5
Jan 12
Crowd control basics by class
So, crowd control. Contrary to the name, it isn’t really a good way of controlling crowds; rather, it’s a great way to control the size of the crowd of mobs mercilessly attacking your tank. Crowd control in this post means abilities that can be applied prior to a pull. We’ll get to abilites like Psychic Scream, warriors’ Intimidating Shout and Shadowfury a bit later, but they’re not our primary concern right now. There are some situations, particularly in the Rise of the Zandalari dungeons where pre-pull CC isn’t possible (such as the adds on the way to Nalorakk in Zul’Aman) where you’ll need to CC on the fly, but this is rarely the case.
Not all classes have crowd control abilities of the type we’re talking about here. Warriors and death knights have a few stuns, fears and Hungering Cold, all of which can be put to excellent use but aren’t really crowd control in this sense as they can’t be cast prior to the pull.
So which classes have these pre-pull crowd control abilities, and what are they?
Well, here’s a helpful list! I’m too good to you. Remember that this is pre-pull, castable from a distance CC. It also needs to last long enough for the group to finish off a few of the other mobs before it breaks, and should have a cooldown-to-duration ratio that allows it to be kept up.
Mage Polymorph
Hunter Freezing Trap, Wyvern Sting (survival only)
Warlock Fear (must be glyphed), Banish (I’m not including Enslave Demon)
Priest Mind Control, Shackle Undead
Druid Entangling Roots, Hibernate
Paladin Repentance (retribution only)
Shaman Hex, Bind Elemental
Rogue Sap
These are what I’d call “proper” CC, but there are myriad other, shorter abilities, like the paladin Hammer of Justice, or the warrior Intimidating Shout (which should also be glyphed). Rogues also have a huge arsenal of these: Blind, Kidney Shot, Gouge and so on, but they can’t be cast before you pull due to the requirement for melee or near-melee range, or they are shorter stuns. These abilities are, of course, helpful. There are also snares, like Improved Hamstring, and huge amounts of slows like Chains of Ice.
Is there anything you should know about the listed CC abilities? There certainly is. The warlock ability Fear must, must, must be glyphed with Glyph of Fear for dungeon use. Why? Well, because if it isn’t, the feared target will run off into the distance, alerting every mob it passes of your presence. When it returns, you’ll have half the dungeon to contend with. If you know the pack you’re dealing with is all by itself and definitely won’t pull anything, then go mad, but don’t come crying to me when it pulls the boss!
The druid ability Entangling Roots holds its target in place but doesn’t prevent it from casting spells. The priest ability Mind Control means you have no priest for the duration of the ability; the priest gets some of its target’s abilities, so if your priest is a healer, have him use this on healer targets. If your shaman is a healer, they’re unlikely to be hit-capped, so there is a chance their Hex will break prematurely.
All these abilities will break if you hit their target with any damage, including AoE damage.