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This is a quick down & dirty on the various forms of crowd control each class offers. Note that I do not include anything that lasts less than 10 seconds (like cyclone). I include just those spells and talents that will keep a mob out of the fight for a prolonged period of time and allows the group to concentrate on one enemy at a time. I did, however, include tanking as a form of crowd control. We may not realize it, but a tank holding down 2-3 mobs means that's 2-3 mobs fewer a mage has to poly or a hunter has to trap!
Whether or not you have effective crowd control (cc) can be the difference between a smooth, effective instance run and one big wipe-fest. Knowing which classes can do what types of cc (and to which types of mobs they apply) will make marking a much simpler task as well.
BUD=Breaks Upon Damage - this is always a big con because it means the caster needs to be careful where and when to use that CC.
DMB=Damage May Break - somewhat better than BUD, but still a con. Do you want to risk it breaking? Me neither.
Please let me know if I missed anything, from a full talent to a pro or con.
Form: Sleep Affects: Beasts, Dragonkin Pros: Great for tank pulling. 'Cons: Few opportunities to use in instances, breaks upon damage (BUD)
Form: Root Affects: all creatures (some elementals excepted) Pros: Affects most anything, applies damage as well Cons: Damage Might Break (DMB), only usable outdoors, only keeps the opponent from moving and not from attacking or casting
Spell: Freezing Trap Form: Affects: All cc'able mobs Pros: Widest range of targets, possible to have a positive CD (trap lasts longer than CD), possible to trap two mobs at once, works in conjunction with shatter, druids can't shift out of this, one of two forms of CC that work on Dragonkind (hibernate) Cons: Not targetable or ranged, must draw target to the trap. BUD, can be dispelled
Spell: Wyvren Sting
Form: sleep/DoT
Affects: All cc'able mobs
Pros: A great second cc option, Ranged & Targetable
Cons: Very short duration (12 seconds), DoT prevents further CC (unless replaced with Scorpid sting), BUD, available only to SV hunters.
Form: distraction
Affects: everything
Pros: Often the only CC option available. Keeps a mob focused on you and away from the fight
Cons: Takes a lot of practice to do effectively, severely reduce/eliminate DPS on the main mob
Form: Scatter
Affects: beasts
Pros: affects druids and shamans, ranged (though limited) and targetable
Cons: limited range (10 yards), fear is always unpredicatble, DMB
Form: Fix
Affects: humanoids & beasts
Pros: Most popular & reliable form of cc, ranged & targetable, renewable
Cons: BUD, target wanders, does not work on druids, mob heals at accelerated rate, can be dispelled
Form: distraction
Affects: everything
Pros: Often the only CC option available. Keeps a mob focused on you and away from the fight
Cons: Takes a lot of practice to do effectively, severely reduce/eliminate DPS on the main mob
Not much to offer. Turn Undead and Hammer of Justice can keep an undead mob out of the fight.
Form: Fix
Affects: Undead
Pros: Ranged and targetable, renewable
Cons: BUD, only works on undead
Form: Control
Affects: Humanoid
Pros: Places the MC'd mob's abilities at the disposal of the party, Ranged and targetable
Cons: Removes priest from fight, generates HUGE aggro on the priest, unpredictable duration, channeled
Form: Fix Affects: Humanoid Pros: No chance for early resist/breakage unless (unless hit) Cons: Precombat only, susceptible to PATs, BUD, not renewable
Not much
Type: Fix
Affects: Humanoid
Pros: ranged and targetable
Cons: Diminishing returns limits utility, channeled, BUD, short duration, requires the Succubus
Type: Fix
Affects: Demons & Elementals
Pros: Cannot be dispelled, cannot break early due to damage
Cons: Immune to all affects for duration (so don't waste spells on it)
Not much
Spell: Tanking
Type: Distract
Affects: All mobs
Pros: Applies to anything, tanks can hold up to 3-4 mobs at a time, depending on the type of mob
Cons: Dependant upon healer to keep tank alive and DPS to maintain kill order. Takes practice to contain multiple mobs
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