Changes: Fear effect


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(Devour Magic no longer dispels defensively.)
(Fear Prevention: Many have these have been removed from the game with Cata.)
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*Talents that help preventing '''Fear''' or making you immune to fear:
*Talents that help preventing '''Fear''' or making you immune to fear:
**The [[death knight]]'s [[Anti-Magic Shell]]
**The [[death knight]]'s [[Anti-Magic Shell]]
**The [[druid]]'s [[Primal Tenacity]]
**The [[priest]]'s [[Unbreakable Will]]
**The [[paladin]]'s [[Unyielding Faith]]
**The [[rogue]]'s [[Nerves of Steel]]
**The [[priest]]'s [[Fear Ward]]
**The [[priest]]'s [[Fear Ward]]
**The [[shaman]]'s [[Grounding Totem]]
**The [[shaman]]'s [[Grounding Totem]]

Revision as of 17:31, July 3, 2012

Fear effects are a form of crowd control that makes a victim to run in random directions, unable to perform most actions for a period of time. Feared creatures have a small chance to break Fear when damaged. Any Fear, no matter the duration listed, will last a maximum of 12 seconds when used against players in PvP, and fear is affected by diminishing returns.

Undead and Mechanical monsters are generally immune to Fear. Boss monsters, including lesser bosses of pre-70 instances, and some elite monsters are immune to Fear and other crowd control effects.

Fear, among all crowd control types, is unique in that the victim runs around, sometimes quite a distance before the effect ends. Players affected by it may run into awkward areas (though they will not fall off cliffs) or into more enemy monsters or players that may attack. Monsters affected by Fear may also run into groups of monsters, alerting their friends which then come running into the fight. The fact that it has a somewhat low chance of breaking on damage means that it can be as effective as a Stun with some luck, or more so if the enemy runs far away and must run back to you while you attack; on the other hand it can last too long and the enemy runs into a group of fellows, or break after only a hit or two.

Many Fear effects are magical and can be dispelled or reflected; many are Shadow and are affected by Shadow Resistance.

Some raid bosses cause Fear to the entire raid. Losing your fear before the tank does can be hazardous to your health as you may be acquired as the mob's target.

Player abilities that cause the fear effect

Fear Counters and Blocks


Fear Prevention


Another method of preventing Fear would be preventing the caster from using a Fear with a cast time through your own crowd control or anti-spellcasting abilities such as:

Also dealing fatal damage, a high shadow resistance, or avoiding the range or area the user can hit with fear are all viable ways to stop the Fear from happening. At the present time, there are thirty-one race/class combinations capable of either dispelling Fear, becoming immune to at least one Fear, or are capable of stopping the spell. [1]

Patch Changes

  • Wrath-Logo-Small Patch 3.2.2 (2009-09-22): "Bestial Wrath and The Beast Within Changed to function like PvP Trinkets, removing any movement impairing effects, and giving immunity to these effects for 10 seconds."
  • Bc icon Patch 2.2.0 (25-Sep-2007): "Fear duration against PvP targets has been reduced to 10 seconds."
  • Bc icon Patch 2.1.0 (22-May-2007): "Chance to break crowd control from damage: The increased chance for a spell to break from taking a critical strike has been removed. Instead, all targets over level 60 have a slightly larger chance to break out of crowd-controlling effects when they take damage."
  • WoW Icon 16x16/Bc icon Patch 2.0.1 (05-Dec-2006): "In PvP, Crowd Control effects will last no longer than 12 seconds instead of the full duration, with a chance of a heartbeat resist."
  • WoW Icon 16x16 Patch 1.7.0 (13-Sep-2005): Druids should now be able to shapeshift back into caster form while Feared.


Facts about Fear effectRDF feed
Patch date22 September 2009 +, 25 September 2007 +, 22 May 2007 +, 5 December 2006 + and 13 September 2005 +

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