Quote:
Distracting Shot doesn't break traps.
Taking this a step further you can also Misdirect + Distracting Shot on a frozen mob to gain some hate for your tank. I've always used Distracting Shot for the mobs I trap, because when it breaks they love to go straight for the healers. Sure a few shots might pull them off, but you don't exactly want it running toward them to begin with.
Lurker Story:
I'm not sure if any of you know the Lurker fight in SSC, but that definately put my CC timing skills to the test. For those who don't know, the fight is pretty much like the Ragnaros fight in MC. Ranged DPS can go all out, while the tank is beat on constantly. Lurker will submerge much like Rag does, and then adds will spawn.
There's roughly 9 adds, 2 for each small island you can stand on, and 3 in the middle. Our strategy is to constantly keep the 3 in the middle sheeped, while we kill the remaining 6 on their respective islands. Now the reason we sheep the adds in the middle is so they do not respawn everytime Lurker submerges. For those who know the fight, the adds in the middle hit very very hard, and most groups have a hard enough time killing everything without worrying about what's in the middle and when Lurker will pop back up.
Well during this particular instance, I was already hard pressed. The normal way that I do Lurker is to trap one mob that spawns on my island, giving us time to kill the other. Then when it's down we kill the frozen guy. We usually have 3 hunters that do this on their respective islands, and we've had little to no problems successfully pulling this off.
Well it just so happens that one of our hunters lagged during the phase when Lurker pops out of the water. He does a 360 degree spout, and if it hits you, will send you flying backwards doing roughly 9-10K damage, about 3-3.5K per hit and hits you a total of 3 times. Needless to say we lost our hunter for that island. So much to my dismay, I now had to set a trap on my island, and run over to his island to help trap his mob and DPS the two islands down.
This wasn't the problem, as I'm quite used to doing this when we're short a hunter. The problem came later in the fight, when we had lurker around 50%, and one of our mages just got smashed by one of the adds in the middle. He forgot to watch his sheep and sure enough it got loose and pretty much 2-shotted the mage. We usually have a warrior keeping aggro on the adds in case they do break early, but this particular one hated the mage so much it went to him first. Afterward it went to the tank who had the highest aggro on it and he was tanking it until we could get it under control.
As soon as I heard that a mage was down, without even thinking, I targeted the mob in the middle, called out in vent that I had the mob and to stop attacking it. The warrior stopped attacking, I used a Wyvern Sting and put it to sleep. Then I ran up, placed a trap, and backed away again, waiting for the Wyvern Sting timer to come up. The moment the sleep affect disappeared I shot off a Scorpid Sting, the Wyvern Sting dot came up, but was soon overwritten by the Scorpid Sting and did no damage to the now trapped mob. The rest of the fight I was seen jumping between islands, DPSing adds, and constantly keeping this thing trapped in the middle. We managed to down Lurker and had only lost maybe 3 people.
Looking back, it wasn't to hard to time the shots, and anyone can do it, but I was definately praised for it. My guild has even reworked the CC system because of my abilities to CC mobs. If I'm not primary CC I'm definately the next backup for it. Which I prefer, cause in all honesty I'm a CCer not a DPSer =P And I personally don't mind if I don't top the charts, as long as everyone is alive in the end.