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Classic WoW Threat Guide
来自 Ragor
[Last Updated]:
2022/07/07
变更日志
补丁:1.13.0
目录
评分:4.8/5
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指南导航
评分:4.8/5
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Threat vs Aggro
Aggro
* is defined as the condition of a particular mob** attacking a particular player, whereas
threat
is defined as the numerical value that each player generates through items, spells, damage, casting beneficial buffs and removing harmful debuffs during an encounter which the mob(s) will use to determine which player(s) to attack. This behavior can vary based on the encounter, as many mobs in dungeons and raids have special targeting procedures.
The amount of threat generated can be modified by talents and spells, and many abilities inherently generate additional threat such as
. Several classes also have abilities that can be used to manage their threat level, such as
. A critical part of a dungeon or raid group's success is the ability for all players to adequately manage their threat levels, and avoid aggroing additional mobs.
* The origin of the jargon word "aggro" is assumed to be derived from the English words "aggravation" or "aggression", and used since approximately the 1960's in British slang.
** "Mob" is a generic term for any non-player entity whose primary purpose is to be killed for experience, loot, or a quest objective.
The Threat Table
Any player that is engaged in combat with a mob will be added to the mob's
threat table
. A threat table is a list of all players that are currently in combat with the mob, which the mob uses to determine who to attack. Generally the player with the highest threat value will be the mob's primary target, although other factors are taken into account such as:
Dealing damage to engage a mob, or dealing damage to pull link mobs (attacking one mob will aggro others). Any mobs that are not pulled directly will not add the player to their threat table if someone else pulls them instead.
Healing or buffing a player that is currently in combat.
If the mob casts a cleave or AoE spell and it hits a player that was not in combat.
In a raid dungeon, all players are automatically put in combat with a mob or boss is engaged.
Threat can be added or removed from the threat table of a mob, although threat
does not decay
. The only way to fully remove threat is if the player dies, the mob dies, or if an ability removes the player from combat such as
假死
. It is also worth mentioning that threat has infinite range.
Maintaining threat on multiple mobs is a bit more complicated, as the way threat is distributed changes for certain abilities based on the number of mobs engaging the player or their party/raid.
Transferring Aggro
To transfer aggro from one player to another, this can typically be done by using
嘲讽
or an ability that's functionally similar. However, this option might not always be available as many mobs (and bosses) in dungeons and raids are immune to Taunt and Taunt-like abilities. Otherwise, a player must generate more threat than the player that is currently being focused to effectively pull aggro. The amount of threat required to do this varies based on distance from the mob, which can be split into two different values: one for
melee
distance, and one for
ranged
distance. Keep in mind that this is not dependent on how a class deals damage, but their proximity to the mob (for example, a
法师
in melee range will pull aggro based on the melee distance value).
Melee distance players would need to do
110%
of the threat of the currently-tanking player to pull aggro, and ranged distance players would need to do
130%
of the threat. Generally once the tank has aggro it's easier to keep it, although other players in the party/raid can utilize this information to maximize their damage output while managing their threat.
Generating Threat
As mentioned earlier, players can generate threat by dealing damage, healing, casting beneficial buffs and removing harmful debuffs.
Damage:
Damage generates threat at a 1-to-1 ratio, so for instance 100 damage dealt would generate 100 threat. To clarify further, the type of damage is not taken into account (physical or magical), and missed attacks and resisted spells do not generate threat as they do not deal damage. In addition, critical hits do not add bonus threat by virtue of it being a critical hit - it would still be calculated at a 1-to-1 ratio based on the amount of damage dealt.
Healing:
Healing generates threat at a 1-to-0.25 ratio, so for instance healing a player for 100 health would generate 25 threat. To clarify, overhealing does not generate threat. Since healing spells are not directed at any specific mob, threat is distributed equally to all of the mobs that are actively engaged by the party/raid.
Lifesteal:
Lifesteal is calculated a bit differently compared to pure damage or pure healing abilities, as the amount healed is based on the amount of damage dealt. The healing gained from a lifesteal effect does not generate threat, whereas the damage dealt would generate threat.
Buffs:
Buffs that are cast while in combat will generate threat that is distributed equally to all of the mobs that are actively engaged by the party/raid. Generally casting buffs generates very little threat.
Mana, Rage, Energy Gains:
Gaining resources while in combat with a mob will add threat to the threat table, unless the resource is gained naturally. For example, if a
潜行者
gains 20 energy through a normal tick that occurs every x seconds, it would not generate threat. Similarly, a
牧师
gaining mana by means of regenerating naturally would not generate threat. Talents, abilities and items that grant Mana, Energy, or Rage will generate threat (for example,
特效法力药水
and
). To determine if threat is generated, check the combat log for any "you gain x rage", "you gain x mana", etc lines.
Mana generates threat at a 1-to-0.5 ratio (100 mana gained = 50 threat generated), Rage generates threat at a 5-to-1 ratio (50 rage = 250 threat), and Energy generates threat at a 5-to-1 ratio as well. The threat generated by these resources is distributed equally to all of the mobs that are actively engaged by the party/raid. In addition, these threat values are static and cannot be altered by threat modifiers (talents, abilities, etc).
Minimizing/Maximizing Threat
While managing threat and holding aggro are critical to the success of a party or raid, it can be optimized further as a group's damage output can be limited by a tank's threat output (measured as TPS, or threat-per-second). The main tank generates the highest threat and everyone else's threat must be below that player, and in some cases players may be limiting their damage output to avoid pulling aggro off of the tank. This can result in slower progress throughout a raid boss encounter - while this may not be an issue for some encounters, it can be problematic for others such as
堕落的瓦拉斯塔兹
due to
燃烧刺激
(which reduces the affected tank player's health by 5% per second).
Essentially, threat is a damage ceiling - the higher a tank's TPS is, the higher a party/raid's DPS can be. The main tank's TPS can be increased through a few different methods:
Optimize talent choices to prioritize damage dealt, threat generated, and rage generated.
Equip gear that prioritize threat generation over survivability. Some weapons and trinkets may prove to be better for higher-threat rotations.
Utilize consumables, such as
强效石盾药水
,
献祭之油
and
地精工兵炸药
, that will allow you to balance survivability while bolstering threat generation.
Threat Potential
Overall, Alliance players can more easily manage their threat generation due to the
圣骑士
buff
, whereas Horde players must be within range of a
萨满祭司
player's
.
For single-target encounters as a main tank, Feral
德鲁伊
and Fury
战士
(dual-wielding) are the ideal candidates for threat generation. Feral threat generation is extremely high due to its multiplicative nature, and Fury has many abilities to bolster threat generation, burst damage, and the ability to swap to a shield in combat if survivability is an issue.
For multi-target encounters as a main tank, Protection
圣骑士
is the ideal candidate due to their high multi-target TPS (which is increased further if the target is Undead), although
战士
tanks and tank hybrid builds are still competent. With AoE tanking, it is optimal to utilize items such as
力反馈盾牌
and
地精工兵炸药
.
Threat Generation/Reduction Abilities & Values
In the table below, the threat modifier spells/talents, threat generating abilities, and threat reducing abilities will be listed for each class. Most threat values have been verified, although some data is still unconfirmed.
Threat Modifiers
猎豹形态
: 80% base threat
熊形态
: 130% base threat (no talents), 145% base threat with 5/5
: 80% base threat with healing spells with 5/5 (4% per talent point)
Abilities
: 175% threat based on damage
: 175% threat based on damage
低吼
: Gives the
德鲁伊
threat equal to the highest player on the threat table, as well as giving aggro (which would normally require 110% threat to get mob focus). This threat does not expire, however the tanking player will need to maintain threat to prevent other players from exceeding 110% of their new threat level. Keep in mind that using this ability while you already have mob focus (and/or equal threat from the highest person on the threat table) will have
no effect
.
: AoE temporary taunt effect in a 10 yard radius; similar to
低吼
, but does not have permanent threat gain. This ability will force mobs to attack the
德鲁伊
for its duration, however if the
德鲁伊
is not at the top of the threat table once
expires, the mobs will change focus to the player at the top of the threat table.
Spell
Rank
Threat
Notes
*
1-4
108
Cannot be cast while shapeshifted
5
39
Requires
熊形态
4
30
Requires
熊形态
3
20
Requires
熊形态
2
15
Requires
熊形态
夺魂咆哮
1
9
Requires
熊形态
1
-240
Requires
猎豹形态
2
-390
Requires
猎豹形态
3
-600
Requires
猎豹形态
* Not to be confused with
, which can be used in
猎豹形态
and
熊形态
.
Abilities
假死
: Zeroes out all threat
: Pet taunt ability
Spell
Rank
Threat
Notes
6
600
胁迫
1
580
Pet Ability
5
500
4
400
3
300
2
200
扰乱射击
1
100
1-4
5
Pet Ability
1
-30
Pet Ability
2
-55
Pet Ability
3
-85
Pet Ability
4
-125
Pet Ability
5
-175
Pet Ability
6
-225
Pet Ability
Threat Modifiers
: 60% base threat with 2/2 (20% per talent point)
: 70% base threat with 3/3 (10% per talent point)
: 70% base threat with 2/2 (15% per talent point)
Abilities
Spell
Rank
Threat
Notes
法术反制
1
300
解除诅咒
1
14
Threat Modifiers
正义之怒
: 160% base threat (no talents), 190% base threat with 3/3
(10% per talent point)
&
: Reduces the amount of all threat generated by 30%
Abilities
: No threat generated (power gain)
Spell
Rank
Threat
Notes
清洁术
1
40
3
40
120% base threat (for damage caused)
2
30
120% base threat (for damage caused)
圣洁护盾
1
20
120% base threat (for damage caused)
Threat Modifiers
: 75% base threat with 3/3 (8.33% per talent point)
: 80% base threat with 5/5 (4% per talent point)
Abilities
: 200% threat based on damage
: No threat generated
Spell
Rank
Threat
Notes
渐隐术
1
-55
Temporary reduction
2
-155
Temporary reduction
3
-285
Temporary reduction
4
-440
Temporary reduction
5
-620
Temporary reduction
6
-820
Temporary reduction
Threat Modifiers
Passive: 80% base threat
Abilities
: Zeroes out all threat
Spell
Rank
Threat
Notes
佯攻
1
-150
2
-240
3
-390
4
-600
5
-800
Threat Modifiers
: 85% base threat with 3/3 (5% per talent point)
Abilities
: 200% threat based on damage
: -20% threat caused by all party members within 20 yards
: No threat generated
: No threat generated
: No threat generated
Spell
Rank
Threat
Notes
7
72
6
55
5
41
4
27
3
16
2
10
1
6
Abilities
: No threat generated
: 200% base threat
Spell
Rank
Threat
Notes
4
600
Pet Ability
3
450
Pet Ability
2
300
Pet Ability
受难
1
200
Pet Ability
Threat Modifiers
先锋
: 130% base threat (no talents), 149.5% with 5/5
(3% per talent point)
: 80% base threat
: 80% base threat
Abilities
嘲讽
: Gives the
战士
threat equal to the highest player on the threat table, as well as giving aggro (which would normally require 110% threat to get mob focus). This threat does not expire, however the tanking player will need to maintain threat to prevent other players from exceeding 110% of their new threat level. Keep in mind that using this ability while you already have mob focus (and/or equal threat from the highest person on the threat table) will have
no effect
.
挑战怒吼
: AoE temporary taunt effect in a 10 yard radius; similar to
, but does not have permanent threat gain. This ability will force mobs to attack the
战士
for its duration, however if the
战士
is not at the top of the threat table once
挑战怒吼
expires, the mobs will change focus to the player at the top of the threat table.
: Forces the mob to attack the
战士
. The threat gain is only temporary unless the
战士
reaches the top of the mob's threat table before the effect expires. If the
战士
is not at the top of the threat table once the effect expires, the mob will change focus to the player at the top.
: 125% threat based on damage
Spell
Rank
Threat
Notes
6
355
Requires
先锋
5
315
Requires
先锋
4
275
Requires
先锋
5
260
All stances
4
250
All stances
3
235
Requires
先锋
4
220
All stances
3
220
All stances
2
195
Requires
先锋
2
190
All stances
1-3
180
Requires
,
先锋
3
180
All stances
6
180
Requires
9
175
All stances
盾牌猛击
1
160
All stances
复仇
1
155
Requires
先锋
8
145
All stances
5
143
Requires
3
141
Requires
,
2
140
All stances
7
137
All stances
6
118
All stances
2
101
Requires
,
1
100
All stances
5
100
All stances
5
98
All stances
4
96
Requires
4
78
All stances
4
70
All stances
7
70
All stances
3
64
Requires
断筋
1
61
Requires
,
3
60
All stances
3
59
All stances
6
55
All stances
5
43
All stances
2
40
All stances
2
40
Requires
2
39
All stances
5
39
All stances
4
32
All stances
4
26
All stances
3
21
All stances
1
20
All stances
2
17
All stances
雷霆一击
1
17
Requires
3
17
All stances
挫志怒吼
1
11
All stances
2
11
All stances
顺劈斩
1
10
All stances
战斗怒吼
1
5
All stances
Threat Modifier Enchants, Items & Set Bonuses
Enchants
(Phase 5)
威胁
: Increases threat generation from all attacks and spells by 2%.
(Phase 5)
狡诈
: Decreases threat caused by 2%.
Items
(Phase 3)
雷霆之怒,逐风者的祝福之剑
:
雷霆之怒
procs hit up to 5 targets. The speed reduction debuff generates 92 threat per proc, and the nature resistance debuff generates 149 threat per proc.
隐匿之刃
: -55 threat per proc (procs
渐隐术
on the player).
(Phase 5)
黑色赦免者
: -540 threat per proc (procs
Reduce Threat
on the player).
(Phase 5)
沙漠掠夺者塑像
: Reduces threat generated by 70% (trinket provides
奥术环绕
buff on use).
(Phase 6)
衰落之眼
: Reduces threat generated by 35% (trinket provides
衰落之眼
buff on use).
Set Bonuses
力量
(8 piece set bonus): Increases the threat generated by
by 15% (provides passive buff
强化破甲攻击
).
奥术师
(8 piece set bonus): Decreases the threat generated by your spells by 15% (provides passive buff
微妙
).
(Phase 3)
灵风
(3 piece set bonus): Reduces the threat generated by your
,
,
, and
spells (provides passive buff
友好轰炸
).
(Phase 3)
复仇
(8 piece set bonus): Reduces threat generated with Destruction spells by 20% (provides passive buff
Decreased Destruction Threat
).
(Phase 3)
血牙
(5 piece set bonus): Improves the threat reduction of
by 25% (provides passive buff of
强化佯攻
(Phase 6)
骨镰
(6 piece set bonus): Reduces threat generated by
,
,
, and
by 8% (provides passive buff
仇恨降低
).
(Phase 6)
信仰
(6 piece set bonus): Reduces threat generated by healing spells by 10% (provides passive buff
仇恨降低
).
(Phase 6)
瘟疫之心
(6 piece set bonus): Spell critical hits will generate 25% less threat. In addition,
,
,
, and
generate 25% less threat (provides passive buff
天灾之心
).
AddOns
"As Blizzard first released built-in threat handling in Wrath of the Lich King and purposefully removed it from WoW Classic, threat must be handled by AddOns. Every player calculates his own threat on a monster and then sends a "hidden group message" to all other players in the party. This message can only be understood when the other players in the party have a compatible library installed. Many major AddOns like Deadly Boss Mods, Details, Plater, ThreatPlates Classic and ThreatClassic2 bundle this threat library and send your generated threat to other players even if you are not actively using a threat meter yourself. Without this, players using a threat meter would not see the threat of people without a threat meter."
ThreatClassic2
- ThreatClassic2 is a threat meter for WoW Classic that provides reasonably accurate estimates of a monster's threat table based on LibThreatClassic2.
Details!
- Details is a damage meter AddOn that also includes a threat meter plugin (Tiny Threat). You need Details version C188 or later (/details will show the version in-game).
It is
not recommended
to continue using ClassicThreatMeter as
"the author left the addon with a lot of bugs, like spamming "You are not in a raid" in Alterac Valley and 25% bonus aggro for Warrior Defiance talent instead of 15%."
ThreatClassic2 bundles
LibThreatClassic2
, which comes with a ton of bug fixes and provides new boss modules for handling Onyxia and Ragnaros threat mechanics..
Sources
There are a few sources I had used to build out this guide, specifically
Kenco's threat research
and the threat research on
Classicwow.live
.
About the Author
I have been playing World of Warcraft since December of 2004, with a majority of my time being from the Classic, Burning Crusade, and Wrath of the Lich King expansions as an Orc Rogue on the US Gilneas realm.
I had previously worked at Blizzard Entertainment as a Game Master from April 2015 to December 2018, where I often found myself creating internal articles for my coworkers to use (some of which became external articles for players to use). As a result, I figured this skillset would be useful for creating guides about the game that I grew up with and love.
If any information in this guide is missing or incorrect, feel free to leave a detailed comment below. I frequently re-review my guides looking for areas that can be improved, so any constructive feedback is appreciated.
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评论
评论来自
LachyAus
Ranking warrior abilities by threat bonus can be a bit misleading if taken at face value. Shield slam threat comes mostly from the damage portion, which gets a damage bonus based on shield block value (base shield block value + Strength/20 + bonus block value on other items). Whereas revenge does a modest amount of damage but has significant bonus threat.
Revenge is always the best threat per rage
Shield slam is the best threat per second if you have the spare rage to use it
Getting sunders stacked up to 5 is essential on longer fights, like bosses or beefy raid trash
Also, in your reference "Kenco's research on threat" the author speaks about Shield Slam having a 30 rage cost, which indicates they're talking about the pre-buff version of shield slam. Blizzard reworked the skill prior to 1.12, lowering the cost and increasing the threat.
评论来自
TheWololo
"Mana generates threat at a 1-to-0.5 ratio (100 mana gained = 50 threat generated), Rage generates threat at a 5-to-1 ratio (50 rage = 250 threat), and Energy generates threat at a 5-to-1 ratio as well."
I would ask for some clarification here, since a 5-to-1 ratio would be 50 rage = 10 threat. Or do you mean a 1-to-5 ratio? This is indeed a pretty big difference. ;)
Futhermore: Is this only affected by special rage gains (Potion) or every gain in general? Since Energy and Mana are naturally REgenerated, rage has a different mechanic. Do rage generating abilities like Charge and Bloodrage cause additional threat? What about rage through taken damage.
Thanks in advance and thanks for the guide! :)
评论来自
Octayvius
Seals are giving threat on classic wow. Rank 1 is 5 threat, rank 2 10 threat, rank 3 15 threat (This is for seal of righteousness) Just thought you should know, we believe redoubt might be giving threat too, we're not certain.
评论来自
leroiwilliams
This is a great resource to know flat out what skills generate how much threat.
With that being said, I urge people that are new to tanking that rather than straight mashing buttons or blindly following a rotation - that it can be incredibly valuable to learn how to tank based on
feel
and intuition, and you can even do this without the use of any addons such as threat meters!
Threat as a mechanic simply follows a set of rules in order to determine if the target is attacking you or not, so if you're actively watching at what your character, your party, and your enemy(ies) are doing - it allows you to act on the fly and adapt to different situations.
Here's a few examples:
As a Warrior - It's clear to see that Revenge should be used as often as possible, as it generates a great deal of threat for it's cost. But Revenge can only be used after a Block, Parry, or Dodge. If you're unable to use Revenge you can simply
bait
a block by popping Shield Block (as it almost guarantees a block) and then Revenge immediately after.
I also find whilst Tanking on my Druid, even at lower levels without the added threat talents - that if I happen to get a crit on a mob, I'm almost guaranteed permanent aggro. So generally if I do see a big number pop up, I can just pool my rage for the next pull/when needed!
Another tip is to utilize Taunts and Stuns, these generally have a low (or no) rage cost - if a mob is going to die in a few seconds anyway, you can always just hit them with a taunt or stun if you're not saving it for an "oh sh*t" situation.
Hope this helps!
评论来自
Jaigar
Could you clarify and Threat and Ranged? What counts as "ranged? 8 yards, 20 yards, 30 yards, what exactly? How far do you have to be for 130% threat to pull vs. 110%?
评论来自
oliilo1
How much threat does from strat generate?
Thinking about how to get aggro from Onyxia when she lands.
I found the answer. Clutch of Foresight uses mage ability counterspell. So it will generate 300 base threat. Pretty decent considering its a free and ranged ability.
评论来自
Perty1
Great guide!
It would be useful if you could also show what phase an item / enchant / etc is likely available. I saw the threat to gloves enchant and it took me a while to figure out that it wasn't available till AQ40.
评论来自
Aarandal
Hey Ragorism,
I just wanted to let you know that after testing, I can confirm that Healing is actually a 1-to-0.25 ratio when not overhealed.
评论来自
kalledat57
I'd like to know why Warrior's talent threat boost gives 130+15% = 130+130*0.15=149.5 whilst Druid's bonus is additive (130+15=145). Is it okay?
评论来自
BloodaxeIsANoob
As a druid, if I use barkskin, I generate threat when it is cast. Bad when a warrior Los pulls with just his gun, you will pull threat before they get to the warrior.
评论来自
Strangeuncle
Can someone clarify the healing threat? For example, if 1k threat is generated by a heal, is it split among all active mobs (i.e. 5 mobs get 200 threat each), or do all 5 mobs get 1k threat?
评论来自
lionios
Hi, if I may ask, is there any plan to post a new threat guide for TBBC?
评论来自
256124
Thanks for the guide.
I'm still curious what Blizzard have done in their Classic client to cause players to sometimes end up on threat tables of mobs in the open world they have not interacted with.
It persisted throughout Classic and now is in TBC classic, I have reported this as a bug a number of times. Also spoken to other players that have confirmed they have experienced this behaviour too.
Earlier today: Fighting some quest mobs, stationary mob is nearby outside of my aggro range. Another player engages the stationary mob just after I kill my mobs and it puts me back in combat. It seems like something janky is ticking in the background and deciding I've done something similar to buffing the player, even though I haven't.
Another thing that can trigger this is if a player aggros some mobs and runs away, if you are nearby instead of just resetting like they should do when the reset should take place you instead get put into combat by being on their threat table for no good reason. Now all mobs that should have just reset back to their starting positions run at you...
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我们用
Wowhead 客户端
保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
它还维护WoW的一个插件
Wowhead Looter
, 在您游戏时采集数据!
它将
采集所得数据
上传至Wowhead,保证数据库时刻掌握最新信息!
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即
下载客户端
整装待发吧。
我们用 Wowhead 客户端保证数据库的及时更新,向您提供额外的有趣的功能!
两大目的:
您可以用它追踪完成的任务、配方、坐骑、伙伴宠物以及头衔!
您还在等什么?立即 下载客户端 整装待发吧。