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The Big Bad Guide to Mind Control!Follow

#1 Jun 23 2008 at 8:35 AM Rating: Decent
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296 posts
    Mind Control FAQ


I was looking through my old notes and found my info for this guide, so boom! Here it is.
(Pre-TBC for now though on the mobs)

Contents
Post 0) Intro, tips and FAQs.
- What is Mind Control?
- Why don't priests use Mind Control in instances very often?
- And why not in PvP?
- So what can you do with mind control?
- What are "Mind control buffs"?
- I heard that some of the Mind Control buffs are concidered exploits, is this true?
- Can you talk to the other faction if they're mind controlled?
- Can you use other players' abilities when they're mind controlled?
- How do you find Mind Control buffs?
- My Mind control keeps breaking!
- Tips, Hints and Info about Mind Control

Post 1) Mob's abilities while Mind Controlled. (Instanced)
- The Deadmines.
- Blackfathom Deeps.
- The Stockade.
- Stratholme - Scarlet Crusader side.
- Stratholme - Baron/Undead side.
- Dire Maul North.
- Blackrock Spire.
- Zul'Gurub.
- Blackwing Lair.

Post 2) Mob's abilities while Mind Controlled. (World)
- Westfall.
- Redridge Mountains.
- Duskwood.
- Stranglethorn Vale.
- Swamp of Sorrows.
- Azshara.

Post 3) Mob's abilities while Mind Controlled. (World, continued)
- Felwood.
- Burning Steppes.
- Deadwind Pass.
- Blasted Lands.
- Winterspring.
- Western Plaguelands.

Post 4) MC Buffs.
- Mind Control Buffs.




1) What is Mind Control?
Mind Control (Rank 1/2/3)
350/550/750 Mana
20 yd range
3 sec cast
Controls a humanoid mind up to level 32/47/70 (Scales with own level), but slows its attack speed by 20%. Lasts up to 1 min.

Mind control is obtainable at level 30 by priests, and can be used to crowd control, use an enemies' abilities against them, and lots of other creative stuff that are towards the end of this FAQ.

2) Why don't priests use Mind Control in instances very often?
A couple of reasons:
The 20yard range means that quite often you won't be able to cast the spell without getting in aggro range.
Even if you do get the Mind Control off, it is very unpredictable. I've seen mind control last the full 60 seconds, and I've seen it break in less than a second, and if it does break early, your tank will have a hell of a time getting the mob off you, as it causes a tremendous amount of aggro.
Finally, Mind control is a channeled spell, so the priest can not heal the group while Mind controlling something.

And why not in PvP?
Again, the range is a factor, generally if you're within 20 yards of something you probably don't want to take 3 seconds to cast mind control, especially in group PvP.
However, if you can trick the enemy into attacking thier own players if you're clever enough, but the range is a problem.

So what can you do with mind control?
Mind control is by no means "useless", but it is very situational. More often than not, it's used, simply because it's a damn fun ability to use, which is what this thread is all about. Over the next few posts, there are extensive listings of certain areas and mobs that can be mind controlled, what you do with Mind control is up to you!

What are "Mind control buffs"?
Mind control buffs are buffs that are obtained by casting Mind control on a mob, and getting that mob to cast the buff on you or your party. We've got a nice looking list of them a little further down.

I heard that some of the Mind Control buffs are concidered exploits, is this true?
Nope, it's been confimed by Caydiem that using these buffs is creative use of game mechanics and not exploiting at all. The link was on the old forums, unfortunatly, so you'll just have to take my word for it.

Can you talk to the other faction if they're mind controlled?
Up until patch 1.12 you could by using emotes, that sadly has now been patched. I had a small section on talking to the other faction in the first version of this thread, but I got told to take it out in exchange for the sticky.

Can you use other players' abilities when they're mind controlled?
Nope, only mobs, you can use auto-attack with players, but it generally doesn't do much good.

How do you find Mind Control buffs?
By luck, mainly. Go out and mind control something and see if you can cast any of its abilities on yourself. If you find one, be sure to report it here, and we'll hopefully see this thread get longer and longer with more buffs and ideas.

My Mind control keeps breaking!
I would like someone to verify this information, but I'm pretty sure it's all correct.
When you cast your Mind Control, like any other spell it will have a resist check against the target. If the target resists, the Mind Control fails. However, unlike most other spells, Mind control has several resist checks over its duration, I'm not sure of the exact number, but I'm under the impression that it's every 5 seconds. If any of these periodic checks fails, then the mind control breaks, and you get yourself a big angry mob to play with.

So, if you want a more reliable Mind Control, you want +spell hit gear and lots of it. Around about +5 or +6% to hit will eliminate as much of the base resist as is possible. But keep in mind that it is impossible to have a 0% chance to resist a spell.

Tips, Hints and Info about Mind Control.
# Mind control duration is partly controlled by distance. The farther your 'pet' is from you, the higher the chance of breaking. Solution : Park it on top of yourself unless you have other plans in mind for it OR if the npc you are fighting has some sort of stun/cc (Shield bash/gouge/polymorph etc).
# Mind control a healer if it's available. Why spend your own mana and get possible aggro when you can easily mind control that medic and use it's prayer of healing which heals for 2k+ AND uses only 400 mana over your own? Don't forget that the medic has 8k mana meaning it can chain cast it for a while, and if it gets aggro and dies...just remember that it wasn't you who just died. :P
# Mind controlled npcs have their own aggro, spells cast by an npc do not get 'added' to your current aggro.
# You can mind control something and let the surrounding 'linked' npcs kill it. Then fade aggro into the negative in order to dump the npcs onto your group/tank. Ghetto crowd control. Why fight 3 when you can fight 2. Leading to the next note
# Mind soothe is VERY useful in getting close to humanoid npcs without them jumping you due to the 20 yard range of mind control. If you want them to focus on pet and not on you first (Remember aggro rules) use mind soothe.
# Mind control damage is not counted as 'player dmg'. Meaning if a mind controlled pet kills something entirely by itself, you get no loot. But if a person in your group hits it for even 1 dmg it is counted as a player kill and you can loot it as normal.
# You can mind control something and have it die, but you will recieve no loot for it. Instead let other npcs beat it up to 5% or so, then break mind control and one shot it to gain access to it's body.
# Shadow Affinity and Shadow Focus affect the duration and aggro gained from mind control. If your into heavy controlling both are highly suggested to make your life and group's life easier.
# Mind control can break early even if channeled bar is still somewhat full. A break is checked vs level/distance/resistances of target every x amount of seconds.

Edited, Jun 23rd 2008 12:39pm by Agest

Edited, Jun 23rd 2008 12:40pm by Agest

Edited, Jun 23rd 2008 12:40pm by Agest

Edited, Jun 23rd 2008 1:02pm by Agest

Edited, Jun 23rd 2008 1:02pm by Agest
#2 Jun 23 2008 at 8:35 AM Rating: Decent
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296 posts
What mobs are worth Mind-controlling, and have good abilities?
I'll update this list as soon as I see some in this thread. Try to keep it in a similar format. :)

The Deadmines
(Outside)
# Defias Henchmen - Shield slam (deals dmg and stuns for 2 secs) / Improved blocking (+58% chance to block for 6 secs)
# Defias Digger - None
# Defias Conjuror - Fireball / Frost armor
# Defias Watchman - Shoot
# Defias Magician - Fireball
# Marisa du'Paige(rare) - Immune
(inside)
# Defias Miner - Pierce armor
# Defias Evoker - Quick flame ward / Flamestrike / Frost armor
# Defias Overseer - Battle command (increases all nearby allies attack speed by 50% for 6 secs)
# Rhahk'zor - immune
# Defias Watchmen - Shoot
# Goblin woodcarver - Cleave
# Sneed - Immune
# Defias Taskmaster - Shoot / Piercing shot (normal dmg + Armor reduction for 15 secs)
# Defias Wizard - Fireball / Quick flame ward / Chains of ice (freezes target, immobilizing them for 15 secs)
# Goblin Craftsman - Melt ore (inflicts fire dmg to nearby enemies and 40% movement speed reduction for 20 secs.)
# Goblin Engineer - Shoot
# Gilnid - Immune
# Defias Strip miner - Pierce armor
# Defias Pirate - None
# Defias Squallshaper - Frost nova / fire blast / frost armor
# Goblin Shipbuilder - none
# Defias Blackguard(stealthed) - Stealth (cannot restealth in combat) / Rupture (cannot use, because you cannot generate combo points)
# Mr.Smite - immune
# Captain greenskin - immune
# Edwin VanCleef - immune
# Cookie - immune

Blackfathom Deeps
# Blackfathom Oracle - Healing Wave and Parasite (DoT poison)
# Blackfathom Sea Witch - Blizzard, Frost Ward, Frost Armour, Frost Nova.
# Blackfathom Myrmidon - Disarm.
# Gelihast - Net, Battle Stance.
# Lady Sarevess - Forked Lightning (AoE cone), Frost Nova, Slow, Shoot.
# Blindlight Murloc - Defensive stance and sunder armour.
# Blindlight oracle - Lightning Bolt, renew, heal.
# Blindlight Muck Dweller - Leech Poison (Health-leeching DoT)
# Murkshallow Snapclaw - Disarm.
# Twilight Loreseeker - Enlarge (Increases size and damage for 30 seconds) Slow.
# Twilight Aquamancer - Frostbolt.
# Twilight reaver - Arcing smash(Melee AoE cone)
# Twilight Acolyte - Heal, Renew.
# Twilight Shadowmage - Shadowbolt, Dominate mind (Up to 42.).
# Twilight elementalist - Earth Shock, Flame shock, Frost Shock, and Shock.

The Stockade

# Defias Captive - Infected Wound (Disease, +5 physical damage), Backstab.
# Defias Inmate - Rend, Battle stance.
# Defias Prisoner - Kick, Disarm.
# Defias Convict - Backhand (Two second knockdown)
# Defias insurgent - Demoralizing shout, Battle shout.
# Targorr the Dread - Thrash
# Kam Deepfury - Shield Slam, Shield Wall, Defensive stance.
# Hamhock - Bloodlust, chain lightning
# Bazil Thredd - Smoke Bomb (2 seconds small AoE stun), Battle shout. (Spam auto attack to make him spam you back with many random /says.)
# Dextren Ward - Intimidating Shout, Strike (Like heroic strike), Battle stance.

Stratholme Scarlet Crusader Side
# Crimson Sorcerer - Polymorph/Arcane Missiles/Fireblast/counterspell/Very very high dps while spamming AM/blast and polymorph on those 4 pulls are VERY useful
Note : Spells may do more dmg than tooltipped due to a non-player MCable skill which increases their spell dmg. I've had AMs hit for 800+ non crit every 1.5 seconds with these guys if they use it as I try to cast MC on them
# Crimson Priest - Power Word : Shield/Heal (Large)/Holy fire (High dmg, long cooldown)
Note : Power word shield from these npcs STACK with priest version. As the PW:S from npc DOES NOT GIVE WEAKENED SOUL DEBUFF. PW:S x2 on someone = invul almost, only limiter is cooldown.
# Crimson Battle Mage - Blast Wave/Arcane Explosion
Note : Ever envy mages for their AEs or hate how crappy holy nova is? Mind control one of these and let her/him rip on 3-4 npcs. It's just rediculous the dmg they pump out and it makes mages cry!
# Crimson Gallant - Holy Strike(Holy dmg)/Crusader Strike(Increases holy dmg, debuff)/Devotion aura or Retribution aura (I forget which it was)
Note : Bring a paladin and make them cry using these guy's skills. Very high dps for a melee npc. The aura from the npc paladin WILL overwrite player paladin aura if they put up the same auras. Player paladin can put up other auras though.
# Crimson Conjurer - Fireblast/frostnova/frostbolt
Note : No you can't summon elementals
# Crimson Initiates - Flash heal/Mindblast/Renew (Ticks for 200-300+)/Mana burn(?)
# Crimson Monk - Thrash (2 extra attacks)/Snapkick (Stun/knock down)
# Crimson Guardsman - Charge/shield bash/disarm
# Crimson Defenders - Paladin immunity shield/Hammer of Justice (stun)/Heal/Aura(?)
# Crimson Inquisitors - Shadow word pain/crappy other skill

Stratholme Baron/Dead side

# Thuzudian Necromancer - Soul Tap (Mana/hp drain)/Bone Armor/Shadowbolt(?)
Note : Bone armor is like PW:S but lasts longer and absorbs a LOT more dmg, low cooldown

Dire Maul North
# Gordok Brutes - Very High dps/stun/knockback/high hp/tanks very well and can keep aggro
# Gordok Warlock - Banish (Can banish anything)/Curse of tongues/immolate/shadowbolt
# Gordok Reavers - Cleave/mortal strike/armor sunder/high hp/good tank
# Gordok Mage-Lord - Frostbolt/60% 30 second haste buff/flamestrike
# Gordok Captain - Instant shadowbolt attack/fear/high hp

Blackrock Spire
# Black Hand Assasin - Backstab/gouge (3 sec disorient)/slice and dice (haste speed buff)
# Blackhand Dreadweaver - Shadowbolt, Veil of Shadow (-75% healing effects, curse), Curse of Thorns (50% chance to take 155-199 damage on attack)
# Blackhand Incarcerator - Encage (30 second channelled stun), Strike (Like heroic Strike).
# Firebrand Evoker - Mark of Flames (+1,000 fire damage, debuff), Flame Crack (AoE centred on the caster, ~1250 damage, and stun for 2-4 seconds.), Blast Wave.
# Scarshield Spellbinder - Counterspell, Arcane Bolt (Fast Arcane damage spell), And Resist Fire (60 minute buff that grants 81-83 Fire Resist.)
# Scarshield Warlock - Shadow Volley (AoE shadowbolt)
# Smolderthorn Berserker - Mortal Strike, Strike (Like Heroic Strike)
# Smolderthorn Mystic - Healing Wave, Chain lightning.
# Smolderthorn Shadow Priest - Hex, Dispel Magic, Mana burn.
# Spirestone Ogre Magus - Bloodlust (30% haste, 30 seconds, Arcane Bolt, Slow.

Zul'Gurub
# Troll shadowcaster - Shadow volley for 1k+ and a 2 second shadow bolt spell for 1k+ dmg, single target. Can find these at the spider boss area and can use them to AE/clear spiders. Unsure of correct name.
# Zul'Gurub Champions - Charge/stun/strike for high dmg, mainly found near bloodlord area, unsure of name.
# Zul'gurub Headhunters - Mortal strike(Melee)/ranged strike/ranged dot/Throw (Ranged shot)
# Zul'gurub Witchdoctors - Hex, Frog swarm, Shrink (AoE size and strength reduction)
# Zul'gurub Blooddrinkers - Blood Drink (AoE that heals the blood drinker), Health Funnel (Drains about 5k of a friendly target's health)
# Zul'gurub axe throwers - Enrage (% dmg increase by a large amount)/Axe whirlwind (AE attack)/Throw (Ranged attack)
# Zul'Gurub Blood Priests - Blood offer (Deals 5K dmg to the Blood priest and heals the targetted friendly mob for 5k hp.), Shadow bolt.
# Gnome slaves (Jin'do's area) - Shadow bolt, Rain of fire.
Tip: instead of sheeping the slaves, MC them and use thier AOE instead of your mages, the mobs will kill the slaves quickly and you won't have to deal with pesky infernals.
Dancers (Jindo's area): Curse of blood, Thrash (Adds 2 additional attacks on next swing)

Blackwing Lair

# Master Elemental Shaper Krixix - Teach Smelt Elementium
# Blackwing mage - Arcane Explosion, Fireball.
# Blackwing Legionnaires - [Name unknown] - An attack that does 400% damage to dragonkin.

Edited, Jun 23rd 2008 12:37pm by Agest
#3 Jun 23 2008 at 8:36 AM Rating: Decent
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296 posts
Westfall
# Defias Trapper - Net / Backstab
# Defias Smuggler - Backstab / Throw
# Defias Looter - Backstab / Disarm
# Defias Pillager - Fireball / Frost armor / Exploit weakness (deals +dmg when attacking from behind)
# Defias Knuckleduster - Pummel
# Defias Pathstalker - Backstab / Shield bash
# Defias Highwayman - Backstab
# Defias Messenger - none
# Benny blaanco - none
# Maldeformed defias drone - None but does great dmg for a non-elite of its level

# Kobold digger - Pierce armor (armor reduced by 50% for 20 secs)

# Riverpaw Bandit - Backstab / poisonous stab (deals nature Dot, decreases run and attack speed)
# Riverpaw Brute - Demoralizing shout
# Riverpaw Taskmaster - Quick Bloodlust (30% increase attack speed for 5 secs for an ally)
# Riverpaw Mystic - Lighning bolt / Healing wave
# Riverpaw Scout - shoot
# Riverpaw Miner - sunder armor
# Riverpaw Gnool - none
# Riverpaw Mongrel - Spirit decay (reduces targets spirit by 4 for 20 mins)
# Riverpaw Herbalist - Potion Strength 2 (increases casters strength by 5 for 2 mins) / Drink minor potion (heals self fr 50-65 hp)

# Murlock Tidehunter - Frost nova
# Murlock Oracle - Holy Smite / Renew / Quick frostward (frost immunity for an ally for 10 secs)
# Murlock minor oracle - Lightning bolt / healing wave
# Murlock hunter - Throw
# Murlock Raider - none
# Murlock Coastrunner - Poisonous stab
# Murlock Warrior - none
# Murlock Netter - Net / Throw
# Old Murk-eye - Volatile infection (disease - deals 60 nature dmg to nearby allies every 15 secs for 2 mins)

Redridge Mountains

# Redridge Poacher - Shoot
# Redridge Mongrel - Infect wound
# Redridge Thrasher - None
# Redridge Mystic - Lightning bolt / healing wave
# Redridge Basher - Knockdown / shield bash / Defensive stance
# Redridge Alpha - Battle shout / thunder clap / Battle stance
# Rabid Shadowhide Gnoll - Poison / Rabies (reduces halth regen by 50% and str/agi by 7 for 10 mins)
# Shadowhide Gnoll - None
# Shadowhide Brute - None
# Shadowhide assasin(stealthed) - Backstab / poison
# Shadowhide warrior - Sunder armor / defensive stance
# Shadowhide slayer - Execute
# Shadowhide darkweaver - Shadowbolt / rain of fire / demon armor / curse of weakness
# Lieutenant Fangore (quest) - Immune
# Yowler (quest) - None

# Murloc Scout - None
# Murloc Flesheater - None
# Murloc Minor Tidecaller - Healing Wave / Frost bolt
# Murloc Tidecaller - Frost nova / Healing wave / Blizzard
# Murloc Shorestriker - Rushing charge (increases movement speed by 75% for 3 seconds and causes 58 additional dmg on first strike)

# Blackrock grunt - Enrage
# Blackrock Outrunner - Enrage / Net
# Blackrock Scout - Shoot / Enrage
# Blackrock Sentry - Enrage
# Blackrock tracker -Enrage
# Blackrock Champion - Enrage / devotion aura / demoralizing shout
# Blackrock Summoner - Fire ball / fire shield / Enrage
# Blackrock renegade - Enrage / Shield slam (dmg + 2 sec stun)
# Blackrock shadowcaster - Enrage / demon armor / shadow bolt / shadow word pain
# Tharil'zun (quest) - Net / battle shout / Battle fury
# Blackrock gladiator - Enrage / Disarm / battle stance / battle shout

Duskwood
# Defias Night Runner - Backstab (rank 2)
# Defias Night Blade - Poison (nature dmg every 3 secs for 30 secs) / Backstab (rank 2)
# Defias Enchanter - Enchanted quickness (increase casters attack speed by 35% for 15 secs)/ Fireball / Frost armor

# Splinter Fist Ogre - None
# Splinter Fist warrior - Battle shout (rank 2)
# Splinter Fist Fire Weaver - Fireball / Flamestrike
# Splinterfist Firemonger - Fire shield 2 (deals 15-16 fire dmg to nearby enemies every 3 secs for 1 min) / Quick flame ward
# Splinterfist Taskmaster - Battle fury (increases attack speed of neary allies by 25% for 4 mins)
# Splinter Fist Enslaver - Net / Throw
# Zzarc'Vul(quest) - Low swipe (stuns an enemy an reduces their movement speed by 50%, also increases catsers dmg by 15 for 12 secs)

# Grave Robber - Exploit weakness
# Morbent Fel(quest) - Touch of death (deals 65-75 shadow dmg and heals the caster for half the amount) / Presence of death (Terrifies all nearby ennemies, making them unable to act for 10 secs) / Unholy shield (significantly increases armor and all resistance for 10 mins)

# Nightbane Worgen - None
# Nightbane Shadow Weaver - Shadow bolt / Shadow word - Pain(rank 4)
# Nightbane Dark Runner - Exploit weakness
# Nightbane Vile Fang - Infect wound (Disease -increases melee damage taken by the target by 6, lasts 5 mins)
# Nightbane Tained One - Tainted Howl (gives nearby allies a 35% chance to poison an enemy on hit, lasts 2 mins)
# Gutspill - Tainted howl

Stranglethorn Vale

# Bloodsail Mage - Fireball / Fireshield 3
# Bloodsail Raider - Net
# "Pretty Boy" Duncan (quest) - None
# Bloodsail Warlock - Shadow bolt / curse of weakness
# Bloodsail Swashbuckler - Kick / Disarm
# Bloodsail Swabby - None
# Bloodsail Sea dog - Backstab / Gouge / Poison
# Bloodsail Deckhand - None
# Bloodsail Elder magus - Fireball / flamestrike / fire nova
# Garr Salthoof - Rushing charge (increases movement speed by 144%(!) and first attack deals an additional 430 dmg) / backhand
# Captain Keehaul - Demoralizing shout / Shoot / Exploding shot (weapon dmg +25 aoe fire dmg)
# Ironpatch - Shield Bash / defensive stance
# Fleet Master Firallon - Battle shout
# Captain Stillwater - Arcane explosion / Slow / Flame spike (flamestrike basically)

# Naga Explorer - Rend / Battle stance

# Saltscale Hunter - Throw
# Saltscale Oracle - Healing wave / Lightning bolt
# Saltscale Warrior - None
# Saltscale Tide Lord - Frost armor / Frost bolt / frost nova
# Saltscale forager - Poison / rend

# Zanzil Witch Doctor - Shadow bolt / curse of weakness
# Skullsplitter Warrior - Head crack (reduce stamina by 8 for 20 secs) / Shield bash
# Skullsplitter Mystic - Lightning bolt / Healing wave / Quick frost ward
# Skullsplitter axe thrower - Head crack / throw
# Skullspliter hunter - Head crack / thrash
# Skullspliter scout - Head crack
# Skullspliter Witch Doctor - None
# Skullsplitter Beastmaster Shoot / head crack
# Skullsplitter Berzerker - Head crack
# Skullspliter Headhunter - Throw / net / Head crack
# Skullsplitter Spiritchaser - Healing wave / mana burn / lightning bolt
# Mogh the Undying - Shadow bolt / demon skin / drain slave (drains 750 hp from pet, healing self for 150% the amount
# Ana'thek the Cruel - Head crack / execute
# Gurubashi warrior - Enrage / knockdown
# Hakkari oracle - Earth shock / chain lightning / healing wave
# Bloodscalp Shaman - Fire nova / lightning shield
# Bloodscalp scavenger - Backstab / poison
# Bloodscalp Axe thrower - Throw
# Bloodscalp Warrior - Shield bash / disarm
# Bloodscalp Hunter - Throw / Net
# Bloodscalp Beastmaster - Shoot
# Bloodscalp Mystic - Lightning bolt / healing wave / quick flame ward
# Bloodscalp scout - None
# Bloodscalp Berzerker - None
# Bloodscalp Headhunter - Throw
# Bloodscalp Witch Doctor - None

# Mosh'ogg Warmonger - Thundrclap
# Mosh'ogg Shaman - Bloodlust / Chain lightning
# Mosh'ogg Spellcrafter - Flamestrike / fireball / frost armor
# Mosh'ogg Mauler - Knockdown
# Mosh'ogg Butcher (rare) - Cleave

# Venture co. Geologist - Lightning bolt / Quick flame ward / Fire shield 2
# Venture co. Lumberjack - Cleave
# Venture co. Mechanic - Shoot / Multi-shot
# Foreman Cozzle - Lightning bolt/ Quick flame ward / fire shield 2

# Kurzen Jungle Fighter - None
# Kurzen Medicine man - Inner fire / heal (rank 4) / renew (rank 5)
# Kurzen Wrangler - Net
# Kurzen Commando (stealthed) - Backstab (rank 4)
# Kurzen Headshrinker - Shrink (single target) / Shadow bolt
# Kurzen Elite - Whirlwind / Cleave
# Kurzen Witch Doctor - Purge
# Kurzen Subcheif - Flame shock
# Kurzen Shadow hunter - Shoot / Poisoned shot
# Sergent Malthus - Veil of shadow (reduces healing effects by 75% for 15 secs)
# Colonel Kurzen - Smoke bomb (Stuns nearby enemies and puts caster into stelth mode) / Garrote

Swamp of Sorrows
# Stonard Scout - None
# Stonard Explorer - None
# Lost one Mudlurker - Backstab
# Lost one Fisherman - None
# Lost one hunter - Shoot / Poisoned Shot (normal dmg + 37 nature dmg every 10 secs for 1 min)
# Lost one Muckdweller - Plague cloud (reduces Strength/agility/intillect by 8 of all enemies in the selected area for 4 mins)
# Lost one Rift Seeker - Shadow bolt / Rift Beacon (Target will be marked for one min, after that 1 min, 2 rift walkers (lvl 25) will spawn and attack. note - the rift walkers will still be hostlie and attack you even if you mark an enemy mob, use on real players instead)
# Lost one Seer - None
# Marsh Flesheater - None
# Marsh Oracle - Healing wave / lighning bolt / Lightning shield
# Marsh Inkspewer - Ink spray (reduces an enemy's chance to hit by 50% for 15 secs)

Azshara

# Blood Elf Reclaimer - Renew, Heal, Fireball.
# Blood Elf Surveyor - Fire Nova (Fire damage to nearby enemies)
# Spitelash Myrmidon - Strike (Like Heroic Strike)
# Spitelash Siren - Frost Shot (30-31 additional frost damage, 40% movement snare)

Edited, Jun 23rd 2008 12:38pm by Agest
#4 Jun 23 2008 at 8:36 AM Rating: Decent
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296 posts
Felwood
# Timbermaw Warder - Just auto-attack.
# Deadwood Avenger - Curse of the Deadwood (Curse, Reduces healing by 50%)
# Deadwood Shaman - Lightning Shield, Lightning Bolt, Chain lightning, Curse of the Deadwood.
# Jaedenar Adept - Fireball, Fire Blast, Blink.
# Jaedenar Cultist - Shadow Bolt, Shadow Word: Pain, Curse of Weakness.
# Jaedenar Darkweaver - Shadow Bolt, Immolate.
# Jaedenar Enforcer - Rend.
# Jaedenar Guardian - Shield Bash, Improved Blocking (Increase chance to block by 76%.
# Jaedenar Warlock - Shadow Bolt, Unholy Frenzy (Increases an ally's attack speed by 35% for 20 seconds, and inflicts 27-28 nature damage every 2 seconds.)

Burning Steppes

# Blackhand Sorcerer - Fireball, Flamestrike.

Deadwind Pass
# Deadwind Brute - None
# Deadwind Ogre Mage - Bloodlust / Lightning bolt / Lightning shield / Flame shock
# Deadwind Warlock - Curse of weakness / shadow bolt / Immolate

Blasted Lands

# Wretched Lost one - Immolate
# Dreadmaul mauler - Thrash (2 extra attacks on next swing)
# Dreadmaul Warlock - Shadow bolt / Curse of blood ( increase physical dmg aken by 28 for 10 mins)
# Shadowsworn Enforcer - cleave
# Shadowsworn Warlock - Shadowbolt / Curse of weakness
# Servant of Sevine - None
# Dreadscorn (rare) - Bloodlust / Strike (instant melee attack) / Backhand (knockdown)
# Shadowsworn Deadweave - Shadowbolt / Banish (not just deamons/elementals!) / Curse of mending (20% chance to heal your target enemy by 27 on attack, lasts 3 mins)
# Servant of Razelikh - None
# Shadowsworn Adept - Dark offering (heals an ally for 461) / Blood leech (drains 53 hp from enemies, healing the caster for twice the amount taken)
# Shadowsworn Cultist - Throw
# Shadowsworn Thug - Thrash / Snap kick (dmg and stun for 2 sec) / Kick (spell interuption)
# Servant of Allistarj - None[/ul]

Winterspring
# Ragged Owlbeast - Festering Rash (Reduces all of an enemy's attributes by 21 for 30 min)
# Winterfall Den Watcher - Winterfall Firewater (Increases the caster's melee attack power by 70 for 20m)
# Winterfall Pathfinder - Shoot, Faerie Fire, Winterfall Firewater.
# Winterfall Totemic - Winterfall Firewater.

Western Plaguelands
# Scarlet Invoker - Arcane Missiles, Arcane explosion.
# Scarlet Medic - Resist Arcane (Increases an ally's Arcane resistance by 78-84 for 1 hour.), Renew Flash heal.

Edited, Jun 23rd 2008 12:39pm by Agest
#5 Jun 23 2008 at 8:36 AM Rating: Decent
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296 posts
Mind Control buffs
# Anvilrage Officer - Located in BRD - Have a devotion aura which while controlled gives about +1000 armour to all nearby party members.
# Twilight Emissaries - Located in BRD - Have the Fury of Ragnaros buff which Increases Magical Damage done by 25 for 30 minutes.
# Scarlet Medic - Located in Felstone Field, WPL. - Have the Resist Arcane buff that lasts one hour and gives 70-82 arcane resistance.
# Vile Tutor - Located in EPL - Have the Dark Whispers buff which increases damage done by shadow spells by 35 for 10 minutes.
# Venture Co. Geologist - Located in Stranglethorn Vale - Have Quick fire ward - Fire Damage Immunity for 10 seconds. And Fire Shield II - Deals 11-13 fire damage to anyone that strikes you. Lasts one minute.
# Scarshield Spellbinder - Located in LBRS/UBRS - Fire Resistance, buff that gives +83 Fire Resistance for 60 minutes.
# Gordok Mage-Lord - Located in Dire Maul - Bloodlust, Increases Melee attack speed by 30%, lasts 30 seconds.
# Crimson Initiates - Located in Scarlet/Strath - Have a shadow resist buff which decreases shadow damage taken by 87.

The rule of thumb is that a buff that you can cast on yourself which lasts for over a minute will find its way here.

Edited, Jun 23rd 2008 12:36pm by Agest
#6 Jun 23 2008 at 8:38 AM Rating: Default
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296 posts
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