From my reading around and experiences:
Taunt doesn't put your threat up to someone elses. Taunt merely forces a target to attack you for 2 to 3 seconds. Moving further from that, the aggro system in this game is pretty interesting to have been learning in comparison to things from XI. A tank can have 100k threat, and a melee range(close range) dpser would need 110k threat before the opponent would look their way. If the DPSer reaches that 110% of your threat mark, you taunt, and hopefully the dpser has used some sort of threat sheding ability and/or has dramatically slowed down his dps such that by the time taunt wears off, the dpser is no longer at or over the tank's 110% mark. If the DPS is smart, and they pull threat, they could even move outside of the 5 yard mark from the opponent and by the time Taunt wears off, instead of having to be less than 110% of the tank's threat, now the dps can comfortably be at 130% or less before the mob would look their way again, but of course, that's only valid assumming the dpser stays 5yards+ away from the opponent which is not long term viable for a melee range combatant.
This same logic is also why ranged dpsers who pull threat can be such a pain to pull threat back off of. If a ranged dps is pulling threat, it means they've surpassed the 130% threat mark. And if a target goes running for Mr Lock (AKA: the target is now within 5 yards of the lock) and the tank taunts and the lock doesn't move the F' back and beyond the 5 yard range and/or the tank doesn't drag the target the F' away from the person with threat, likely when taunt wears off, that lock will still be over 110% of the tank's threat, and since they didn't move back to be in the 130% comfort zone or you didn't drag the target away from that player, they'll just get wacked again.
Now that some of the basics as I've seen it have been thrown out there... moving on.
Mangle on cool down, as before mentioned it's the best threat per rage use.
Lacerate's threat is largely dumped to the target on use. The dot portion has a minimal effect for threat, though it is nice for damage.
Swipe is your best aoe threat tool. I believe I made the mistake of suggesting to someone before to lacerate secondary targets. Really swipe is your best bet since, for example, 3 swipes puts out more overall threat divided to three targets than 3 lacerates (one on each target) would do.
If you're single target tanking, and your swipes are capable of ~280'ish damage, then you want to start moving a bit away from lacerate and toward swipe once lacerate is 5stacked, and instead only lacerate to renew the stack. This will keep threat output about the same as if you would just lacerate and never used swipe on single target, but it will increase your damage output and with that, decrease the fight's length. Anything much higher than 280'ish average damage on a single target for swipe, and swipe can actually replace lacerate for threat purposes (lacerate doesn't scale well; it starts off great though) but as far as I know this isn't really a problem for most people.
As before said, really only growl/taunt if you need to force a target off of someone else. 2.4 even fixed a few mobs (shadowlabs) I previously suggested a use for taunting even when you were already on top. Blizzard must have been reading that thread and the few uses I previously had to growl even though I was on top kinda went the way of the dodo. Sometimes I still growl immediately after some stun effects. Like the bigger mechanical things in mech. But it varies and depends what omen looks like and who I'm grouped up with.
Generally Bash to stop a target from beating on someone else, sort of a ghetto taunt, or to stop a spell from being casted.
If you're dealing with a caster and it's the only target of a group still standing, you can Bash, run some distance back, and interupt more with a feral charge.
On that thought, I usually have less regard for casters as far as who the casting opponent is focusing on since as a druid, we don't really mitigate magic damage unless you're wearing resist gear for the purpose. So sometimes in larger pulls with minimal crowd control I setup a Skull to be killed, maybe a healer type of opponent or sometimes some other type of magic caster, and then I don't even focus on that target myself at all, except maybe to bash a spell cast. This can allow me to focus more heavily on forcing the phsyical brutes to hit me and be locked on to me. Once I'm confident with the physical guys I may go back to the Skull to help out. It can vary. Just try not to take the thought too far since as a druid, Leader of the Pack can heal you and it doesn't do anything for most ranged dps(AKA you have sort of a constant healing effect on you where as most others in your group won't), and the fact that you have the largest HP buffer to be kept alive, not to mention you're generally the healer's primary focus.
Don't Demo Roar if you're already starving for rage, you'll only complicate your rage issue. Not only have you spent 10 rage on the demo roar, an ability worth very minimal threat output, but now your targets hit you that much softer and you'll be able to generate less rage from softer incoming hits.
Consider using caster form abilities to aid your ability to tank and keep threat.
A quick Moon Fire to the target marked as X as you hit bear and reach to grab Skull can be a decent means of keeping a secondary target on you and not running for a jumpy healer.
Regrowthing yourself just prior to some of the larger pulls can be a means to help your healer get through the pull. That's 20seconds of little ticks of health to kind of ease the situation and make it a little bit easier hopefully up until one target is downed. As far as I know Regrowth prior to a pull is worth zero threat to you.
Lifebloom's bloom effect actually procs threat at the moment it blooms. Lifeblooming yourself just prior to a pull can be a simple way to put a small amount of threat divided to all of your targets. Usually this can save a healer from pulling threat on their first healing spell casted to you, if for example, a crucial first swipe missed one of your targets. One of the resto druids I run a lot of heroics with has learned this and generally tries to lifebloom me the same time I'm lifeblooming myself prior to pulls and then proceeds to allow the effect to bloom and casts rejuv or something before starting a 3stack of lifebloom.
Barkskin doesn't last very long, but it is on a 1min cool down and you should know that it's there to help. Magic or Physical damage, it can help ease the start of some fights. It's also a valuable tool in certain trash pulls that pretty much require aoe. You're able to barkskin + hurricane for some decent initial aggro and sometimes it may even prove to last until the opponents are dead assumming you have some other aoe damage source in the group.
It's a learning experience. You'll probably swap some keybindings to make things work out for you as you progress. You might stumble upon an addon that makes things a little easier. You may want to google up some druid specific macros and see if you think you'd like anything from some of the lists that are out there.
Edited, May 16th 2008 11:16am by Torzak
Edited, May 21st 2008 1:08pm by Torzak
____________________________
Torzak of Carbuncle(Moved To Asura)