An "Energize", as the mechanic is called, is something that gives a character a little amount of its energy type.
This Energizing is done by the character itself and is counted exactly similar as if that Character was healing himself or others.
So they get "threat" for half the amount they Energized.
This was exploited by quite a lot of tanks on Firemaw, for example, back in BWL - where Misdirection didn't exist.
So, a Mage locks and loads during a repositioning of Hydross where the big guy gets to change phase.
Mage pops a Mana Emerald for 2k mana and a Super Mana Potion for 2k5 mana.
He energizes himself for 4500 mana, only he happens to do this right at the second Hydross changes from Nature into Frost.
Boom, Hydross registers 2250 threat on Maugetar, and since the tank at that point had access to 0 expertise gear, gets his Shield Slam dodged.
Hydross walks over to Maugetar, whacks him dead, changes back into Nature, spawning four additional Nature adds in the process, because of the repositioning and Ventrilo sighs and moans!
(the name of the Mage was fingered, just for illustrative purposes!)
This can also be done through...
- Thistle Tea, Renataki ZG trinket or the Combat Potency talent proc for Rogues.
- Furor and Enrage for Feral Druids.
- Rage Potion, Blood Rage, Berserker Rage, Mace Stun proc for Warriors.
- Mana Potion, Mana Gems, Evocation, Master of Elements proc/talent for Mages.
When used at just the right time things can get messy. And I have seen that happen not only on Hydross.
Healthstones and Healing/Mana Potions are the biggest culprits here.
Even Shamanistic Rage at work on Morogrim the Tidewalker can be very deadly for an Enhancement Shaman when timed incorrectly; since it's a massive Energize at work.
MurgleGurgleBurbleBlurgle.
It's a
derail again, though
Anyway, to just add something to the thread: I think raiding guilds are stuck in a vicious circle.
They need to raid, fast, cleanly and efficiently in order to get a top rating.
A top rating,
a top rank, implies skill which provides fame and goodwill.
This makes them more attractive for new raiders because we all know how painful raiding really is and that people tend to leave.
You cannot afford to slow down, because if you slow down you become less impressive, lose goodwill or even heavens forbid have your own raiding members doubt the quality -or motivation- of their own guild and leave.
So you run the hamster wheel. Faster, and faster and faster.
Then you hit the mother of all brick walls, the mother of all "cockblocks".
Nothing.
That's right; nothing. You can't even NOT kill C'Thun, because it isn't there.
That's why there's a huge thread on EJs talking about this issue.
Apparently raiders cannot pace themselves for the above reasoning, so Blizzard'll have to do it for them.
Besides it clears up a lot of issues as well because then PvP will not be dominated by the few guilds that trailblaze PvE content.
It'll also make the PvE racing circuit for World/Continent/Server firsts start anew every 4 months instead of just one certain EU guild blazing through it, cussing and berating Blizzard every step of the way because they are doing content that Blizzard absolutely did not expect to be even remotely touched at that point in time.