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{{Effecttip
 
{{Effecttip
 
|name=Dazed
 
|name=Dazed
|icon=Spell_Frost_Stun.png
+
|icon=Spell_Frost_Stun
 
|description=Movement speed reduced by 50%.
 
|description=Movement speed reduced by 50%.
 
|duration=4 seconds
 
|duration=4 seconds
 
|float=right
 
|float=right
 
|etype=debuff}}
 
|etype=debuff}}
'''Daze''' is a 50% [[snare]] [[debuff]], which often forces its target to dismount if mounted. All [[mobs]] have a chance of applying daze when they hit a player in melee range that is facing away from the mob. The daze mechanic is intended to prevent players from carelessly running past large groups of mobs.
+
'''Daze''' is a type of [[snare]] [[debuff]]. Daze can be applied by mobs - "Creature daze" - or other players - "Player daze" - and each form functions differently.
   
 
==Creature daze==
 
==Creature daze==
  +
Creature daze is a 50% snare debuff, which often forces its target to dismount if mounted. All [[mob]]s have a chance of applying daze when they hit a player in melee range that is facing away from the mob. The daze mechanic is intended to prevent players from carelessly running past large groups of mobs.
All mob creatures have a chance to daze on each melee hit, ranging from 0% to a maximum 40%. Chance to daze is a function of player level, creature [[Formulas:Weapon Skill|weapon skill]] and player base [[Defense|defense skill]]. A creature's weapon skill is its level times 5. For example, a level 70 creature has an attack skill of 350. A player's base defense skill is capped at his level times 5, and can be increased through some class talents and gear or other enhancements that have [[defense]] rating.
 
   
Base chance to daze is 20% given that the mob weapon skill and player defense skill are equal. As the player's defense skill increases relative to the mob's weapon skill, chance to daze decreases to a minimum of zero. As defense skill decreases relative to weapon skill, chance to daze increases to a maximum of 40%. This effectively makes chance to daze a function of level difference - mobs that are below a player's level have less chance to daze, while mobs above his level have a higher chance, with equal level mobs having the base 20% chance.
+
All mob creatures have a chance to daze on each melee hit, ranging from 0% to a maximum 40%. Chance to daze is primarily a function of player level - mobs that are below a player's level have less chance to daze, while mobs above his level have a higher chance, with equal level mobs having a base 20% chance.
   
The base chance of 20% is decreased for players under level 30. As a given example, a level 10 player running from a level 10 mob will only have a 7% chance to be dazed.
+
The base chance of 20% is decreased for players under level 30. For example, a level 10 player running from a level 10 mob will only have a 7% chance to be dazed.
 
The daze check uses a player's ''total'' defense skill rather than ''base'' defense skill, meaning players with high defense rating from equipment, such as tanks, have a lower chance of being dazed. This means tanks will have an easier time repositioning mobs in instances without being repeatedly dazed.
 
   
 
A player can only be dazed from behind and within melee range of the attacking mob. This is most common when running away from it, but it can also happen while standing still if the mob approaches from behind, or when backing up if the mob overshoots you while following you. Due to server latency, it can sometimes appear that a mob has dazed from a long distance, or in front of the player.
 
A player can only be dazed from behind and within melee range of the attacking mob. This is most common when running away from it, but it can also happen while standing still if the mob approaches from behind, or when backing up if the mob overshoots you while following you. Due to server latency, it can sometimes appear that a mob has dazed from a long distance, or in front of the player.
   
It has been confirmed that friendly mobs (for escort quests for example) can daze other mobs that are running away. It also seems that daze debuff can't be applied by a mob if you are "[[Immune]]" (such as with a Paladin [[Divine Shield]] or Mage [[Ice Block]]), if you "[[Resist]]" the hit, or if all the damage from the hit is [[Absorb]]ed.
+
It has been confirmed that friendly mobs (for escort quests for example) can daze other mobs that are running away. It also seems that the dazed debuff can't be applied by a mob if you are "[[Immune]]" (such as with a Paladin [[Divine Shield]] or Mage [[Ice Block]]), if you "[[Resist]]" the hit, or if all the damage from the hit is [[Absorb]]ed (such as with [[Power Word: Shield]]).
   
While it slows movement speed, daze is not considered a movement impairing effect. Thus it cannot be removed by the usual means such as [[druid]] [[shapeshift]]ing, [[Vanish]], [[Faction Insignia]], or [[Hand of Freedom]]. It is considered a physical debuff, however, and can be removed by [[Hand of Protection]] and the like. Note that it is also removed by immunity granting effects such as [[Divine Shield]] or [[Ice Block]].
+
While it slows movement speed, creature daze is not considered a movement impairing effect. Thus it cannot be removed by the usual means such as [[druid]] [[shapeshift]]ing, [[Vanish]], [[Faction Insignia]], or [[Hand of Freedom]]. It is considered a physical debuff, however, and can be removed by [[Hand of Protection]] and the like. Note that it is also removed by immunity granting effects such as [[Divine Shield]] or [[Ice Block]].
   
 
==Player daze==
 
==Player daze==
 
Some playable classes have abilities that apply a dazed debuff as well. However, player dazes do not dismount others the same way creature daze does, nor is the player daze effect immune to skills/items that remove movement impairements or harmful spell effects.
Dazing effects are notorious in PvP settings, especially in Warsong Gulch. Flag runners are usually hit with these abilities, leaving them vulnerable to attack from the opposing team.
 
   
 
Dazing effects are notorious in PvP settings, especially in Warsong Gulch. Flag runners are usually hit with these abilities, leaving them vulnerable to attack from the opposing team. Player daze effects usually reduce movement speed by either 50% or 70%, depending on the ability.
Some playable classes have abilities that apply a daze debuff as well. However, player dazes do not dismount others the same way creature daze does, nor is the daze effect immune to skills/items that remove movement impairements or harmful spell effects.
 
   
  +
===Abilities===
* The [[Rogue]] Combat talent [[Blade Twisting]] gives each of the rogue's damaging melee attacks a 10% chance to daze a target for 4/8 seconds.
 
  +
{{ood-section|The below list is out of date, as well as incomplete.}}
* A Paladin's [[Avenger's Shield]], acquired by talent, "dazes" 3 targets.
 
  +
* The Protection Paladin's [[primary ability]] [[Avenger's Shield]], when improved with [[Glyph of Dazing Shield]], can daze up to 3 targets.
* Mages have the talent-trained [[Blast Wave]] which dazes all enemies in an area.
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* Mages have the Fire [[talent]] [[Blast Wave]] which dazes all enemies in the area of effect for 3 sec.
* Hunters have [[Concussive Shot]], which dazes the target for 4 seconds, and a talent in their Marksmanship tree called [[Concussive Barrage]] which grants your succesful [[Chimera Shot]] and [[Multi-Shot]]s 50%/100% chance to daze the target for 4 seconds.
 
* Warlocks have [[Aftermath]] which gives their [[Destruction]] spells a 5%-10% chance to daze for 5 sec.
+
* Hunters have [[Concussive Shot]], which dazes the target for 4 seconds, and a talent in their Marksmanship tree called [[Concussive Barrage]] which grants your succesful [[Chimera Shot]] and [[Multi-Shot]] a 50%/100% chance to daze the target for 4 seconds.
  +
* Destruction Warlocks have [[Aftermath]] which gives their [[Conflagrate]] a 50/100% chance to daze the target for 5 sec.
* Warriors who use [[Shield Bash]] can also daze for 6 seconds, and warriors with [[Piercing Howl]] can daze all nearby enemies for 6 seconds.
 
* A [[Druid]] with the [[Feral Charge - Cat]] ability can daze an enemy for 3 seconds.
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* Warriors with the [[talent ]] [[Piercing Howl]] can daze all nearby enemies for 6 seconds.
  +
* Feral [[Druid]]s in [[Cat Form]] with the [[Feral Charge (Cat Form)]] [[talent]] can daze an enemy for 3 seconds.
   
== Patch changes ==
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==Patch changes==
 
* {{Patch 3.3.0|note=Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.}}
 
* {{Patch 3.3.0|note=Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.}}
 
* {{Patch 1.7.0|note=Fixed a bug where the Dazed ability used by creatures when attacking targets from behind was countered/dispelled by some spells (e.g. Blessing of Freedom).}}
 
* {{Patch 1.7.0|note=Fixed a bug where the Dazed ability used by creatures when attacking targets from behind was countered/dispelled by some spells (e.g. Blessing of Freedom).}}
 
* {{Patch 1.6.0|note=The Dazed effect caused by NPCs will now stack with all other movement slowing effects. Note that the movement slowing effects will not stack, but the debuff icons will remain to ensure the full duration of these effects persist.}}
 
* {{Patch 1.6.0|note=The Dazed effect caused by NPCs will now stack with all other movement slowing effects. Note that the movement slowing effects will not stack, but the debuff icons will remain to ensure the full duration of these effects persist.}}
 
==References==
 
{{Reflist}}
 
 
   
 
{{Crowd control}}
 
{{Crowd control}}
   
  +
[[Category:Daze effects| ]]
 
[[Category:Combat]]
 
[[Category:Combat]]
 
[[Category:Game terms]]
 
[[Category:Game terms]]
  +
[[Category:Crowd control]]

Latest revision as of 23:40, 21 April 2023

Spell frost stun
  • Dazed
  • Movement speed reduced by 50%.
  • Duration: 4 seconds

Daze is a type of snare debuff. Daze can be applied by mobs - "Creature daze" - or other players - "Player daze" - and each form functions differently.

Creature daze

Creature daze is a 50% snare debuff, which often forces its target to dismount if mounted. All mobs have a chance of applying daze when they hit a player in melee range that is facing away from the mob. The daze mechanic is intended to prevent players from carelessly running past large groups of mobs.

All mob creatures have a chance to daze on each melee hit, ranging from 0% to a maximum 40%. Chance to daze is primarily a function of player level - mobs that are below a player's level have less chance to daze, while mobs above his level have a higher chance, with equal level mobs having a base 20% chance.

The base chance of 20% is decreased for players under level 30. For example, a level 10 player running from a level 10 mob will only have a 7% chance to be dazed.

A player can only be dazed from behind and within melee range of the attacking mob. This is most common when running away from it, but it can also happen while standing still if the mob approaches from behind, or when backing up if the mob overshoots you while following you. Due to server latency, it can sometimes appear that a mob has dazed from a long distance, or in front of the player.

It has been confirmed that friendly mobs (for escort quests for example) can daze other mobs that are running away. It also seems that the dazed debuff can't be applied by a mob if you are "Immune" (such as with a Paladin Spell holy divineshield [Divine Shield] or Mage Spell frost frost [Ice Block]), if you "Resist" the hit, or if all the damage from the hit is Absorbed (such as with Spell holy powerwordshield [Power Word: Shield]).

While it slows movement speed, creature daze is not considered a movement impairing effect. Thus it cannot be removed by the usual means such as druid shapeshifting, Ability vanish [Vanish], Faction Insignia, or Spell holy sealofvalor [Hand of Freedom]. It is considered a physical debuff, however, and can be removed by Spell holy sealofprotection [Hand of Protection] and the like. Note that it is also removed by immunity granting effects such as Spell holy divineshield [Divine Shield] or Spell frost frost [Ice Block].

Player daze

Some playable classes have abilities that apply a dazed debuff as well. However, player dazes do not dismount others the same way creature daze does, nor is the player daze effect immune to skills/items that remove movement impairements or harmful spell effects.

Dazing effects are notorious in PvP settings, especially in Warsong Gulch. Flag runners are usually hit with these abilities, leaving them vulnerable to attack from the opposing team. Player daze effects usually reduce movement speed by either 50% or 70%, depending on the ability.

Abilities

Icon-time This section contains information that is out-of-date. Reason: The below list is out of date, as well as incomplete.

Patch changes

  • Wrath-Logo-Small Patch 3.3.0 (2009-12-08): Creatures attacking a player from behind can no longer cause players level 1-5 to be dazed, and have a reduced chance to cause players level 6-10 to be dazed.
  • WoW Icon update Patch 1.7.0 (2005-09-13): Fixed a bug where the Dazed ability used by creatures when attacking targets from behind was countered/dispelled by some spells (e.g. Blessing of Freedom).
  • WoW Icon update Patch 1.6.0 (2005-07-12): The Dazed effect caused by NPCs will now stack with all other movement slowing effects. Note that the movement slowing effects will not stack, but the debuff icons will remain to ensure the full duration of these effects persist.