Spiritual Guidance: A guide to Mind Control for shadow priests (and tanks)

Cast Mind Blast on targets afflicted with Vampiric Touch. Keep Shadow Word: Pain refreshed by casts of Mind Flay. Cast Shadow Word: Death as a finishing move. Rinse and repeat.
I love shadow priesting, but it can get a little repetitive at times. It doesn't have to be, though -- shadow priests hands down have access to more abilities than any other class in the game.
How is that possible? Through Mind Control. It opens up an entire world of new abilities to shadow priests. By controlling our enemies, we can control what they do. Sure, you've cast Devouring Plague. But have you ever cast Disease Breath? You've boosted your tank's maximum health through Power Word: Fortitude, but have you ever done it through Renegade Strength? Like some kind of shadowy blue mage, we have access to hundreds of our enemies' abilities through Mind Control.
Mind Control is the most misunderstood crowd control ability in the game. It's also the most powerful, hands down. Shadow priests and tanks, take notice -- if you're not utilizing Mind Control, the way you run Cataclysm heroics is about to change forever.
The basics of Mind Control
Mind Control (MC) is a crowd control measure that shadow priests learn at level 38. When most people think of crowd control (or "CC," since no one in heroics ever wants to spell a word out), they usually think about spells like a shaman's Hex or a mage's ability to "sheep" (Polymorph). Mind Control, if you haven't guessed, is a bit different. (In a good way, I promise.)
Casting MC on an enemy does two important things. It stops the targeted bad guy from attacking your party, of course (hence why it's called crowd control), and it also gives you control over that character's actions. You control where the MCed mob moves. You control who the MCed mob attacks. And you also get to control over that MCed mob's special abilities (in PvE).
To the uninitiated, Mind Control often appears to be the weakest of the crowd control measures. You can only Mind Control humanoid enemies, whereas other classes are less limited in what they can CC. Unlike other crowd control methods, Mind Control is a channeled spell; you can't cast any other spells while MC is active. It's also got the shortest duration of all the CC methods; while Hex, Sap, and Freezing Trap all buy a group 1 enemy-free minute, Mind Control only gives you 30 seconds of CC. And you're lucky to get all 30 seconds -- taking damage makes your channel suffer "pushback," reducing the maximum duration with each hit.
Once you get to experiment with Mind Control, however, you'll understand why it's actually the most powerful of the game's CC methods when it comes to dealing with humanoids. When cast on enemy mobs, they're automatically flagged as "friendly" to your party -- which means they're similarly flagged as "hostile" to your opponents. That's means your own teammates can't break your CC. (Ask a frustrated tank: Polymorph and Hex get broken by overzealous and inattentive players all the time.) Better yet, it means that the bad guys will turn on the MCed mob -- it will take AOE and direct-damage attacks from mobs without breaking.
The optimal way to use Mind Control
Mind Control has been around as a crowd control spell forever, but most tanks and healers are unfamiliar with its mechanics and uses. This is somewhat forgivable -- after all, the spell was infrequently used in Wrath because of its (then) unpredictability. Still, a highly limited number of tanks understand the optimal way to use Mind Control. Because of this, your random heroics may require a little bit of explanation up front.
As with any form of crowd control, you should communicate with your tank beforehand that you're able to (and want to) Mind Control mobs. It's confusing when a hostile mob suddenly turns friendly when you're not expecting it. More importantly, though, a tank needs to know to pick a MCed mob up after the channel ends. It's helpful to have whatever mobs you're going to be Mind Controlling marked beforehand -- not just for you, but for everyone involved.
Hands down, the best way to use Mind Control is as a pull -- and specifically, as the only cast. If the spell connects, your target will aggro the entire trash mob it's a part of and start taking damage from its former "friends." Typically, this means that whatever you're Mind Controlling will be killed in short order. And while you're "waiting" for your Mind Control target to be killed, you're dishing out huge amount of damage through its attacks. After all, your enemies often hit for 30,000 or more hit points per swing. When it comes to Mind Control, that's a very good thing.
This all only works, of course, if the tank's smart enough not to try and grab aggro from your mob and if the other crowd controllers in your party know to cast their spells after MC ends. (It's also worth noting that MCed mobs can be healed -- and that they shouldn't be.) If the tank grabs aggro, it's not the end of the world. Just make the most of your 30 seconds to attack the bad guys, and try to soak up any extra damage you can.
Using Mind Control on the fly
The best way to use Mind Control is as a pull, but of course, you can use it on the fly, too. The main difference here is that your MCed mob won't have aggro and will probably have trouble gaining it. Still, there are a couple new things to remember if you're casting MC on the fly:
- Don't cast Mind Control on something that's already crowd controlled. Your MC casts won't break other crowd control methods, like Hex or Banish. Thus, if you cast Mind Control on a Hexed or Banished mob, you'll gain control over a mob that can't do anything. A big waste of time.
- Don't be afraid to grab aggro if you can. If your mob takes aggro off the tank, then your tank has one less mob's worth of damage. Definitely a good thing, especially in giant pulls.
- You can DoT something up before you cast Mind Control. This is one of the beautiful features of Mind Control. If you have the time to spare, apply Shadow Word: Pain, Vampiric Touch, and Devouring Plague to your Mind Control target. All three of these will drain your target's health, even as it's normally invulnerable to your party's attacks. It's an elegant way to tack on an extra 150,000+ points of damage to a helpless enemy.
- Move your shadow priest somewhere safe. You can take damage while MC is active, and since you don't have control over your own actions, your shadow priest is defenseless. To be safe, I like to cast Power Word: Shield on myself before casting Mind Control.
- Be ready to Fade when you're finished with Mind Control. Mind Control earns you a lot of threat, so be ready to slough that off when your channel breaks. Alternatively, you can just recast Mind Control for another 30 seconds of fun. Whatever you choose, though, be quick!
- Don't cast Mind Control on things that are immune to Mind Control! Mind Control earns you a metric ton of threat. Generally, mobs with excessive amounts of health (over 1 million) are immune to MC. You can't MC a boss. Some enemies have dispellable buffs that make them immune to MC. And you can only MC humanoid mobs. The "humanoid" bit can be confusing -- and awful lot of things in Grim Batol look humanoid but actually aren't.
Filed under: Priest, (Priest) Spiritual Guidance






Reader Comments (Page 1 of 4)
gundamxzero Jan 12th 2011 4:07PM
Healing priests (not just shadow priests) alike should take special note to this article, in many dungeons as a healer with mindcontrol you are able to heal your entire group with some of the mob's abilities
Twill Jan 12th 2011 5:02PM
Vortex Pinnacle, a disc priest has exploded you with its awesomeness. Yea, I did bubble the tank and then heal him with my enemies healer. And the rogue said he should sap it ^.^
John Jan 12th 2011 5:24PM
This may be incorrect, but doesn't spell hit affect both the initial chance to MC/miss and then there are also "resistance" rolls by the mob while you channel the MC?
Most healers don't have spell hit gear and thus it's a little riskier to have them do the MC.
Aris Jan 12th 2011 6:39PM
Don't forget the buffs you can give your group, too. I remember MCing the healers near the start of Botanica back in BC and giving all the casters in our group what was an obscene spell power buff at the time.
Desmentia Jan 13th 2011 12:11PM
Having MC'd while healing before, I can tell you that spell hit affects initial hit chance, but that "resistance rolls" are a thing of the past; it breaks no more often without spell than with. In fact, it only ever breaks when my MC channel ends or is interrupted.
Also, protip: MC-pull those Ministers of Air in Vortex Pinnacle, but instead of letting the enemies kill it, walk to the edge of the platform, Lightning Nova the ENTIRE trash pack off the level, then jump the Minister off for good measure. Grats on soloing one of the hardest trash packs in there. Warning: mobs thrown off a level will respawn (not aggroed) after ~30-40 seconds, so move past the pack's spawn location hastily. Also works on just about anything you can jump off a level; 3-sec cast for a 30-40 sec unbreakable CC that can be on as many humanoids as you want? Yes please.
Cameron Jan 12th 2011 4:08PM
The only thing is don't love about MC is how disorienting it can be when it breaks -- you have to mentally reposition yourself quickly while hoping that tank is picking up the very angry formerly controlled add before it can reach you....
Lignar Jan 12th 2011 4:23PM
As an spriest, I like to MC the healer mobs. The Adepts in Vortex Pinnacle, for example, can smite and heal; their heal hits for ~100k on normal mode.
By MC'ing healers, you are removing health regen from the bad guys, removing a potential smite being cast against your party and taking some burden off your healer since one heal from them can bring a tank most of the way back to full...just make sure your healer knows you're doing this to keep from wasting time/mana.
To avoid the previously mentioned disorientation, I set focus on the mob and use a macro:
/cast [@focus] Mind Control
Tom Jan 17th 2011 3:21AM
I believe I'm still correct in saying that:
If you MC a mob and it dies solely to damage taken from other enemy mobs, with nobody in your group hitting it, you get no loot, money, XP etc from the Mob.
This may have taken a rework when the change to what counts as tagging a mob went through a year or so ago, but it's something to watch out for. Break the MC just before the mob dies so your group can kill it.
Totally agree with the disorientation when MC breaks. It always takes me a moment to work out where I am, it can be confusing. I like to keep an eye on my minimap when I break my MC, it helps me understand where I am in relation to where my MC'd mob was which helps.
Sicadastra Jan 12th 2011 4:12PM
Shadowfiend Meowth!
Fatbeard Jan 12th 2011 4:22PM
Its my understanding that nothing in GB can be MCd. Otherwise we could just walk the MCd mobs into the pit. Is this true?
Brett Porter Jan 12th 2011 7:28PM
I don't think any of them are humanoid, which are the only mobs that can be MCed, iirc. Most are dragonkin, thus the problem.
gamerunknown Jan 12th 2011 7:51PM
Mind Controlled NPCs that are thrown off buildings or forced out of LoS with no path available will evade bug, then teleport to whoever MC'd them after a short amount of time. You will also not leave combat until they catch up to you.
pancakes Jan 12th 2011 9:04PM
We tried the "throw mobs off the edge" in VP with the last sphynx guy in a pull. He fell a small way, we all had a good laugh, and then he teleported back up to the edge of the platform, still floating in the air. He evade bugged so we just left him and he reset to his normal position after we had gone past him. It was a convoluted but eventually fruitful CC.
Superstone Jan 13th 2011 5:01AM
MC'd mobs aren't PCs and so they get free passes when it comes to pesky things like walls. I remember loving MC when leveling my priest and trying to throw the Dun Morogh dwarves off of the bridge in southern Arathi Highlands... Didn't work. I watched in hatred and horror as they ran right back up the side of the mountain and gathered all their buddies to lay the smack down on my clothy, healing ass.
Nevertheless, MC is an incredibly useful form of CC. Master it, tell your groups about how awesome it really it, and use it. Fun ensues.
Marathal Jan 13th 2011 1:01PM
Had a tank run up to pull the mob by the webbed dragons. He grabbed and ran right off the edge where the cut is between the two groups taking 3 with him. /facepalm. The mob spawned almost instantly right on top of us going to see what happened. Fortunately we had a Paly in group that was in as a DPS but was geared in tanking set. He was teaching new guy how to tank and came along in case anything got hairy.
venomslife Jan 12th 2011 4:24PM
no mention of psychic horror after MC breaks, or glyphed psychic screams?
what about silencing an MC'ed caster mob?
all things i do almost every heroic, no one ever notices
Ikarus Jan 12th 2011 4:31PM
I do the PH after MC breaks, very useful.
Zuka Jan 12th 2011 6:12PM
Yah, I cast psychic horror ever time my mind control breaks. Fade doesn't really work after a mind control is broken as you have all the aggro, and there has been no aggro applied by anybody else since the mob has been "friendly" the whole time. A quick psychic horror will allow the tank time to grab him, or time for you to reapply mind control.
Homeschool Jan 13th 2011 12:28PM
I'll echo this - I have a special setup ready whenever MC's channel is about to break, so I can quickly Psychic Horror, and re-Mind Control. The Horror effect lasts just long enough to get off another Mind Control cast, and in some cases (Dead Mines and Vortex Pinnacle particularly) this is AMAZING. 500k tanks and healers recovering mana during battle are beautiful things.
Plus it brings your CC time up to the minute that everyone else gets.
crimsonmage331 Jan 12th 2011 4:25PM
"like some kind of shadowy blue mage"
+5 Internets to the man in the priestly robe.