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(Sticky)
Crowd Control & Interrupts a guide.
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Edited by Padwin on 10/04/11 03:15 (UTC)
I put this guide here after a couple of runs with players that rather shoos to dismiss the id to use CC and wipe a couple of times, while it was actually needed in that group to use, We have various tools that we can use to control a large or even smaller amount of mobs to reduce the output of damage of your encounter on your party, this will ease up your Tank and Healer to outlast the encounter better without pressure of an imminent wipe on trash.
I wonder why people would rather want to wipe because they think a tank can AoE spam the trash mobs in one pull and the healer should just keep the tank up. Even when your tank i pre raid that does not mean that a healer can top of 5 or more mobs in HC's, maybe if the gear gets more Raid content it will be possible but for the people that are gearing up in many HC's CC is still important, the trash mobs are variated to Mellee and casters mixed. And yes it hurts a tank and it hurts the healers Mana pool when the damage output is to much. So i Urge players to take a deep breath and start using your abilities to the max so you can walk trough a HC a little more smoother, my time is like yours precious and i like to use that time in the out most best way and that is not by releasing my corps again for the X timed way and walk in again. Yesterday i had a group and they where kinda all from the same server and guild, they had this theory that the tank could pull it all, sadly they forgot several aspects when they did not wanted to CC and when they had a GoGoGO attitude i tried to point out to them it would be better to CC to ease up the healer because i felt after the first pull that the healer had troubles to keep me up. At that point the Healer was kinda Ego tripping or something because he lined up on the Dps, this point served that i died like 5 Times before hitting the first boss. They even had problems to target Skull: So the group was not ideal, so also dps died a couple of times before hitting the boss, on the trash they forgot to interrupt casters and non CC was applied so a lot of damage outcome from the trash on the party with Death as result many times. Anyhow this is kinda the worst group i'Ve been in and it forced me to leave the group, this triggered me to post this guide in the hope that people that are not aware of this will apply a more CC / Interrupt model of playing. Take in mind that I took a lot of info strait of the US forums because I'm not that good in my English and it would take me ages to make such a good explanation as it was on there. So i figured that i just bring it closer you you once again! Looking up your abilities and others: You always should take some research on their duration of your own CC abilities and that of other classes. Some CC and interrupts are talents it is possible that not every player have been speced in to them so its best to ask before you go in combat so you know which player has what CC on them. Take in mind that some CCs (and interrupts) are talents. Some player might not be spec'd into them so you better ask first before starting the run. Disarm is nor CC nor Interrupt but can be really useful so dont be shy to use it even when you are not sure if the mob is immune to it or not, if you are a rogue or a warrior and even shadow priest you can disarm a target and by doing this you will help the Tank and Healer enormous, There is not any reason why you should not use it if you have the ability to use it. Diminishing Returns for CC only exist for the spell Cyclone and in PVE. No other non-stun spell suffers from DR. go here for more info: http://www.wowpedia.org/Diminishing_returns Soothes when you use these the afectable targets will be less likely to attack. Most Single target cc's can only be on one target at a time per player of that type. A warlock can't banish two targets, but 2 warlocks can. Everything beyond is worded by Whynot Area 52 US server Charms cause the player to take over the target and gain some of their abilities. While possessing their target, the player cannot control their own character. Healers should not MC and MC'ing is a consideration on movement sensitive fights. Charms are affected by hit rating and distance. A player mc'ing a mob may wanted to be closer than their class typically allows. You can, charm healer mobs and assist the healer in healing and negate the mob's own healing output on its friends. (Note that mc'ing another player only allows movement and melee auto-attack). Many of the fears have useful glyphs now which cause the targets to cower rather than flee. Fear has often been dangerous to use as the mobs flee into 'friends'. Most CCs will pull the mobs, so the tank should be ready to grab them. If you only need one CC, it's best to have someone besides the healer do it. Priests CCing should pop fade immediately after. |
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Edited by Padwin on 09/04/11 11:28 (UTC)
Unless otherwise marked, most CCs will break on damage taken. Many break immediately.. Some, like fears, have a tolerance for a certain amount of damage but may very well break on the first strike.
Transform forces the target to change form as a result of the caster's spell. Sleeps and Incapacitates put the target in a harmless state. They stand there and watch their allies be attacked. Most (all?) CC's can miss if the target is not properly hit capped. It is best to have a dps cc'ing as the tank may not, and the healer will not, be hit capped. Horrors often function very similar to fears, the distinction is important. A mob resistant/immune to fear might still be horrified. Spell categories are important because of the Diminishing Returns mechanic where when a target is spammed with a spell over a short duration (relative to the spell's base duration) the duration of the effect is reduced. Key Sap should always be first. In fact, it needs to be because it cannot be used in combat. Sap will not trigger combat. Hunter Traps/Ring of Frost should be second because these have an aiming/arming time that makes them difficult to aim at moving mobs. Once mobs are too close, CC becomes pointless. Most other CCs are castable directly at mobs on the move. Become familiar with what tools your group has and prioritize correctly. While most have cast times, certain, like repentance, are instant cast and are ideal to be used on melee mobs. Snares You may notice I've omitted most single-target movement-slowing debuffs as these are quite resource-consuming to use and having a player stalking a mob snaring and stopping it as much as possible is quite consuming on time and taking away from what these players do best: smashing face. Roots only *roots* the target to the ground, the target is free to, and will, cast or melee attack anything that it can. Be careful when rooting with any spell that you're not leaving someone else near the mobs. Healers for instance, don't appreciate a mage frost nova'ing melee adds on the healer and then fleeing. The mage still tops threat, but the melee adds will attack whatever they can reach. Earthbind Totem is immensely useful in low-level instances where humanoids that flee at low health are very common. While other classes can slow an aoe, none are quite so easy and passive as this totem. At low levels, I would rate earthbind totem as the most useful Earth type. (Remember you won't encounter DKs with Desecration til 55 at the earliest.) Army of the Dead, and pet tanking (Thanks Demo); Army of Dead will tank mobs that are not raid bosses they will taunt back and forth between them. They may not last long but the mitigation for the first seconds of a fight can be of great assistance. 10 min CD. It's also worth noting that army of the dead reduces damage taken calculated by your dodge and parry chance. It's a worthwhile cd if you've got nothing else and are expecting a big strike from heroics or raid bosses. I'm not sure how long shaman earth ele survives these days but it has saved many lives in the past and the strategy for your group might have an earth ele or hunter pet tanking a caster add. It is not unreal. Tanks, be real about this, a melee add or certain casters might be suicide for a pet to tank, but if the pet can do it and ease the load on your healer/increase your survivability.. let it happen. On my tank, I never was bothered by an add being tanked by a hunter pet. Some pulls are difficult for certain classes to gather, often incidental healing going on/class talents will allow the pet to tank a single caster. There are definitely some CC tricks that while nice, I'm hesitant to encourage them. It takes understanding of more than just your class' typical role to properly pull them off--and usually Vent--and it might aggravate other players. Things like taunt-ping-pong might just frustrate an unexpecting tank, and as much as I love the role, my tank brethren can be a little uptight at times. |
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Edited by Padwin on 09/04/11 11:30 (UTC)
That being said, once you're comfortable with your class, there are a lot of things you can do. A mob should never be attacking the dps, and this is the responsibility of both the tank and the dps. Even moreso, however, a mob should never be attacking the healer, and if you need to Death Grip or Distracting shot a mob on the healer, you may well save the group.
Remember that a mob attacking you still allows me to heal you, a mob attacking me pushes back my casting each time a hit lands. A few mobs, and fast casting spells can take noticeably longer to cast. A good healer knows when a dps saved their butt and will *try* not to let the dps die. "I'm below hit/expertise cap, what about that?" Mobs, like players, cannot dodge or parry (countered by expertise) while casting, therefore interrupts should land if you are hit capped, especially when made from behind, so that the mob can no longer block the attack (mobs can block without shields). They can however be missed (countered by hit) even while casting, just like players can. (Thanks Gandyn US server). Professions ? - Engineering - Cardboard Assassin - 8s dur Taunt all mobs in an aoe and thus dying very quickly. A fine addition, perhaps, for a trash/heroics tanking belt macro'd to secondary CDs like AD and LS. R* - Tailoring - Nets - 3s dur Roots a target to the ground for 3 seconds, dealing a small amount of damage while rooted. Death Knight M* -58 Chains of Ice - 8s dur; 1 frost rune M* -55 Desecration; Unholy Plague and Scourge Strike cause an aoe 50% slow I* -55 Hungering Cold - 10s dur/1m cd Applies Frost Fever to the targets, any damage besides diseases will break the iceblock-like effect. Druid S* -48 Hibernate - 40s dur (beasts, dragonkin only) R* -7 Entangling Roots - 30 sec max duration Applies a small dot to the target, damage caused may break the effect. I* -74 Cyclone - 6s dur Targets are immune from damage but unable to cast/attack. The short duration makes this better for an emergency interrupt on trash. It is also a harsh punisher on diminishing returns. (6s, 3s, 1.5, immune. Yes, using cyclone as a full cc delivers immunity in 11 seconds. Hunter (Some pets have additional lesser cc abilities like roots and stuns), Traps arming/flight time, they actually come earlier in level, but trap launcher is 48. M* - 29/31 Concussive Barrage - 4 sec dur; Marksmanship Multi-Shot & Chimera Shot also daze targets I* -48 Freezing Trap - 60s dur/30s cd Freezes the first attackable target to trip the trap M* -48 Ice Trap - 30s dur F* -36 Scare Beast - 20 sec dur (beasts) S* -30 Wyvern Sting - 30s dur (Deep Survival Talent, applies a 6 second dot after) Mage M* -29 Blast Wave - 3s dur/20s cd; Fire D* -49 Dragon's Breath - 4s dur/20s cd; Fire Useful like aoe cower-glyphed fears. Short duration but useful for buying a sec (4) in a bind. R* -8 Frost Nova - 8s dur/30s cd I* -83 Ring of Frost - 10s dur/2m cd Takes 3 seconds to form and and will freeze all targets within. T* -14 Polymorph - 60s dur (beasts, humanoids) The target is transformed but regenerates health while transformed. The glyph for polymorph causes it to remove all dots on the target; highly useful because damage, including dots, break the effect. Paladin I* -49 Repentance - 60s dur/1m cd (demons, dragonkin, giants, humanoids, undead); Ret only, deep talent/20 yd range F* -78 Turn Evil (undead, demons) Tanks should avoid uses this in most cases as it has a cast time. The fleeing mob may attract more mobs and there is no glyph to make the mob cower rather than flee. Priest I* -32 Shackle Undead - 50s dur (undead) The 0 cd of the spell makes it a very useful interrupt on undead mobs. C* -38 Mind Control - 30s dur (humanoids) Mind Control's success and duration is related to hit rating. It can break early if he priest is not hit-capped. Relax, the hit cap for mobs 2 levels above you and below is 6%. Fc* -12 Psychic Scream - 8s dur/30s cd* Fears 5 targets within 8 yards making this quite useful if glyphed for an emergency interrupt. |
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Edited by Padwin on 09/04/11 11:32 (UTC)
Rogue - Several ability that require stealth or no combat can be activated in combat with Subtlety's Shadowdance (lv 69)
I* -10 Sap - 1m dur (Beasts, Demons, Dragonkin, Humanoids) Only useable outside of combat. The rogue may apply Sap without triggering combat. Glyph of sap increases the duration to 140 seconds. D* -34 Blind - 10s dur/3m cooldown Shaman M* -18 Earthbind Totem - 45s dur/15s cd T* -80 Hex - 60s dur/45s cd (humanoids, beasts) Unlike Polymorph, this does not cause the target to regenerate health and can take a small amount of damage, but this is not something to try to strategize around The glyph reduces the cooldown by 15 seconds. I* -64 Bind Elemental - 1m dur This is a great spell for cc as well as interrupting the target. Warlock S* -32 Banish (demons, elementals) The target is immune from damage for 30 seconds. The way to remove Banish is to recast banish on the same target. C* -30 Enslave Demon (demons) M* -29 Curse of Exhaustion - 30s dur; Affliction H* -42 Death Coil - 3s dur/2m cd Immensely useful for forcing a mob out of a group's aoe to re-apply cc. Make sure you have room to work, not causing it to flee into other mobs. Does not take precedence over fear. A glyphed Fear on a mob + Death Coil = a mob still standing still. Fc* -14 Fear - 20s dur/0cd, 5s glyphed R* - 39 Hand of Gul'dan w/ Aura of Foreboding - 3s dur/12s cd; Demonology Also stuns the targets. Useful like an aoe cower for immediately stopping trash damage to tanks or kiters F* -34 Howl of Terror - 8s dur/40s cd 5 target aoe fear. I* -20 Seduction - 30s dur (Succubus ability, humanoids only) The glyph removes all dots on the target. Warrior Fc* -42 Intimidating Shout - 8s dur/2m cd Useful, glyphed, as an emergency interrupt on trash or a backup cd to buy literally a second or two of reduced damage. M* -15 Piercing Howl - 6s dur; aoe daze DK Beasts Demon Dragonkin Ele Giant Hum Undead
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Edited by Padwin on 09/04/11 11:38 (UTC)
Certain instant cast cc's in areas that you have range to work with, pulling before CC is fine, or if the cc target is a ranged mob, but nearly every random, even the great randoms I've been in, CC is how you pull and then the tank is quick to pickup.
You should pull with CC, and then move behind the tank, even a distance behind the tank to force other ranged to come closer. In this whole scenario, I haven't forgotten Righteous Defense is a multi target taunt. Melee mobs, once they've reacted to a fellow npc being cc'd tend to move together, warriors here should Heroic Throw one, pref a ranged, taunt another and charge once the mobs are a decent range from the cc'd target--or build some rage with shouts, battle shout for instance* and rend+thunderclap when the mobs are upon you, and/or cleave. * I choose Battle Shout as an example because it causes a buff to friendly targets, generating a small amount of threat, but enough to pull 'awareness-threat' (made up term) off of the cc'er. * Battle shout here is important because Commanding Shout, in most groups (no lock, no priest) will generate empty hp for the group, a healer may do a quick aoe to heal this (CH, CoH, PoH, WG) and cause the threat transfer to them. For the same reason, just in case a person should be so inclined, casting mark or kings immediately after the cc would probably be a bad idea. Bears here, I've no experience at the helm of a bear so I can't say for certain but they should enrage and charge or enrage+swipe/thrash. (I've never played a bear tank, q'd in blues one time--the first time, got hToC, lol'd and wished the group better luck on a tank and left). Bears can also use Demoralizing roar, just as warriors can Demo Shout. It's a great idea to have the AP debuff up on the mobs anyway and it gets attention off the CC'ers. Horn of Winter can be used the same way. Most every tool in the game can be used horribly wrong, but several good, even decent, players of any class know how to use their tools well. I was doing h BR last night and a hunter pet took the long way around and pulled everything and we all did amazing. I dropped PW:B on the tank because I had no idea how much was coming, the ret dropped hand of protection on me (I guess the ret didn't realize I had Fade--and the hunter, once he saw which ranged was going to hang back dropped a freezing trap. After the pull, which we easily survived? He apologized for the mistake. The rest of the group? We congratulated each other and thanked the hunter for the clutch CC. Too many bads, realizing their mistake, would have done nothing but FD'd/vanish'd/left group as they watched us die to a perfectly survivable pull.[/i] |
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Edited by Padwin on 09/04/11 11:33 (UTC)
GCD Several abilities are on the GCD and several are not, the gcd status can cause a reaction to be delayed by a gcd, or more if the person is slow to stop mashing buttons.
Stun Most trash is stunnable and so stuns work quite effectively on stopping a harmful cast. Most dungeon bosses are not stunnable. Interrupt Interrupts by themselves only interrupt the cast, allowing the boss to go immediately to the next cast unless the spell has another effect. Silences and Spell locks: What's the difference? In many cases, the effects of the two are indistinguishable as many mobs only cast from one school but a silence will stop a vulnerable mob from casting anything for a short duration. A spell lock will only stop a mob from casting in the school they were casting in when locking ability was used. Key |
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Edited by Padwin on 09/04/11 11:34 (UTC)
Racials
G- X- I+ S+ L+ 0 Blood Elf - Arcane Torrent - 3s dur/2m cd G- X+ I- S- L- 0 Tauren - War Stomp - 2s dur/2m cd; aoe stun Druids cannot use this in bear or cat form. This ability has an 0.5s cast time so is dangerous to use while aoe tanking as you cannot dodge or parry while casting. Death Knight G- X- I+ S- L+ 57 Mind Freeze - 4s dur/10s cd G+ X- I+ S+ L+ 59 Strangulate - 5s dur/2m cd G- X- I- S- L- 55 Death Grip - 35s cd Death Grip is not actually an interrupt or silence of any type, except that forcing the target to move interrupts its casting. Death grip is a taunt, and a 3s fixate, so having a dk death grip will put them at the top of the threat list and force the mob to attack the dk. Druid G+ X+ I- S- L- 32 Bash - 5s dur/1m cd/50s talented; Bear form G+ X+ I- S- L- 62 Maim - 1-5s duration/10s cd; Cat form only, requires combo points G- X- I+ S- L+ 22 Skull Bash - 5s dur/1m cd/10s talented; Bear and Cat form G+ X- I+ S+ L+ 39 Solar Beam - 10s dur/1m cd; Balance Solar beam only interrupts the main target (5s), while silencing all targets (10s). Hunter G+ X+ I- S- L- 10 Intimidation - 3s dur/1m cd; Beastmastery G- X- I+ S+ L+ 29 Silencing Shot - 3s dur/20s cd; Marksmanship G+ X- X- I- S- L- 15 Scatter Shot - 4s dur/30s cd; disorient, breaks on damage Mage G- X- I+ S- L+ 9 Counterspell - 8s dur/24s cd Talentable to also silence for 4 seconds G- X+ I- S- L- 69 Deep Freeze - 5s dur/20s cd; Frost Only usable on targets frozen to the ground or while the Fingers of Frost buff is active. |
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Edited by Padwin on 09/04/11 11:34 (UTC)
Paladin
G+ X- I+ S+ L+ 10 Avenger's Shield - 3s dur/15s cd; Protection Avenger's Shield will not jump to mobs CC'd with Incapacitates. It's still best to let mobs get breathing room away from the cc's though. It is also a substantial part of paladin aoe threat and so is typically on CD. G+ X+ I+ S- L+ 7 Hammer of Justice - 6s dur/1m cd, 40s talented; Protection Interrupt is with Vindication talent G+ X+ I- S- L- 28 Holy Wrath - 3s dur/15s cd (demons, undead); aoe. Glyph of Holy Wrath causes it also stun dragonkin and elementals G- X- I+ S- L+ 39 Rebuke - 10s cd, 4s duration Priest G- X- I+ S+ L+ 39 Silence - 3s dur/45s cd; Shadow (pvp spec) G? X- I- S- L- 35 Psychic Horror - 3s dur/2m cd; 10s disarm duration Deep Shadow Rogue G+ X+ I- S- L- 26 Cheap Shot - 4s dur; Stealth/Shadowdance'd, 40 energy G+ X- I+ S+ L+ 40 Garrote - 3s dur; Stealth/Shadowdance'd, 50 energy G- X- I+ S- L+ 14 Kick - 5s dur/10s cd G+ X+ I- S- L- 30 Kidney Shot - 2-6s dur/20s cd; requires combo points G- X- I- S- L- 16 Gouge - 10s cd; Gouge is more like a 4s stun, any damage breaks the effect though. Shaman G- X- I+ S- L+ 16 Wind Shear - 2s dur/6s cd G+ X- I- S- L- 69 Earth Quake - Elemental - 8s Channel Earthquake is an aoe spell with an 8 yd radius, it has a 10% chance per tick of damage to each mob to knock that mob off its feet. This can interrupt casts and delay melee damage. Warlock G+ X+ I- S- L- 20 Axe Toss (Felguard) - 4s dur/30s cd G+ X+ I- S- L- 49 Shadowfury - 3s dur/20s cd; Destruction G- X- I+ S+ L+ 52 Spell lock (Felhunter) - 3s dur/24s cd 6s duration on a spell lock if the silence interrupts a spell Warrior G+ X+ I- S- L- 29 Concussion Blow, 5s dur/1m cd G- X- I- S+ L- 78 Heroic Throw 1m cd; Protection (With Gag Order (21)) 3s dur G- X- I+ S- L+ 38 Pummel - 4s dur/10s cd (Battle Stance, Berserker Stance, so DPS only) G- X- I+ S+ L+ 20 Shield Bash - 6s dur/12s cd (Requires shields) (With Gag Order (21)) 3s duration. G+ X+ I- S- L- 69 Shockwave - 4s dur/20s cd (Deep Prot) G+ X+ I- S- L- 35 Throwdown - 5s dur/45s cd (Arms) G- X+ I- S- L- 3 Charge & 50 Intercept - 15s cd; 8-30yd range |
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Edited by Padwin on 10/04/11 03:25 (UTC)
I want to thank Whynot from Area 51 US server for the output on all hes explanations and all of those people that helped him out on it, a lot of this info came strait of hes workloads
i take non credits for them as i will not take credits from any info i find that is given by other, i hope a lot of you will pick it up a little more and remember to use it when needed, so by it this will help entire groups in the process. regards Edit log 10/04/11 03:15 (UTC) on Post (1) Stressing out why CC is still an important factor when you are still gearing up. |
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now with the very easy HC's i find cc a true waste of time. Aslong as you do interrupts on the healers you are fine. If you get a noob grp that the only way is to cc.. i mean. 5v1 and that is the only way? come on then you really aint doing good.
I know some tanks still run with 140k hp and no avoidence but still.. but nice thread. was usefull before the damn HC nerfs.. |
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Edited by Padwin on 10/04/11 04:07 (UTC)
now with the very easy HC's i find cc a true waste of time. Aslong as you do interrupts on the healers you are fine. If you get a noob grp that the only way is to cc.. i mean. 5v1 and that is the only way? come on then you really aint doing good. This post is for those that feel to have a need for it and not for those that don't have the feeling to need it, you seem to be one of them that wants to rant on nerves? well do so in a other post. tbh i tent to mark this as trolling m8, but i will let it flow for now. I consider to reply on your words very carefully: Looking at your gear and if we have sort to say 5 of them in the group you might be right, but according to the LFD and the gear encountered during those runs CC is needed! And the HC's are not that easy as you want to make them look when you are gearing up. Why would you still run for HC on your char anyway? Maybe for dual, that can be the case, but then you try to compare when you out flank your fellow players with gear and maybe also skill and thats not a privilege that everyone has at some point. Like me I'm still working my way up on the flow and i ask for CC when i feel i have a need for it, if i see to many dips on my health on a encounter, there for it is not directly me but it can also be the healer that needs more skill or even better gear. What people need to learn is stop Ego tripping and not to forget that you also needed to gear up and learn your skills accurate! first of all some people also have work or school to attend to, you can not expect everyone is geared in the group all of a sudden or rotates like a pro all the time like you expecting them to do, some people still need to learn and some people are to lazy to learn or just don't have the same standards as you, but not only that! mistakes can also happen, and at that point CC is called out by me and any other decent tank out there in an attempt to urge in to a smoother run for the entire group, You will always have people that will disregard others wishes but thats a other discussion. The point of this OP is to refresh the id to use CC when needed and to help people that don't know how to use it, to bash on it and put it in a context that the recent nerves makes it obsolete is ridiculous and not good at all, because it give as total wrong view of how it should go, It is still your group setup and the will of your party members that will determine the fail or success. regards |
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Tbh, it isent trolling, i have got 2x85 tanks. and the other one is geared at 333 ish ilvl.
Aslong as a group knows what to do. and is not acting like morons, using interupts is a key here. then you will be fine. i agree for some hard packs cc helps but, imo HC are at the same point as Wotlk where any noob could almost do em without a healer... i am not trolling you. but pugging isent hard as a tank. you can be picky on who you stay in a group with.. its not like you have to wait... |
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Great post !
If you get time it might be worth condensing the info about abilities down into a single first post with comments to come after. It is really handy to find all of that info in a single place. Couple of small things .. - Tauren War Stomp can be cast in bear form now. - Druids 'Natures Grasp' is a self cast that has a a chance to put an entangling root affect on a mob that melees you. Handy as a way to take a melee unit out of a large pull. Let it get rooted and back off a few paces with the rest of the mobs. Also using CC is not an all or nothing thing. Be aware of what CC you have as a tank as well as what the most reliable CC is in the party. As you get to know what mobs are most damaging / annoying in a pull, it can be really helpful to just mark that one mob for CC or to do it yourself on the pull. Whispering a rogue or mage if you have one in the group and just making sure they are comfortable to CC if needed is a good idea. Then make use of them on healers or tricky mobs. Personally, I rarely use charge on the pull and prefer to separate mobs out a bit. Even if not marking for CC, the casters will stay at the back and the melee will come to you. I will tend to use charge and skull bash to close the distance to a caster and throw a bash on them for good measure. Separating mobs like this makes it easier for CC classes to notice mid fight a problem caster or healer and offensively sheep / hex / stun it. Please remember that this forum is for promoting discussion around tanking and should be a great place for tanks of all levels of experience to come and pick up some tips. Comments regarding why anyone who uses CC is a noob are not helpful and just come across as epeen stroking. Thanks for taking the time to post all this Padwin ! |
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Thanks for this insightful guide. I am thinking on off-speccing feral tank and I was looking for CC info.
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@Satyrical I will post an update when 4.1 comes out, if nothing else changes regarding CC i will make sure that what you added will be implemented somehow. Bare in mine that the overal info you see here is info that i find from other guides and try to combine it as good as it can get, additional info is welcome and i try to keep the post updated. @Evolene thanks i hope it will help others too. regards |
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Thanks for helping, I am a newbie :)
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now with the very easy HC's i find cc a true waste of time. Aslong as you do interrupts on the healers you are fine. If you get a noob grp that the only way is to cc.. i mean. 5v1 and that is the only way? come on then you really aint doing good. coming from a guy whos missing 80% of enchants , what he got are wrong , wrong reforges , some wrong gems ... way to prove we are full of morons. your the one who ACTUALLY need this guide when you tank , i can imagine a FL geared tank not needing but even they need to CC some packs or its a wipe from too much dmg... its not 5v1 when you cc , its more like 3+ when you decide to cc so now stop bothering posting stupid crap when you have no idea / are bad yourself... thank your group for boosting you in heroic, coz if i was healing a tank like you i would facepalm irl after inspecting you... even thought i didnt play druid in ages but even hes better sorted in blues then your char... OP , GREAT job , this should help new tanks / players in randoms alot! keep it up |
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well after most of those poeple are born in wotlk time
they think it will be for ever like that and untill wow lets your realy WIPE 120% sure whit out using 1 cc or 1 interupt it will always stay like this so a call to blizzard make poeple aware of lack on ability's is not the way we play this game! and yes i rather to wipe a 100 time's to show this stupid poeple that they gotta use the ability's they got for a change! |
