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Taunt (Warrior)

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Contents

Overview

Taunting is a more difficult art than one might think. This is partly because of the quite involved and detailed understanding of psychology necessary, partly because most battlefields are quite noisy and hectic places, but mostly because so few of Azeroth's denizens actually have a Mother in the conventional sense...

Functionality

Taunt is a single target debuff that costs 0 Rage. Unless the target is immune to taunt effects, generally bosses but also some other mobs are immune, it generates enough threat to equal that of the person that currently has aggro and forces the target to attack the taunting warrior for 3 seconds. It has a 10 second cooldown and can be resisted. It does not trigger a global cooldown.

Available in Defensive Stance only.

Rank Rage Cost Duration Level Cost
Rank 1 0 3 seconds 10 n/a

The ability is taught for free on completion of the level 10 Defensive Stance quests.

Taunt may be enhanced with the Protection Tree Improved Taunt Talent.

  • Rank 1/2 = -1 Second Cooldown to 9 Seconds
  • Rank 2/2 = -2 Second Cooldown to 8 Seconds

Notes

Taunt is one of the most crucial tools a Main Tank Warrior has. It makes controlling aggro in group combat much more manageable, especially in difficult situations. Taunt will set the Warrior's threat level to equal the person who has aggro from the mob Taunted as well as forcing the mob to attack the Warrior for 3 seconds. After these 3 seconds, the Warrior must still continue increasing his threat on the mob to maintain aggro (as the healers and DPS will continue generating threat and eventually pull off of him).

Here's a scenario:

A character (1) has 1000 points of threat on a mob. A Warrior (2) taunts the mob, gaining 1000 points of threat and applies a debuff forcing the mob to attack (2) for three seconds. After those three seconds, threat works normally for the mob, and if no one is at 130%/110% (ranged/melee) of the tank's threat, (2) will still be the mob's target.

If the situation permits it, it may be more effective to use Taunt on a mob that is running toward an attacker or healer out of melee range, as characters out of melee range require 130% of the tank's threat to pull a mob's aggro.

Taunt has no effect on enemy players in PvP and does not have any effect when the Warrior already has aggro on the mob (except the mob will still be forced to target the Warrior for 3 seconds). Taunt does not cost any rage.

Pulling

A note for the people pulling for raids:

The puller, normally a Hunter, should pull with high damage and high threat abilities such as Distracting Shot, Arcane Shot with the Main Tank under the effects of Misdirection to generate threat on the tank instead of the hunter. Taunt could be used to set the tank's aggro to the same level as the hunter's and then Feign Death to set the hunter's to zero, but there is a chance for one or both abilites to fail and the other strategy is much simpler.

Past Changes

In Patch 2.3, the chance for this ability to land successfully on its target is now increased by hit rating. However, Taunt remained classified as a spell for the purposes of determining miss rate versus mobs. That means that against a mob 3 levels higher than the player, *Taunt has a base chance of 17% to be resisted (a miss)*. (*Needs reference) There is also a 1% chance to be resisted that cannot be overcome with gear.

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