Crowd Control by Class  

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Introduction

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.

Druid

Spell: Hibernate

Form: Sleep Affects: Beasts, Dragonkin Pros: Great for tank pulling. 'Cons: Few opportunities to use in instances, breaks upon damage (BUD)

Spell: Entangling Roots

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

Hunter

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.

Spell: Kiting

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

Spell: Scare Beast

Form: Scatter

Affects: beasts

Pros: affects druids and shamans, ranged (though limited) and targetable

Cons: limited range (10 yards), fear is always unpredicatble, DMB

Mages

Spell: Polymorph

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

Spell: Kiting

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

Paladin

Not much to offer. Turn Undead and Hammer of Justice can keep an undead mob out of the fight.

Priest

Spell: Shackle Undead

Form: Fix

Affects: Undead

Pros: Ranged and targetable, renewable

Cons: BUD, only works on undead

Spell: Mind Control

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

Rogue

Spell: Sap

Form: Fix Affects: Humanoid Pros: No chance for early resist/breakage unless (unless hit) Cons: Precombat only, susceptible to PATs, BUD, not renewable

Shaman

Not much

Warlock

Spell: Seduction

Type: Fix

Affects: Humanoid

Pros: ranged and targetable

Cons: Diminishing returns limits utility, channeled, BUD, short duration, requires the Succubus

Spell: Banish

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)

Warriors

Not much

Tanks

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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This page last modified 2008-08-25 11:11:45.