Taunting

[Righteous Defense is a Taunt] ability that defies all regular threat abilities and is regularly used by tanks. It does three things:

You gain as much threat as the person currently holding aggo

It gives you aggro

It forces the NPC to attack you for three seconds

Note that the latter two are not the same thing. A third person could get 110% of your threat during the first three seconds and not recieve aggro due to the taunt debuff on the target. However, when that time expires, it grabs aggro as usual.

(Credit: Lavina, The Venture Co.)

SPELL HIT AND TAUNTING

A brief note about Spell Hit with regards to Righteous Defense (Taunt):

Q u o t e:
Taunt falls under the rules of Spell Resistance. For the purposes of this game, if there are any critical Taunt fights such as the Four Horsemen of Naxxramas, getting 5% Spell Hit will minimize the chance of resists.

(credit: Ciderhelm, Cenarius)

In this way, it is subject to the same Miss Chance Formula as an actual attack. A “missed” spell comes up as a “Resist”.
It is not necessary to stack Spell Hit under normal circumstances, unless it is a very, very precise, Taunt-dependant encounter. Simply be aware of the mechanic.

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2 Responses to “Taunting”


  1. 1 Supafamous May 14, 2007 at 4:38 pm

    I think the duration needs to last longer. Sure you can pull a mob too you, but you can’t sustain the aggro. Well, at least I cant (holy) 🙂 I would like to see a 5 second duration.

  2. 2 Gotcat August 14, 2007 at 4:39 pm

    I disagree. Not that I’d complain about it being five seconds, but three seconds is plenty of time to sustain agro. It’s all about the burst dps that you throw in there before it ends. Try a holy shock and judgement of righteousness immediately after taunting. Also, speccing prot will help significantly.


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