath in on the pulls sometimes if timed well.

What are you blessed with? Is there a chance that some pally in the group is giving you Salvation? Is Righteous Fury up? Is it 3/3 Improved RF? In the case of bosses, make sure someone judges them with Crusader, you if need be -- you can catch up for the lost Righteousness by blowing Wings and givin'er after.

I've run with Warriors and Paladins before who like to ninja mobs onto them after the DPS has dealt with their mobs because it's the only way they can contribute (and gimp me in the process) but if a Feral Druid is taunting them off of you perhaps you should remind him that he HAS a cat form... Far better to have 10 people contributing to the fight than 9.

Unless there's something fundamental that you're missing here, my money's on ninja taunting. Especially if they don't respect Pally tanks in the first place, probably trying to grab threat onto someone that they "trust".
#7 Mar 10 2008 at 8:28 AM Rating: Good
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3,801 posts
You definitely should be putting up bigger threat numbers than that. Post a link to your armory and we'll see about helping you out. Please tell me at least you're using a spell damage weapon...
#8 Mar 10 2008 at 9:35 AM Rating: Good
Here

There are some definite upgrades needed I know, but as far as I'm aware there's nothing really wrong with my spec or gear.
#9 Mar 10 2008 at 9:41 AM Rating: Good
Terrorfiend
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gotta slap +40 spell dmg on that sword man, unless you see yourself upgrading it in the very near future.

As far as i can tell your only problems regarding threat are spell dmg and spell hit.
#10 Mar 10 2008 at 10:02 AM Rating: Good
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Yup.. little low on spell damage. Major Spellpower and Wizard Oil should take care of that unless you're buying the PvP mace (like.. today) in which case hold off on the enchant and put it on that instead.

Still.. especially in Kara I'm not sure why you'd be losing aggro right away. And that spell damage shouldn't account for THAT much threat (in reference to the TPS numbers you gave earlier). Certainly that's a major concern though.
#11 Mar 10 2008 at 10:14 AM Rating: Excellent
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3,801 posts
Galkaman the Great wrote:
Here

There are some definite upgrades needed I know, but as far as I'm aware there's nothing really wrong with my spec or gear.


Enchants, enchants, ENCHANTS

+40 spell damage to sword
+12 stam to bracer
+12 dodge on cloak
+2% threat on gloves (yes it's better than +20 damage)
+12 stam on boots

Enchants and Gemming are the most visible way of showing how much you care about keeping your character at its peak. The 5 enchants I listed right there will increase your avoidance, increase your burst survivability through a higher stam pool, and will increase your threat.

You may also want to run a combat log and/or WWS to be able to figure out what your sustained TPS through a boss fight actually is. Both Omen and KTM are bad at actually measuring TPS. I've had Omen spike over 6k TPS for me at times, and then drop down to 100-200.
#12 Mar 10 2008 at 12:40 PM Rating: Good
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When you get enough badges, spend them on Chestguard of the Stoic Guardian. It's probably the best use of badges for a tankadin (after the libram of repentance) Also, I noticed some str/stam gems on your chest...just no. Strength is basically worthless for a tankadin. Trade those for some spell damage or stamina gems (or the combo).
#13 Mar 10 2008 at 12:54 PM Rating: Good
Ialaman wrote:
Galkaman the Great wrote:
Here

There are some definite upgrades needed I know, but as far as I'm aware there's nothing really wrong with my spec or gear.


Enchants, enchants, ENCHANTS

+40 spell damage to sword
+12 stam to bracer
+12 dodge on cloak
+2% threat on gloves (yes it's better than +20 damage)
+12 stam on boots


I have the mats for +stam on barcer actually on my charcter, but the bracers I have at the moment are pretty crap. I've been holding out for Vambraces of Courage, but no luck so far...

As for the dodge on cloak, as I mentioned in WoW main I've ran SV 42 times trying to get the Devilshark Cape. It refuses to drop. I'm not happy with it, but it's a lot better than my current cape.

The others I have no excuse for, I'll get right on it.
#14 Mar 10 2008 at 1:15 PM Rating: Excellent
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Galkaman the Great wrote:
I have the mats for +stam on barcer actually on my charcter, but the bracers I have at the moment are pretty crap. I've been holding out for Vambraces of Courage, but no luck so far...

As for the dodge on cloak, as I mentioned in WoW main I've ran SV 42 times trying to get the Devilshark Cape. It refuses to drop. I'm not happy with it, but it's a lot better than my current cape.

The others I have no excuse for, I'll get right on it.


Even the "I'm trying to get something better for that slot" excuse only holds up for so long. For example, the Vambraces of Courage. If they don't drop in Kara this week, you won't even have a chance at getting them to drop for another whole week.

As for the cloak, I will rely on a very long standing belief I have. The upgrade you're looking for will not drop until you spend a lot of money accepting that it most likely won't. I.E.: http://wow.allakhazam.com/forum.html?forum=21;mid=1205170811232877034;num=14;page=1

That poor guy leveled tailoring all the way to 375 just to wear Frozen Shadowweave. The day after he made his crafted set, the shoulders he always used to want dropped.

I will give another example. The first time I ran Kara with my pally, I was called in with a lot of open sockets and unenchanted gear. I had the raid wait while I spent over 500g on a splurge of gem and enchant buying. We went in to Karazhan, cleared it, and I walked out with 8 new items (which I had to go gem and enchant all over again). In fact, most of the items I had enchanted and gemmed immediately prior to the raid were the ones that were replaced.

I'd say, give in and enchant your gear anyways. Then use it to farm more efficiently and recover the costs. It'll all work out in the end, and who knows, it might just get your upgrades to drop for you. :)
#15 Mar 11 2008 at 4:43 AM Rating: Decent
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Ialaman wrote:

+2% threat on gloves (yes it's better than +20 damage)


I wish I could find it, but there was a thread here that did a bunch of math showing that actually +20 spell damage is better than +2% threat until a certain point, and I think that was close to 500 spell damage or so. If you or someone else could link to some math on this one way or the other, would be nice. I was recently asked to re-enchant my gloves to help with threat as I had a Heavy Knothide Armor Kit on, and went with the spell damage.

Also for your gear, replace those "green" gems with "blue" ones (quality, not socket color). Get rid of the Strength as well. Should go with all Solid Star of Elune unless you need gemming to reach uncrit/uncrush or really want the socket bonuses then plug in Enduring Talasite for yellow and blue sockets and Glowing Nightseye for red.

Biggest thing, enchant your sword with 40 spell damage. Unless you have a good shot at the sword from SSC or mace in ZA, you're gonna have that sword as your tanking weapon for a long time.
#16 Mar 11 2008 at 9:26 AM Rating: Good
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Maulgak wrote:


Biggest thing, enchant your sword with 40 spell damage. Unless you have a good shot at the sword from SSC or mace in ZA, you're gonna have that sword as your tanking weapon for a long time.


if you like PvP and can afford to lose the small avoidance on the sword you can get a spell dmg mace. either the S1 for honor, or the S2 with Arena points (or S3 if you are good).
#17 Mar 11 2008 at 9:32 AM Rating: Good
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I remember reading an exceptionally long winded math post on the Maintankadin ( http://failsafedesign.com/maintankadin/index.php ) forums about +2% and +20 Spell Damage a couple months ago, but can't find it anywhere while searching.

The conclusion was to the tune of: In most normal cases where there isn't unusual mob behavior +2% threat was the superior enchant in terms of threat generation. They did establish a few "spell damage ceilings" where different abilities had a greater benefit from +20 Spell Damage, but the benefit was offset by other abilities.

All I can find today while searching are discussions about general gear advice where everyone's advising to take +2% Threat over 20 Spell, but there's no theorycraft to support it :(
#18 Mar 11 2008 at 10:57 AM Rating: Good
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3,801 posts
Maulgak wrote:
Ialaman wrote:

+2% threat on gloves (yes it's better than +20 damage)


I wish I could find it, but there was a thread here that did a bunch of math showing that actually +20 spell damage is better than +2% threat until a certain point, and I think that was close to 500 spell damage or so. If you or someone else could link to some math on this one way or the other, would be nice. I was recently asked to re-enchant my gloves to help with threat as I had a Heavy Knothide Armor Kit on, and went with the spell damage.


The place I saw it was: http://maintankadin.failsafedesign.com/viewtopic.php?t=241

Basically, 1 spell damage = 0.63 TPS. So, 20 spell damage = 12.6 TPS. The break-even point for this is at 630 TPS, so if you are doing less than that, 20 spell damage is better. If you are above that, 2% threat is better.

Now I don't have an exact location for how much spell damage you need to hit that point. However, I only have around 350 spell damage, and I can steadily put out 850 TPS, so I don't think anyone with the S1 spell damage mace + 40 spell damage enchant (which is readily available to everyone) should have any problems hitting over 630 TPS.
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