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{{partying}}
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<onlyinclude>{{tooltip
 
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|durability=85
 
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|sell={{cost|g=4|s=55|c=76}}
 
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|armor=849
 
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|quality=Uncommon
 
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|name=Murkblood Avenger's Legplates
 
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|attrib=+26 Strength<br />+39 Stamina
 
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|effect=Equip: Improves critical strike rating by 25.}}</onlyinclude>
 
   
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'''Crowd Control''' (abbreviated '''CC''') refers to spells and abilities which limit an opponent's ability to fight. CC abilities are used to reduce the number of [[mob]]s that the group fight at once. Because most groups cannot tank more than a certain number of elite mobs at a time, crowd control is often essential to prevent a group from being overwhelmed. For a guide on how to effectively use CC in instances, see the [[Instance grouping guide for a crowd controller]].
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==Source==
 
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This item is a quest reward from the following quests:
 
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* {{questlong|horde|67|Murkblood Leaders...|id=9867}}
 
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* {{questlong|alliance|67|Ortor My Old Friend...|id=9873}}
 
   
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All instance bosses are immune to crowd control. Assuming a target is not completely immune, Elite mobs may or may not have high resistance to specific CC that would normally work quite well on their non-elite counterparts.
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==External links==
 
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{{elinks-item|25585}}
 
[[Category:Quest Rewards]]
 
   
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Types of CC include
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[[Category:World of Warcraft plate items]]
 
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*[[Charm]],
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[[Category:World of Warcraft leg items]]
 
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*[[Daze]],
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[[Category:World of Warcraft uncommon items]]
 
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*[[Fear Effect|Fear]],
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*[[Root]],
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*[[Sleep Effect|Sleep]],
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*[[Slow]],
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*[[Snare]],
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*[[Incapacitate]],
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*[[Disorient]] and
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*[[Stun]].
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The following is a detailed breakdown of crowd control abilities by [[class]]:
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=== [[Druid]] ===
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*[[Cyclone]] enables the druid to "banish" one target for up to 6 seconds with [[diminishing returns]]. The target is unable to take any action, even [[Ice Block]] or [[Divine Shield]] do not remove Cyclone. Cyclone victims are also immune to all damage and healing for the duration of the effect.
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*[[Hibernate]] is used to put [[Beasts]] or [[Dragonkin]] to [[sleep]].
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*[[Entangling Roots]] can be used to keep any mob [[Root|rooted]] in place for a while. Note that while rooted, the mob can still execute ranged attacks.
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*[[Soothe]] dispels a target's [[Enrage_(boss)|Enrage]] effect, an invaluable spell for many instances.
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*[[Feral Charge]] is a [[Bear Form]] talent that has the potential to root a target in place for several seconds, and can be used as a ranged interrupt. It is also commonly used as a means of (very) swift transportation.
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*Druids in [[Bear Form]] can Stun via the [[Bash]] ability. However, the short duration and timer on reuse of it limits its usefulness as CC in longer battles.
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=== [[Hunter]] ===
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*[[Freezing Trap]] - A trap that [[Sleep Effect|freezes]] the first enemy to walk over it, preventing all action for up to 60 seconds, and can be extended by up to 18 seconds with the [[Trap Mastery]] talent. This is effective on virtually every type of mob, even most minor bosses, e.g. [[Highlord Omokk]] and [[Shadow Hunter Vosh'gajin]]. Pulling a specific mob to his trap is a basic skill that every hunter must acquire. A skillful hunter can chain-trap at least 4 to 5 times no matter what spec or gear he has, assuming the mob does not resist. The survival tree talent [[Trap Mastery]] lessens this resist chance by up to 10% and makes the freezing trap a nearly always successful CC option except against mobs immune to the effect.
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*[[Wyvern Sting]] is a ranged ability that puts a mob to sleep for 30 seconds. When the mob awakens, it will get a DoT that does Nature damage over the next 6 seconds. This skill is only obtainable with a minimum of 20 points spent in the [[Survival]] Talent Tree. Take note that the subsequent DoT caused by [[Wyvern Sting]] breaks most CCs.
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*[[Ice Trap]]s trigger an [[Area of Effect|area of effect]] [[snare]] that slows movement of all enemies in the radius of the trap. Additionally, with the Survival talent [[Hunter_Talents#Entrapment|Entrapment]], Ice and Snake Traps will entrap all afflicted targets, preventing movement for up to 4 seconds.
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*[[Concussive Shot]] dazes the target for 4 seconds.
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*[[Concussive Barrage]] is a Marksmanship Talent that causes both [[Multi-Shot]] and [[Chimera Shot]] to [[daze]] the target.
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*[[Wing Clip]] is a melee attack that slows a target for 10 seconds. With talent points placed into [[Hunter_Talents#Improved_Wing_Clip|Improved Wing Clip]], Wing Clip has a [[Proc]] to immobilize the target for 5 seconds.
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*[[Scatter Shot]] - short-ranged attack that disorients the target for 4 seconds. The effect is nearly identical to that of a [[Rogue|Rogue's]] [[Blind]] ability. Requires 20 points in Marksmanship.
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*[[Scare Beast]] fears a [[beasts|beast]] for up to 20 seconds. This is to be used with extreme caution, lest a wayward mob draw the attention of others at the most inopportune time.
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*Pets can essentially act as an off-tank, keeping a mob busy for as long as the pet can stay alive and/or retain aggro. Pets with a large amount of health (e.g. [[bear]], [[boar]]) or armor (e.g. [[turtle]]) are better at this job.
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*[[Intimidation]] - A Beast Mastery specialization talent. Command your pet to intimidate the target on the next successful melee attack, causing a high amount of threat and stunning the target for 3 sec.
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=== [[Mage]] ===
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*[[Polymorph]] - turns [[humanoid]] or [[beast]] enemies (and Critters), into sheep, pigs or turtles for up to 50 seconds. Any damage afflicted upon the target will break the polymorph. While polymorphed, enemies regenerate health quickly, at a rate of 20% [[HP]] per [[tick]]. Only one enemy can be polymorphed by a single mage at a time.
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*[[Frost Nova]] roots nearby enemies in place for up to 8 seconds, and deals a small amount of damage. This spell is commonly used before using [[Arcane Explosion]] and other [[AoE]] attacks to maximize the number of targets hit, or to dramatically increase their critical hit chances with the [[Shatter]] talent.
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*[[Improved Cone of Cold]] - a Frost Talent the causes targets affected by [[Cone of Cold]] to Freeze for up to 4 seconds. Without the talent, [[Cone of Cold]] still slows affected targets by 60%.
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*[[Shattered Barrier]] - a high-tier Frost Talent that freezes all enemies within 10 yards of the caster the moment Ice Barrier is destroyed.
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=== [[Paladin]] ===
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*[[Turn Evil]] - a medium-duration [[Fear Effect]] only castable on Undead and Demons. The fear lasts for 20 seconds, with no cooldown. As with other fears, there is a chance that it will break on damage or before the timer runs out.
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*[[Hammer of Justice]] - a ranged [[stun]] ability with a 1 minute cooldown. The cooldown can be reduced to 40 seconds with max rank [[Improved Hammer of Justice]]. WIth the [[Vidication]] talent, Hammer of Justice will Interrupt enemies immune to Stun.
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*[[Repentance]] - a talent from the Retribution tree. It is a 1 minute [[incapacitate]], has a 20 yard range and a 1 minute cooldown. Only works on Demons, Dragonkin, Giants, Humanoids and Undead.
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*[[Seal of Justice]] - causes each melee attack to limit the target's maximum run speed for 5 seconds (up to 6 seconds with Judgement of the Just talent), preventing the use of abilities such as the Rogue's [[Sprint]].
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*[[Rebuke]] - a Retribution tree talent that interrupts a spell and prevents casting of spells of the same school for 4 seconds.
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=== [[Priest]] ===
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*[[Shackle Undead]], which is effectively a sleep only usable on an [[undead]] mob (does not work on undead players).
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*[[Psychic Scream]] - an instant-cast AoE fear affecting 5 targets within 8 yards of the Priest, causing them to run in fear for 8 seconds. With a 30 second cooldown, it's the only escape spell available to priests in PvP combat. However, it is rarely, if ever, practical within an instance, because the feared monster will probably aggro more monsters.
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*[[Mind Control]] is a channeled spell which transfers control of an enemy humanoid to the caster. During this time, the caster stands in place cannot use their own spells, and will lose channeling time if struck in combat. When the Mind Controlled target is a [[mob]], the caster gains access to select abilities that the [[mob]] may have. These can include standard attacks, buffs, or special abilities. Mind controlling an enemy player does not give access to any abilities other than auto-attack. MC on players is more commonly used to plunge enemies into lava in [[Blackrock Mountain]], off of the cliff in the [[Arathi Basin]] Lumber Mill or near the [[Naxxramas]] Summoning Stone.
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*[[Psychic Horror]] will make a targeted enemy tremble in horror (similar to a [[stun]]) for 3 seconds. It will also disarm the enemy's ranged and main-hand weapons for 10 seconds. This spell is found in the Shadow talents.
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=== [[Rogue]] ===
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*[[Sap]] - a bread-and-butter spell that incapacitates a Humanoid, Beast, Demon or Dragonkin target for up to 60 seconds. The Rogue has to be Stealthed to use this ability. The target will awaken if it receives any damage.
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*[[Cheap Shot]] (which requires stealth), and [[Kidney Shot]]. are both short-term abilities may be used to eliminate the opponent's ability to move or attack.
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*[[Gouge]] is a short term (4-5.5s) single-target incapacitate that is broken by damage.
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*[[Blind]] is a [[disorient]] effect that disorients the target for 10 seconds. It breaks on damage.
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*[[Kick]] - interrupts a spell and prevents the casting of any spell from the same school for 5 seconds. This is typically used on mob spellcasters to force them into melee range of the tank.
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*[[Stunlock#How to Perform Stunlock (Rogue)|Stunlock]] refers to successive use of the abilities mentioned above (except sap) to keep a mob at stunned/disorientated state. A good rogue can keep a mob stunned/disorientated for a long time until it is picked up by the tank or killed by the group. Stunlocking generally requires the full attention of the rogue, as combo points must be built up for Kidney Shot.
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=== [[Shaman]] ===
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* {{bc-inline}} [[Bind Elemental]] temporarily incapacitates an [[Elemental]] for up to 50 seconds. Damage caused may interrupt the effect.
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* {{wotlk-inline}} [[Hex]] transforms the enemy into a frog. While hexed, the target cannot attack or cast spells. Damage caused may interrupt the effect. Lasts 30 sec. Only one target can be hexed at a time. Only works on Humanoids and Beasts.
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* [[Stoneclaw Totem]] summons a Stoneclaw Totem with a set amount of health that increases with higher ranks at the feet of the caster for 15 seconds that taunts creatures within 8 yards to attack it. Enemies attacking the Stoneclaw Totem have a 50% chance to be stunned for 3 seconds. Note: in PvP, taunt only works on pets but not players. Therefore, it becomes quite useless against players (unless someone hits it).
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=== [[Warlock]] ===
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*[[Seduction]] is used by the [[Succubus (warlock minion)|succubus]] [[pet]]. Seduction only affects [[Humanoid]]s, and the [[Succubus (warlock minion)|succubus]] must [[channel]] this spell, meaning that the ability will break early if the succubus takes damage. This can be recast before the duration is over and the mob will be out of control for only a very short time.
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*[[Banish]] can remove a Demon or Elemental from a fight for 30 seconds. The demon will be immune to damage and other effects while banished so it can not be broken and it can not be re-banished. However, there is a chance that the banish breaks by itself. A warlock can only banish one demon or elemental target at a time.
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*[[Enslave Demon]] can be used to charm one demon for up to five minutes, although doing so will cause any summoned pet the warlock has out to be dismissed.
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*[[Fear]] only works on one target at a time. It can be used as form of primary crowd control, however it carries significant risk in instances given that the feared mob will run randomly, potentially aggroing new groups of enemies. Generally when warlocks are asked to use this ability as a form of CC, parties will pull mobs back into sections of the instance that have already been cleared so as to avoid this problem.
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*[[Howl of Terror]] fears five targets from the warlock's vicinity for a shorter duration than [[Fear]].
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*[[Death Coil]] is similar to a very short [[Fear]], but it is an instantaneous spell and not subject to Fear immunities such as [[Death Wish]] and [[Will of the Forsaken]]. Deathcoil will also deal a small amount of damage and heal an amount of the Warlock's health equal to the damage caused.
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=== [[Warrior]] ===
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*[[Intimidating Shout]], which is an AoE fear in which the warrior's main target does not run in fear but rather is briefly immobilized (however, any damage done will break the effect, meaning that the warrior must stop auto attacking or move out of range to avoid almost instantly breaking the effect on the targeted mob). The enemies that were sent running only have a chance to be unfeared on damage, while the initial target always is unfeared on damage taken (like druid sleep).
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*[[Hamstring]] can reduce an enemies movement speed significantly, often preventing it from easily moving to attack other party members or run away. With Improved Hamstring, there is a chance that the target will be briefly rooted in place. Neither ability actually prevents the enemy from attacking.
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*[[Piercing Howl]] is a [[Warrior Talents|talent]]-based [[AoE]] [[daze]] effect which reduces their movement speed by 50%. This is an effective AoE alternative to [[Hamstring]] as it can affect many enemies at once without directly targeting them.
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*Also available are the short term [[Charge]] and [[Intercept]] [[stun]]s, as well as the [[Warrior Talents|talent]]-based [[Concussion Blow]] and Improved [[Revenge]] [[stun]]s, all of which are of fairly short duration.
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==[[Kite|Kiting]]==
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Often forgotten as a crowd control ability is to [[kite]] a mob, that is: to force it to chase a player while he/she outruns it. [[Hunters]] and [[mage]]s are the best at this job, though it is also possible for other classes with movement-slowing abilities to do it. While this generally means that the dedicated kiting player cannot deliver DPS to the main tank's target, it is often a very effective way of keeping a powerful melee mob away from the party until the full party is ready to deal with it.
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== [[Engineers]] ==
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[[Goblin Rocket Helm]], Various [[Bomb]]s. Also they can control mechanical mobs by [[Gnomish Universal Remote]] device. Engineers can also build net guns and trinkets with a polymorph effect, but both have a chance to backfire (Gnomish Engineering at its finest!).
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== [[Tailors]] ==
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Tailors of at least skill 300 can make and use [[Netherweave Net]]s. This acts as an immobilization effect, but only for three seconds, and is suffers diminished effects versus targets above level 72.
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== Long Duration Crowd Control Summary ==
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Any CC ability which will take a target out of the fight for 20 seconds or longer can be useful on a pull. Fear effects have been struck through because of their relative uselessness in instances.
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{| class="darktable zebra"
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|-
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!
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!Death Knight
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!Druid
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!Hunter
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!Mage
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!Paladin
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!Priest
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!Rogue
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!Shaman
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!Warlock
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!Warrior
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|-
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! Any
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| || [[Entangling Roots]] || [[Freezing Trap]]<br>[[Wyvern Sting]] || || || || || || <strike>[[Fear]]</strike>
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|-
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! Beasts
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| || [[Hibernate]] || <strike>[[Scare Beast]]</strike> || [[Polymorph]] || || || [[Sap]] || [[Hex]]
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|-
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! Demon
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| || || || || <strike>[[Turn Evil]]</strike><br>[[Repentance]] || || [[Sap]] || || [[Banish]]<br>[[Enslave Demon]]
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|-
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! Dragonkin
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| || [[Hibernate]] || || || [[Repentance]] || || [[Sap]]
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|-
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! Elemental
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| || || || || || || || [[Bind Elemental]] || [[Banish]]
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|-
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! Giant
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| || || || || [[Repentance]]
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|-
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! Humanoid
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| || || || [[Polymorph]] || [[Repentance]] || [[Mind Control]] || [[Sap]] || [[Hex]] || [[Seduction]]
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|-
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! Undead
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| || || || || <strike>[[Turn Evil]]</strike><br>[[Repentance]] || [[Shackle Undead]]
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|}
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[[Category:Combat]]
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[[Category:Partying]]
 
[[Category:Game terms]]

Revision as of 04:55, 10 January 2011

Partying Help
Tactics

Partying
Instancing

Group Roles

Tank
Healer
Damage

Functions

Leader
Crowd control
Main assist
Puller
Rezzer
Scout

Related

Aggro
Hybrid classes
Meeting Stone
Pickup group
Wipe

Crowd Control (abbreviated CC) refers to spells and abilities which limit an opponent's ability to fight. CC abilities are used to reduce the number of mobs that the group fight at once. Because most groups cannot tank more than a certain number of elite mobs at a time, crowd control is often essential to prevent a group from being overwhelmed. For a guide on how to effectively use CC in instances, see the Instance grouping guide for a crowd controller.

All instance bosses are immune to crowd control. Assuming a target is not completely immune, Elite mobs may or may not have high resistance to specific CC that would normally work quite well on their non-elite counterparts.

Types of CC include

The following is a detailed breakdown of crowd control abilities by class:

Druid

  • Spell nature earthbind [Cyclone] enables the druid to "banish" one target for up to 6 seconds with diminishing returns. The target is unable to take any action, even Spell frost frost [Ice Block] or Spell holy divineshield [Divine Shield] do not remove Cyclone. Cyclone victims are also immune to all damage and healing for the duration of the effect.
  • Spell nature stranglevines [Entangling Roots] can be used to keep any mob rooted in place for a while. Note that while rooted, the mob can still execute ranged attacks.
  • Ability hunter beastsoothe [Soothe] dispels a target's Enrage effect, an invaluable spell for many instances.
  • Ability hunter pet bear [Feral Charge] is a Ability racial bearform [Bear Form] talent that has the potential to root a target in place for several seconds, and can be used as a ranged interrupt. It is also commonly used as a means of (very) swift transportation.
  • Druids in Ability racial bearform [Bear Form] can Stun via the Peticon-beast Ability druid bash [Bash] ability. However, the short duration and timer on reuse of it limits its usefulness as CC in longer battles.

Hunter

  • Spell frost chainsofice [Freezing Trap] - A trap that freezes the first enemy to walk over it, preventing all action for up to 60 seconds, and can be extended by up to 18 seconds with the Ability ensnare [Trap Mastery] talent. This is effective on virtually every type of mob, even most minor bosses, e.g. Highlord Omokk and Shadow Hunter Vosh'gajin. Pulling a specific mob to his trap is a basic skill that every hunter must acquire. A skillful hunter can chain-trap at least 4 to 5 times no matter what spec or gear he has, assuming the mob does not resist. The survival tree talent Ability ensnare [Trap Mastery] lessens this resist chance by up to 10% and makes the freezing trap a nearly always successful CC option except against mobs immune to the effect.
  • Inv spear 02 [Wyvern Sting] is a ranged ability that puts a mob to sleep for 30 seconds. When the mob awakens, it will get a DoT that does Nature damage over the next 6 seconds. This skill is only obtainable with a minimum of 20 points spent in the Survival Talent Tree. Take note that the subsequent DoT caused by Inv spear 02 [Wyvern Sting] breaks most CCs.
  • Ice Traps trigger an area of effect snare that slows movement of all enemies in the radius of the trap. Additionally, with the Survival talent Entrapment, Ice and Snake Traps will entrap all afflicted targets, preventing movement for up to 4 seconds.
  • Ability rogue trip [Wing Clip] is a melee attack that slows a target for 10 seconds. With talent points placed into Improved Wing Clip, Wing Clip has a Proc to immobilize the target for 5 seconds.
  • Ability golemstormbolt [Scatter Shot] - short-ranged attack that disorients the target for 4 seconds. The effect is nearly identical to that of a Rogue's Spell shadow mindsteal [Blind] ability. Requires 20 points in Marksmanship.
  • Ability druid cower [Scare Beast] fears a beast for up to 20 seconds. This is to be used with extreme caution, lest a wayward mob draw the attention of others at the most inopportune time.
  • Pets can essentially act as an off-tank, keeping a mob busy for as long as the pet can stay alive and/or retain aggro. Pets with a large amount of health (e.g. bear, boar) or armor (e.g. turtle) are better at this job.
  • Ability devour [Intimidation] - A Beast Mastery specialization talent. Command your pet to intimidate the target on the next successful melee attack, causing a high amount of threat and stunning the target for 3 sec.

Mage

  • Spell nature polymorph [Polymorph] - turns humanoid or beast enemies (and Critters), into sheep, pigs or turtles for up to 50 seconds. Any damage afflicted upon the target will break the polymorph. While polymorphed, enemies regenerate health quickly, at a rate of 20% HP per tick. Only one enemy can be polymorphed by a single mage at a time.
  • Spell frost frostnova [Frost Nova] roots nearby enemies in place for up to 8 seconds, and deals a small amount of damage. This spell is commonly used before using Spell nature wispsplode [Arcane Explosion] and other AoE attacks to maximize the number of targets hit, or to dramatically increase their critical hit chances with the Spell frost frostshock [Shatter] talent.
  • Ability mage coldasice [Shattered Barrier] - a high-tier Frost Talent that freezes all enemies within 10 yards of the caster the moment Ice Barrier is destroyed.

Paladin

  • Ability paladin turnevil [Turn Evil] - a medium-duration Fear Effect only castable on Undead and Demons. The fear lasts for 20 seconds, with no cooldown. As with other fears, there is a chance that it will break on damage or before the timer runs out.
  • Spell holy prayerofhealing [Repentance] - a talent from the Retribution tree. It is a 1 minute incapacitate, has a 20 yard range and a 1 minute cooldown. Only works on Demons, Dragonkin, Giants, Humanoids and Undead.
  • Spell holy sealofwrath [Seal of Justice] - causes each melee attack to limit the target's maximum run speed for 5 seconds (up to 6 seconds with Judgement of the Just talent), preventing the use of abilities such as the Rogue's Ability rogue sprint [Sprint].
  • Spell holy rebuke [Rebuke] - a Retribution tree talent that interrupts a spell and prevents casting of spells of the same school for 4 seconds.

Priest

  • Spell nature slow [Shackle Undead], which is effectively a sleep only usable on an undead mob (does not work on undead players).
  • Spell shadow psychicscream [Psychic Scream] - an instant-cast AoE fear affecting 5 targets within 8 yards of the Priest, causing them to run in fear for 8 seconds. With a 30 second cooldown, it's the only escape spell available to priests in PvP combat. However, it is rarely, if ever, practical within an instance, because the feared monster will probably aggro more monsters.
  • Spell shadow shadowworddominate [Mind Control] is a channeled spell which transfers control of an enemy humanoid to the caster. During this time, the caster stands in place cannot use their own spells, and will lose channeling time if struck in combat. When the Mind Controlled target is a mob, the caster gains access to select abilities that the mob may have. These can include standard attacks, buffs, or special abilities. Mind controlling an enemy player does not give access to any abilities other than auto-attack. MC on players is more commonly used to plunge enemies into lava in Blackrock Mountain, off of the cliff in the Arathi Basin Lumber Mill or near the Naxxramas Summoning Stone.
  • Spell shadow psychichorrors [Psychic Horror] will make a targeted enemy tremble in horror (similar to a stun) for 3 seconds. It will also disarm the enemy's ranged and main-hand weapons for 10 seconds. This spell is found in the Shadow talents.

Rogue

  • Ability sap [Sap] - a bread-and-butter spell that incapacitates a Humanoid, Beast, Demon or Dragonkin target for up to 60 seconds. The Rogue has to be Stealthed to use this ability. The target will awaken if it receives any damage.
  • Ability cheapshot [Cheap Shot] (which requires stealth), and Ability rogue kidneyshot [Kidney Shot]. are both short-term abilities may be used to eliminate the opponent's ability to move or attack.
  • Ability gouge [Gouge] is a short term (4-5.5s) single-target incapacitate that is broken by damage.
  • Spell shadow mindsteal [Blind] is a disorient effect that disorients the target for 10 seconds. It breaks on damage.
  • Ability kick [Kick] - interrupts a spell and prevents the casting of any spell from the same school for 5 seconds. This is typically used on mob spellcasters to force them into melee range of the tank.
  • Stunlock refers to successive use of the abilities mentioned above (except sap) to keep a mob at stunned/disorientated state. A good rogue can keep a mob stunned/disorientated for a long time until it is picked up by the tank or killed by the group. Stunlocking generally requires the full attention of the rogue, as combo points must be built up for Kidney Shot.

Shaman

  • Wrath-Logo-Small Spell shaman hex [Hex] transforms the enemy into a frog. While hexed, the target cannot attack or cast spells. Damage caused may interrupt the effect. Lasts 30 sec. Only one target can be hexed at a time. Only works on Humanoids and Beasts.
  • Spell nature stoneclawtotem [Stoneclaw Totem] summons a Stoneclaw Totem with a set amount of health that increases with higher ranks at the feet of the caster for 15 seconds that taunts creatures within 8 yards to attack it. Enemies attacking the Stoneclaw Totem have a 50% chance to be stunned for 3 seconds. Note: in PvP, taunt only works on pets but not players. Therefore, it becomes quite useless against players (unless someone hits it).

Warlock

  • Spell shadow seduction [Seduction] is used by the succubus pet. Seduction only affects Humanoids, and the succubus must channel this spell, meaning that the ability will break early if the succubus takes damage. This can be recast before the duration is over and the mob will be out of control for only a very short time.
  • Spell shadow cripple [Banish] can remove a Demon or Elemental from a fight for 30 seconds. The demon will be immune to damage and other effects while banished so it can not be broken and it can not be re-banished. However, there is a chance that the banish breaks by itself. A warlock can only banish one demon or elemental target at a time.
  • Enslave Demon can be used to charm one demon for up to five minutes, although doing so will cause any summoned pet the warlock has out to be dismissed.
  • Spell shadow possession [Fear] only works on one target at a time. It can be used as form of primary crowd control, however it carries significant risk in instances given that the feared mob will run randomly, potentially aggroing new groups of enemies. Generally when warlocks are asked to use this ability as a form of CC, parties will pull mobs back into sections of the instance that have already been cleared so as to avoid this problem.
  • Spell shadow deathcoil [Death Coil] is similar to a very short Spell shadow possession [Fear], but it is an instantaneous spell and not subject to Fear immunities such as Spell shadow deathpact [Death Wish] and Spell shadow raisedead [Will of the Forsaken]. Deathcoil will also deal a small amount of damage and heal an amount of the Warlock's health equal to the damage caused.

Warrior

  • Ability golemthunderclap [Intimidating Shout], which is an AoE fear in which the warrior's main target does not run in fear but rather is briefly immobilized (however, any damage done will break the effect, meaning that the warrior must stop auto attacking or move out of range to avoid almost instantly breaking the effect on the targeted mob). The enemies that were sent running only have a chance to be unfeared on damage, while the initial target always is unfeared on damage taken (like druid sleep).
  • Ability shockwave [Hamstring] can reduce an enemies movement speed significantly, often preventing it from easily moving to attack other party members or run away. With Improved Hamstring, there is a chance that the target will be briefly rooted in place. Neither ability actually prevents the enemy from attacking.
  • Spell shadow deathscream [Piercing Howl] is a talent-based AoE Spell frost stun [Dazed] effect which reduces their movement speed by 50%. This is an effective AoE alternative to Ability shockwave [Hamstring] as it can affect many enemies at once without directly targeting them.

Kiting

Often forgotten as a crowd control ability is to kite a mob, that is: to force it to chase a player while he/she outruns it. Hunters and mages are the best at this job, though it is also possible for other classes with movement-slowing abilities to do it. While this generally means that the dedicated kiting player cannot deliver DPS to the main tank's target, it is often a very effective way of keeping a powerful melee mob away from the party until the full party is ready to deal with it.

Engineers

Goblin Rocket Helm, Various Bombs. Also they can control mechanical mobs by Inv misc pocketwatch 01 [Gnomish Universal Remote] device. Engineers can also build net guns and trinkets with a polymorph effect, but both have a chance to backfire (Gnomish Engineering at its finest!).

Tailors

Tailors of at least skill 300 can make and use Netherweave Nets. This acts as an immobilization effect, but only for three seconds, and is suffers diminished effects versus targets above level 72.


Long Duration Crowd Control Summary

Any CC ability which will take a target out of the fight for 20 seconds or longer can be useful on a pull. Fear effects have been struck through because of their relative uselessness in instances.


Death Knight Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior
Any Spell nature stranglevines [Entangling Roots] Spell frost chainsofice [Freezing Trap]
Inv spear 02 [Wyvern Sting]
Spell shadow possession [Fear]
Beasts Spell nature sleep [Hibernate] Ability druid cower [Scare Beast] Spell nature polymorph [Polymorph] Ability sap [Sap] Spell shaman hex [Hex]
Demon Ability paladin turnevil [Turn Evil]
Spell holy prayerofhealing [Repentance]
Ability sap [Sap] Spell shadow cripple [Banish]
Enslave Demon
Dragonkin Spell nature sleep [Hibernate] Spell holy prayerofhealing [Repentance] Ability sap [Sap]
Elemental Spell shaman bindelemental [Bind Elemental] Spell shadow cripple [Banish]
Giant Spell holy prayerofhealing [Repentance]
Humanoid Spell nature polymorph [Polymorph] Spell holy prayerofhealing [Repentance] Spell shadow shadowworddominate [Mind Control] Ability sap [Sap] Spell shaman hex [Hex] Spell shadow seduction [Seduction]
Undead Ability paladin turnevil [Turn Evil]
Spell holy prayerofhealing [Repentance]
Spell nature slow [Shackle Undead]