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KBN's Stress-Free Guide to the Tank Rotation

STAR WARS: The Old Republic > English > Classes > Shadow / Assassin
KBN's Stress-Free Guide to the Tank Rotation
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NickAlexander's Avatar


NickAlexander
02.02.2014 , 08:32 AM | #41
There's so much "I really hope" theory crafting here that it's ridiculous.

There's a reason why Slow Time/Wither and Force Breach/Discharge are you main agro generators - go on a dummy or do it during a fight with a mob. Check the amount of threat certain skills do and stop lying to people.

Taunt levels you out with the highest threat, it doesn't give you a heavenly amount of threat. Taunt levels you out + pull you start building ahead in the threat table. Pull + taunt = wasted pull.

At certain fights you're doing focused DPS, so you dismiss mitigation, you dismiss some agro building, but if we're talking about "rotation in tanking" this is as starter friendly I can make it.

I'm against calling shadow/assassin tanking a rotation - there's a lot of situational fights where you just need to learn and check what you can do with your cooldowns, since bioware decided to make us cooldown addicted.

To the guy above disputing that Vanguard is the most rotation type tank - I have them all. As a vanguard/powertech you have 1 skill that procs. Vent heat and he ammo vanguard thingy is always ready, so you use it on cooldown.
"Luke, at that speed do you think you'll be able to pull out in time?"
- Epic Fail...

Aelanis's Avatar


Aelanis
02.02.2014 , 12:11 PM | #42
Quote: Originally Posted by NickAlexander View Post
There's so much "I really hope" theory crafting here that it's ridiculous.

There's a reason why Slow Time/Wither and Force Breach/Discharge are you main agro generators - go on a dummy or do it during a fight with a mob. Check the amount of threat certain skills do and stop lying to people.

Taunt levels you out with the highest threat, it doesn't give you a heavenly amount of threat. Taunt levels you out + pull you start building ahead in the threat table. Pull + taunt = wasted pull.

At certain fights you're doing focused DPS, so you dismiss mitigation, you dismiss some agro building, but if we're talking about "rotation in tanking" this is as starter friendly I can make it.

I'm against calling shadow/assassin tanking a rotation - there's a lot of situational fights where you just need to learn and check what you can do with your cooldowns, since bioware decided to make us cooldown addicted.

To the guy above disputing that Vanguard is the most rotation type tank - I have them all. As a vanguard/powertech you have 1 skill that procs. Vent heat and he ammo vanguard thingy is always ready, so you use it on cooldown.
Example

For reference, here's the parse on my log of when a guildie and I took down the Tunnel Lurker during the event. I would have opened with a pull, but he literally spawned in my face (as in: he spawned overlapping with my character).

If we ignore the taunt jumping I got bored and did, we can see that Project was my highest threat ability, followed by Telekinetic Throw, with Slow Time lagging way behind. Force Breach didn't even generate 15% of the threat that Project did overall, and on a per hit basis, generates an average of ~47% less threat. In fact, Saber Strike, Double Strike, Combat Technique and Mind Snap are the only moves that, on a per hit basis, generate less threat. If we then consider that Saber Strike hits 3 times and Double Strike hits twice, only Combat Technique and Mind Snap generate less threat per use. When you consider that you can't control Combat Technique procs, that leaves just Mind Snap. So that puts Force Breach at the lowest threat generating, damaging move in our list of moves we use while tanking. At least it beats a no damage interrupt, right? Breach is not one of the main aggro generators. Project and Slow Time are, and Telekinetic Throw when you can use it. I did what you asked, and here are the results. KBN wasn't lying to anyone. He was quite right.

On another note, taunting doesn't level you out with the highest threat, it puts your threat at 110% of the highest threat if you're in melee range, and 130% of the highest threat when you're further away than 4 meters. So later in a boss fight, it will give you a ludicrous amount of threat.
Dulfy Guides: Hatred, Serenity, Darkness, Kinetic Combat
Ellendra - Death MarkExit Area - Theraton
The Shadowlands

KeyboardNinja's Avatar


KeyboardNinja
02.02.2014 , 05:00 PM | #43
Quote: Originally Posted by NickAlexander View Post
There's so much "I really hope" theory crafting here that it's ridiculous.
Example? Thus far, very little of what you have said has been true. In fact, almost everything you have said is falsified within a few moments of actual experimentation.

Quote: Originally Posted by NickAlexander View Post
There's a reason why Slow Time/Wither and Force Breach/Discharge are you main agro generators - go on a dummy or do it during a fight with a mob. Check the amount of threat certain skills do and stop lying to people.
I'm just going to leave this right here:

http://www.torparse.com/a/558821/1/0/Threat
  1. Telekinetic Throw (average threat x4): 11136.08
  2. Slow Time (average threat): 4821.6
  3. Project (average threat x1.3): 4686.721
  4. Double Strike (average threat x2): 3174.94
  5. Force Breach (average threat): 1756.72

If you're going to come on the forums and call someone a liar, be sure you have your facts straight. Force Breach is the worst threat generator on this list by a factor of two.

Quote: Originally Posted by NickAlexander View Post
Taunt levels you out with the highest threat, it doesn't give you a heavenly amount of threat. Taunt levels you out + pull you start building ahead in the threat table. Pull + taunt = wasted pull.
As was said, Taunt gives you the highest threat multiplied by either 1.1 or 1.3, depending on whether or not you are currently in melee range. Take your own advice and try it out on a dummy.

Quote: Originally Posted by NickAlexander View Post
To the guy above disputing that Vanguard is the most rotation type tank - I have them all. As a vanguard/powertech you have 1 skill that procs. Vent heat and he ammo vanguard thingy is always ready, so you use it on cooldown.
  • Pulse Cannon
  • Energy Blast
  • Stockstrike

I count three procs, each of them cooldown-affecting.
Computer Programmer. Theory Crafter. Dilettante on The Ebon Hawk.
Tam (shadow tank) Tov-ren (commando healer) Aveo (retired sentinel) Nimri (ruffian scoundrel)
Averith (marksman sniper) Alish (lightning sorcerer) Aresham (vengeance jugg) Effek (pyro pt)

December 13, 2011 to January 30, 2017

KeyboardNinja's Avatar


KeyboardNinja
02.02.2014 , 05:28 PM | #44
Quote: Originally Posted by Vaidinah View Post
As stated, using Dark Ward on cooldown does not harm your survivability significantly. Using it as it expires is optimal, but the difference between optimal and effective play is miniscule at best. I think I figured it was about a 2% loss in mitigation in a previous post, but it's actually much less than even that. If the player is hit by a strong attack that they didn't shield because they waited a fraction of a second too long to refresh Dark Ward, he/she has hurt their survivability significantly. It means that the player has taken a bigger hit to his/her survivability in that one blow than the optimal use of Dark Ward would benefit him/herself throughout the entire fight. For anyone who is not heavily experienced in Assassin tanking, just use Dark Ward on cooldown for the best results.
(double-posting because different sub-topic)

Regarding Kinetic Bulwark and refreshing Kinetic Bulwark on cooldown, I'm pretty sure that the simulation-derived value that we've been using for Kinetic Bulwark has been wrong for quite a while. The oft-cited value is 5.56%, but every time I try to mathematically verify this result, I keep coming up with a value which is substantially higher. Based on spending quite a bit of time in the past few weeks gazing at my Kinetic Bulwark stacks to try to get an idea of what the average is really like, I'm pretty convinced that the simulation was just incorrect.

Basing the new calculation on the following math:

Code:
Seeds := { shld -> 0.5907, def -> 0.2152 }
KineticBulwark := Expectation[If[x>8,0.08,0.01 x],x \[Distributed] BinomialDistribution[Round[(0.7 (1-(def+ 0.05 +0.05))+0.3) (0.966 k)],shld]]/. {k->20} /. Seeds
This isn't anything weird. It's just the expected value of Kinetic Bulwark under the assumption of a binomial distribution on shield trials (which is valid, given the independence of each shield event). We're starting out with an assumed shield chance of 59.07% with Kinetic Ward and a base defense chance of 21.52% (almost BiS 78s) with 5% accuracy debuff and 50% of all damage being counted as a "basic" attack. The 0.966 value is the swing timer on K/E attacks in the Dread Masters, which is a fairly average fight for the current content, while the 0.7 and 0.3 values are the M/R vs F/T ratios within the K/E subgroup in Dread Palace.

This yields a value for Kinetic Bulwark which is precisely 7.60173%. If I switch Kinetic Ward use from optimal to "on cooldown", we get a value of 6.36128%, which is quite a drop. In fact, that diminishes the value of the proc by a full 16.32%. If we look at how this factors into mean survivability in full BiS (with gear itemization adjusted for each case), we have the following:
  • Optimal: 73.5960%
  • KW on CD: 73.3244%

That doesn't look like a large change. In fact, the difference is precisely 0.369%. On Nefra, you're talking about a difference in DtPS of about 7.76, with a difference of about 5.5 DtPS on most fights.

Ok, that doesn't sound like much, but let's consider another situation for comparison. I think we would all consider a shadow tank to be "fairly bad" if they are channeling only once every 16 seconds on HM Nefra (a fight where you should have perfect stack uptime). If I assume an 16 second channel period, we have to drop the value of the DR buff to the following:

(12 * 0.04 + 1 * 0 + 0.01 + 0.02 + 0.03) / 16 = 3.375%

That gives us an overall survivability of 73.3059%, which is only slightly worse than what happens with sub-optimal Kinetic Bulwark usage! And that's with a full second where we have no Shadow Protection stacks whatsoever.

In other words, optimizing your Kinetic Bulwark stacks is more important than channeling Telekinetic Throw precisely every 12 seconds. It's more important even than channeling every 15 seconds. Only when your delay reaches 16 seconds and beyond does the loss of Shadow Protection exceed the loss from hitting Kinetic Ward exactly on cooldown.

Let's try another example. Base survivability for guardians in average content is 72.6425%. A drop in mitigation equivalent to sub-optimal use of Kinetic Bulwark would put survivability at 72.3744%. That is almost precisely equivalent to what your survivability (as a full-defense guardian) would be if you delayed every Blade Storm by 6 seconds. So rather than using it every 12 seconds, you used it every 18. No one is going to argue that this kind of delay on Blade Storm is an "insignificant" loss of mitigation. Using Kinetic Ward on cooldown is almost exactly the same relative loss.

What I'm saying here is that you shouldn't underestimate the mitigation value of optimally using Kinetic Ward. Hitting it early is bad. Very bad. Claiming otherwise is like saying that you may as well not bother upgrading your mods or enhancements from 75 to 78 grade, since the mitigation increase is marginal. Coincidentally, the increase from upgrading all mods and enhancements from 75s to 78s is only slightly more of an increase than optimal vs "on cooldown" Kinetic Ward usage. You get the idea though.

tl;dr: Don't use Kinetic Ward on cooldown. Wait until the stacks are about to drop off. You're missing a lot more mitigation than you think you are.
Computer Programmer. Theory Crafter. Dilettante on The Ebon Hawk.
Tam (shadow tank) Tov-ren (commando healer) Aveo (retired sentinel) Nimri (ruffian scoundrel)
Averith (marksman sniper) Alish (lightning sorcerer) Aresham (vengeance jugg) Effek (pyro pt)

December 13, 2011 to January 30, 2017

NickAlexander's Avatar


NickAlexander
02.03.2014 , 03:12 PM | #45
Well since you asked nicely here's the ACTUAL log pulled via parsec:

Project/Shock
12:18:36.798 You hit Operations Training Target MK-5 with Project for 1 585 kinetic damage (3 646 threat)
(the bombardment crit) 12:21:47.276 You hit Operations Training Target MK-5 with Project for 2 380* kinetic damage (5 476 threat)

Slow time/Wither
12:19:49.897 You hit Operations Training Target MK-5 with Slow Time for 1 381 kinetic damage (4 143 threat)

Force Breach/Discharge
12:20:16.462 You hit Operations Training Target MK-5 with Force Breach for 1 154 internal damage (3 463 threat)

Double Strike: (it needs to be noted that this is just ONE hit of the 2 double strike hits. It's a melee attack and as a tank you decide how lucky you are to keep hitting and critting)
(crit)12:20:47.009 You hit Operations Training Target MK-5 with Double Strike for 1 197* energy damage (2 394 threat)
(no crit)12:24:50.629 You hit Operations Training Target MK-5 with Double Strike for 751 energy damage (1 502 threat)

Shadow Strike/Maul
(shadow strike proc + crit)12:22:21.730 You hit Operations Training Target MK-5 with Shadow Strike for 3 239* energy damage (6 479 threat)
(shadow strike proc, no crit)12:23:06.473 You hit Operations Training Target MK-5 with Shadow Strike for 2 273 energy damage (4 546 threat)

Telekinetic Throw/Force Lightning
TT with 3 stacks HS:
12:26:20.267 You gain Shadow Protection
12:26:20.268 You hit Operations Training Target MK-5 with Telekinetic Throw for 1 183 kinetic damage (2 367 threat)
12:26:20.268 You gain Unshakable
12:26:21.305 You hit Operations Training Target MK-5 with Combat Technique for 298 internal damage (596 threat)
12:26:21.306 Combat Technique causes your threat on Operations Training Target MK-5 to change by 171
12:26:21.306 You hit Operations Training Target MK-5 with Telekinetic Throw for 1 183 kinetic damage (2 367 threat)
12:26:22.313 You hit Operations Training Target MK-5 with Telekinetic Throw for 1 183 kinetic damage (2 367 threat)
12:26:23.271 You hit Operations Training Target MK-5 with Telekinetic Throw for 1 183 kinetic damage (2 367 threat)
12:26:23.273 You lose Harnessed Shadows effect

With FP:
12:32:03.223 You activate Force Potency
12:32:03.223 You gain Force Potency
12:32:03.529 You activate Telekinetic Throw
12:32:03.529 You spend 30 Force
12:32:03.530 You hit Operations Training Target MK-5 with Combat Technique for 298 internal damage (596 threat)
12:32:03.530 Combat Technique causes your threat on Operations Training Target MK-5 to change by 171
12:32:03.530 You gain Shadow Protection
12:32:03.531 You hit Operations Training Target MK-5 with Telekinetic Throw for 1 787* kinetic damage (3 574 threat)
12:32:03.531 You gain Unshakable
12:32:04.622 You hit Operations Training Target MK-5 with Telekinetic Throw for 1 183 kinetic damage (2 367 threat)
12:32:05.627 You hit Operations Training Target MK-5 with Telekinetic Throw for 1 183 kinetic damage (2 367 threat)
12:32:06.633 You hit Operations Training Target MK-5 with Telekinetic Throw for 1 183 kinetic damage (2 367 threat)
12:32:06.634 You lose Harnessed Shadows effect


Without 3 stacks (this isn't supposed to happen, but here's the effect anyway):
12:27:37.481 You hit Operations Training Target MK-5 with Telekinetic Throw for 676 kinetic damage (1 352 threat)
12:27:38.543 You hit Operations Training Target MK-5 with Telekinetic Throw for 1 021* kinetic damage (2 042 threat)
12:27:39.549 You hit Operations Training Target MK-5 with Telekinetic Throw for 676 kinetic damage (1 352 threat)
12:27:40.547 You hit Operations Training Target MK-5 with Telekinetic Throw for 676 kinetic damage (1 352 threat)

Here's the Force Pull:
12:28:56.921 You activate Force Pull
12:28:56.921 You lose Sprint effect
12:28:57.486 Force Pull causes your threat on Operations Training Target MK-5 to change by 8 592


This makes apparent than pound for pound Force Breach/Discharge is still your main unproced threat generator. It is not a waste and it's certainly more viable applying it than spamming double strike. I agree completely that having full 8 stacks of Kenetic/Dark Bulwark you should not reapply the ward and instead pop an absorb adrenal when the sith hits the fan.

Please don't be a torparse warrior and read your actual logs. I'm taking the time to write this not to prove you wrong and make you look bad, but to actually make sure people are not getting lied to. Your "assassin/shadow rotation" should work in average groups, since the assassin/shadow tank has the best agro ark out of the 3. Props for taking time to write this, but if you're wrong, please correct yourself. Stubbornly denying the numbers will only cause people to do this themselves and you'll turn out to be full of sith

And since I got the impression you have no idea how taunt works, I'd be happy to teach you.

Here's how taunt works:
The group has a shared threat pool that everybody builds with stuff. A taunt doesn't give you a bucket of free threat. When you taunt, you gain threat as the highest threat in the group and gain advantage of 2(two) threat over the said undisciplined DPS. This is apparent by the following logs:

Straight from out of combat:
12:35:58.717 You enter combat
12:35:58.754 You activate Mind Control
12:35:58.754 You lose Sprint effect
12:35:58.755 Operations Training Target MK-5 gains Taunt
12:35:58.755 You taunt Operations Training Target MK-5 (3 threat)
12:35:59.188 Mind Control causes your threat on Operations Training Target MK-5 to change by 2

With a DPS buddy going all out on the dummy and me just autoattacking:
12:55:03.720 Operations Training Target MK-5 gains Taunt
12:55:03.720 You taunt Operations Training Target MK-5 (94 749 threat)
12:55:04.178 Mind Control causes your threat on Operations Training Target MK-5 to change by 2

With the DPS (unguarded) and me doing a rotation(slacking a bit so he gets more threat than me):
12:59:19.666 You activate Mind Control
12:59:19.666 Operations Training Target MK-5 gains Taunt
12:59:19.667 You taunt Operations Training Target MK-5 (8 504 threat)
12:59:20.132 Mind Control causes your threat on Operations Training Target MK-5 to change by 2
12:59:25.763 Operations Training Target MK-5 loses your Taunt effect



This means that if lets say on a tank switch you pull and then taunt - you waste your pull (and a GC). If you taunt and THEN pull you get 8k+ threat over the rest of the group. Same goes for taunting before the DPS agro dump and hitting the thingy with TT or your backstab or w/e strongest agro generator.
"Luke, at that speed do you think you'll be able to pull out in time?"
- Epic Fail...

THoK-Zeus's Avatar


THoK-Zeus
02.03.2014 , 03:54 PM | #46
@NickAlexander:
First part:
You forget that double strike (which consists of hits of 1,5 k threat each on your log uncritted) also has a 51% to proc a critical shock hit., which
a) allows more Shocks
b) allows shock to do 1800 more threat
c) allows faster Force Lightnings

Even if we wouldn't account, by just accounting b) you get 900*0,8 (because of 20% crit chance)= 720 more threat out of thrash.

That means 1500 + 1500 + 720 = 3720 > 3463
(with accounting a) aswell it's more like 4200 > 3400 but nevermind). With c) it's even more....

Spamming Double Strike is better threat wise, then spamming Discharge.
Your own numbers prove you wrong.


Second part: About Pull and Taunt: That's also wrong.

You will always "waste" 1 gcd, no matter if you taunt + pull or pull + taunt (logic anywhere ?)

The combat log is not telling you how much threat you actually gain from taunting (therefore just the 2 or 3 in the combat log)

He puts you to 110% (if you stand in melee range) or 130% of the threat of the current top target.

Taunt + Pull is just superior threat, when dps were already hitting that target for a longer period of time. If you want to grab a new spawning mob, you should always Pull + Taunt. If another tank had the mob before, threat won't matter anyway.
Zahik - NoID - The Red Eclipse

Aelanis's Avatar


Aelanis
02.03.2014 , 04:15 PM | #47
I have noticed no difference between using TORParse and Parsec, and if there's something I don't know about, I haven't noticed a significant difference in the way either parses the combat logs. The logs themselves are largely unreadable, as shown below:

Spoiler


I posted the numbers I get in my tank gear (a pretty balanced mix of Underworld and Dread Forged gear). For another example, I'll post a log from a fight against HM Raptus. Here it is. If you still have a problem accepting TORParse, please suggest somewhere else for me to upload my logs so everyone can view them.

Now, while it is certainly odd that the logs give a different value than the threat tab, Project and Slow Time still provide more threat per use than Breach does.

As for how taunts work, here's a shorter fight, where, if you look at the taunt tab, you can see the effect of the double taunt. At 56 seconds, I taunt off my co-tank. 2 seconds later (while Raptus still has the taunt debuff and nobody has more threat than me), I taunt a second time, boosting my threat by 18138 threat. I spoiler'd the log information for readability, but here it is.

Spoiler


If you look at my threat right before I taunted the second time, it just so happens to be 176988. The second taunt gave me an increase of 10.25% of my original threat, which is what I said it was at melee range. The move itself may only generate 2 threat (and the Mass Mind Control move itself doesn't build any threat), but the effect it adds to the boss raises your threat by rather a lot, especially with numerous tank swaps and later in the fight.

The Pull -> Taunt people are talking about is referring to the optimal opener for a fight: pulling to get a bunch of threat, then taunting to increase it by a little more, though the taunt is best saved for when you've built up a little more threat.
Dulfy Guides: Hatred, Serenity, Darkness, Kinetic Combat
Ellendra - Death MarkExit Area - Theraton
The Shadowlands

NickAlexander's Avatar


NickAlexander
02.03.2014 , 05:47 PM | #48
Supposedly when taunting from a distance you still level out with the highest threat, but get 10%(or some %) of that as bonus. The taunt mith that taunting from distance comes from the Blizzard game. Basically it works the same for the melee range there too, but in SWTOR it's very hard to test and accurately confirm the range taunt. In the "cartoon orcs and pink dragons drinking from a teal lakes" game it could be tested and confirmed with some plugins. We simply can not test it with the measuring tools we have here.
"Luke, at that speed do you think you'll be able to pull out in time?"
- Epic Fail...

NickAlexander's Avatar


NickAlexander
02.03.2014 , 06:08 PM | #49
Quote: Originally Posted by THoK-Zeus View Post
@NickAlexander:
First part:
You forget that double strike (which consists of hits of 1,5 k threat each on your log uncritted) also has a 51% to proc a critical shock hit., which
a) allows more Shocks
b) allows shock to do 1800 more threat
c) allows faster Force Lightnings

Even if we wouldn't account, by just accounting b) you get 900*0,8 (because of 20% crit chance)= 720 more threat out of thrash.

That means 1500 + 1500 + 720 = 3720 > 3463
(with accounting a) aswell it's more like 4200 > 3400 but nevermind). With c) it's even more....

Spamming Double Strike is better threat wise, then spamming Discharge.
Your own numbers prove you wrong.


Second part: About Pull and Taunt: That's also wrong.

You will always "waste" 1 gcd, no matter if you taunt + pull or pull + taunt (logic anywhere ?)

The combat log is not telling you how much threat you actually gain from taunting (therefore just the 2 or 3 in the combat log)

He puts you to 110% (if you stand in melee range) or 130% of the threat of the current top target.

Taunt + Pull is just superior threat, when dps were already hitting that target for a longer period of time. If you want to grab a new spawning mob, you should always Pull + Taunt. If another tank had the mob before, threat won't matter anyway.
1. Force Breach/DIscharge is a force attack. Double strike is a melee attack. How much strength do you have because my numbers include full datacrons strength bonus. Your crit should be around 50-52% if you're geared enough, so you have a 50-52% chance to make it viable. No, the shock/project proc doesn't proc every time and the backstab proc is limited for a proc every 10 sec by default.

Let's make this clear. I'm not saying do NOT use double strike/thrash in your rotation - on the contrary - this is your bread and butter. But as is apparent in the logs I provided above, pound by pound it's one of your main threat generators and not just a debuf. You can go without of course, you're a shadow'/assassin, but we're talking about optimal stuff here, or am I mistaking.

Test it yourself with a buddy on a dummy. When you taunt, you level with his threat, regardless of your previous agro pool. If you waste a pull or w/e heavy threat move it's for nothing (unless you are harnessing the 3 stacks). Using a taunt + pull(just as an example) levels you with the top threat and then adds the 8k+ threat to your threat pool.

Wasting a GCD was meant to state you might as well do another move.

Oh, and: Taunts do not share the GCD ffs...
"Luke, at that speed do you think you'll be able to pull out in time?"
- Epic Fail...

THoK-Zeus's Avatar


THoK-Zeus
02.03.2014 , 06:21 PM | #50
Quote: Originally Posted by NickAlexander View Post
1. Force Breach/DIscharge is a force attack. Double strike is a melee attack. How much strength do you have because my numbers include full datacrons strength bonus. Your crit should be around 50-52% if you're geared enough, so you have a 50-52% chance to make it viable. No, the shock/project proc doesn't proc every time and the backstab proc is limited for a proc every 10 sec by default.

Let's make this clear. I'm not saying do NOT use double strike/thrash in your rotation - on the contrary - this is your bread and butter. But as is apparent in the logs I provided above, pound by pound it's one of your main threat generators and not just a debuf. You can go without of course, you're a shadow'/assassin, but we're talking about optimal stuff here, or am I mistaking.

Test it yourself with a buddy on a dummy. When you taunt, you level with his threat, regardless of your previous agro pool. If you waste a pull or w/e heavy threat move it's for nothing (unless you are harnessing the 3 stacks). Using a taunt + pull(just as an example) levels you with the top threat and then adds the 8k+ threat to your threat pool.

Wasting a GCD was meant to state you might as well do another move.

Oh, and: Taunts do not share the GCD ffs...
I suggest you reread your skill tree:
Hits from Double Strike (= 2 hits) have a 30% to finish the cooldown on Shock and make your next shock a critical hit. -> 51% Chance to get an auto crit shock -> on average a lot more threat from a Double Strike.

(Not even mentioning faster Force Lightnings + more Shocks....). And no, a normal tank has about a 20% critical Rating. You mistake crit with surge rating i guess...

And no, on an optimal scale Discharge does less threat then Thrash (as proven in the calculation above).
If you would account the faster rotation aswell, it would be even more (Thrash >> Discharge then), but i don't have any calculations about how much extra threat you generate when having more Shocks + faster force lightnings and i can't be bothered to make some, because the matter is already clear without accounting that.

... Taunt stuff:
You tell me that Pull + Taunt ( 1gcd) eats more global cooldowns then Taunt + Pull (1 gcd). I ask: Logic?

Taunt doesn't level you to the top threat. It levels you above the top threat! You will be at 110% or 130% depending on the range.
And as you generally have the top threat (or a very very Close amount of the top threat) on a spawning add Pull + Taunt is the superior move.
If you taunt of another tank you shouldn't waste the global cooldown of Force Pull anyway.
Zahik - NoID - The Red Eclipse