Why does the mobs keep attacking the healer?

SgtFury

Junior Administrator
Staff member
I always wondered what makes the healers so attractive to mobs? So a little looking around I found this information.

http://www.wowwiki.com/Formulas:Aggro

Formulas:Aggro
From WoWWiki
Managing aggro is one of the most important aspects of grouping because so much depends on how much damage the group receives and where the damage ends up. For a long time it was thought that we as players would never be able get a sound understanding of how aggro works because it was assumed that it is based on complicated AI algorithms which can't reasonably be deduced from the little information Blizzard has made available to us. Thanks to the work of some dedicated individuals, however, we now know that this is not the case. Today we have a quite thorough theory on aggro which explains most of the factors involved in a mob's target selection. These ideas and findings are outlined in this article.

Contents [hide]
1 Theory
1.1 Threat
1.1.1 Threat modifiers
1.1.2 Additional notes
1.2 Aggro
1.2.1 Pulling
1.2.2 Drawing Aggro
1.3 Implications
2 References



[edit]Theory
[edit]Threat
Several abilities and effects increase a character's threat level against a mob. Note that the effective amount of threat generated can be modified by talents and spells. See the Threat modifiers subsection for details.

Threat level increasing abilities
Name Threat
Health gained
(from certain effects) 0.5
Mana gained
(from certain effects) 0.5
Healing done 0.5
Damage dealt 1
Rage gained 5
Demoralizing Roar 42
Faerie Fire 108
Demoralizing Shout 43
Distracting Shot (rank 6) 600
Heroic Strike 145
Shield Bash 180
Sunder Armor 261
Revenge 315
Improved Revenge stun 25
Shield Slam 250
Threat level reducing abilities
Name Threat
Soothing Kiss (rank 4) -165
Pet:Cower (rank 6) -225
Druid:Cower (rank 3) -600
Disengage (rank 3) -405
Feint (rank 5) -800
Fade* (rank 6) -820

* Fade is a temporary buff. When it expires,
its threat level reduction is revoked the second the player performs an agro generating action.

[edit]Threat modifiers
The actual threat generated by the effects above can be modified by the following abilities, talents and spells:

All classes
Blessing of Salvation (Paladin Blessing). All threat generated is reduced by 30%.
Tranquil Air Totem (Shaman Totem). All threat generated is reduced by 20%.
Warrior
Battle Stance. All threat generated is reduced by 20%.
Berserker Stance. All threat generated is reduced by 20%.
Defensive Stance. All threat generated is increased by 30%.
Defiance. All threat generated in Defensive Stance is increased by 3%-15% (depending on rank).
Druid
Dire Bear Form. All threat generated is increased by 30%.
Feral Instinct. All threat generated in Bear and Dire Bear Form is increased by 3%-15% (depending on rank).
Maul. Threat generated on next attack is increased by 75%.
Swipe. Threat generated by this ability is increased by 75%.
Subtlety. Threat generated by healing spells is reduced by 4%-20% (depending on rank).
Cat Form. All threat generated is reduced by 20%. (Unconfirmed)
Paladin
Righteous Fury. Threat generated by Holy damage is increased by 60%.
Improved Righteous Fury. Threat generated by Holy damage when using Righteous Fury is increased by 16%-50% (depending on rank).
Threat generated by healing spells is reduced by 50%.
Mage
Arcane Subtlety. Threat generated by offensive Arcane spells is reduced by 20%-40% (depending on rank).
Priest
Shadow Affinity. Threat generated by Shadow spells is reduced by 8%-25% (depending on rank).
Silent Resolve. Threat generated by spells is reduced by 4%-20% (depending on rank).
Warlock
Master Demonologist. With Imp summoned, threat generated by all spells is reduced by 4%-20% (depending on rank).
Rogue
All threat generated is reduced by 20%. (Unconfirmed)
[edit]Additional notes
Pulling (being the first who a mob attacks) does not generate any threat in itself.
Overhealing doesn't generate any threat, only actual health restored.
Threat doesn't decay (passively degenerate over time).
A character's threat level is reset if the character dies or moves away from the mob.
A character's threat level cannot be negative.
The Feign Death ability resets the hunter's threat level on all mobs which don't resist it.
[edit]Aggro
By aggro we understand the condition of a particular mob attacking a particular character. The basic behaviour of aggro is controlled by the rules outlined below. Obviously, some mobs will have secondary attacks which have different targeting procedures.

[edit]Pulling
The following conditions will cause a mob to attack a character if it isn't already attacking someone else:

Using certain abilities on the mob (including attacking it), or
Moving inside the aggro radius of the mob
[edit]Drawing Aggro
The following conditions will cause a mob to attack a character if it is already attacking someone else:

Taunting the mob, or
Exceeding the threat level of the mob's current target by 10% within melee range of the mob, or
Exceeding the threat level of the mob's current target by 30% outside melee range of the mob, or
The player with aggro leaves the leash range of the mob, leaves the instance, successfully uses an ability to leave combat (such as feign death), or dies, or
If certain abilities impair the access of the mob to its higher threat-ranked targets (e.g. root spells), the mob will attack the highest threat-ranked target in its ability range (usually visible for melee mobs or silenced casters, which have a combat range of 5 yards)
If certain abilities apply a debuff to a character that cause the mob to consider the player an invalid target. Usually these debuffs have a chance (or certainty) to break on damage, but there are some that don't but still cause the mob to consider the character an invalid target. Examples include Polymorph, Gouge, Fear, Conflagration, etc.
Taunt has some strange behavior in that if the tank pulled, the mob will stay on the tank after the taunt debuff has worn off, even if the tank has not made up the 10% difference in aggro between the tank and whoever pulled aggro. If another party member pulls (and does not wipe their aggro) then if they later pull aggro from the tank, if the tank taunts he must do 10% threat before the debuff wears off or he will lose aggro again.

[edit]Implications
Let the tank pull, or be the first to gain aggro after a Hunter has pulled and feigned death. This way, his taunts will always return aggro to him.
Two or more tanks taunting targets from each other (and generating threat in various ways between the cooldowns) are great for generating immense amounts of hate very fast - since they always have each other as "top reference" in the hate list.
Because characters standing out of melee range will not draw aggro until they exceed the threat level of the mob's current target by 30%, it's important that the tank keep the mobs well away from the casters. If a caster does draw aggro and you taunt it off him, make sure you also move it away.

By the way if this is obvious stuff let me know, or I'll keep posting it It looks better on the original thread :)
 

Haven

Administrator
Staff member
Yeah I read a lot of this stuff a while ago on various how-to's - I know exactly why I get so much aggro and I change my tactics against bigger mobs and harder enemies. Its all good reading though and I'll have to start reading all over again once I get some higher level spells as I wont know which ones cause the most or least threat :)

Ta for posting.

p.s. a good tip for any aspiring tank is to hit each enemy aggro'd once so that when you're healed by the healer the ones you haven't been focussing on don't just run off and have a go at him instead :)
 

Ronin Storm

Administrator
Staff member
Warlocks and Mages also provide crowd control, which really helps the tanks do their job.
 
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