Crowd control basics by class

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
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.
Tricks of the trade
So what to use and where? It's generally up to the tank to decide what should be CCed, but don't be afraid to pipe up if you think something should be CCed. Addons like Raeli's Spell Announcer (while it's still working) are great for announcing your CC. Also, mark your CC targets. It's very easy to forget about that nasty mob when it's a cute little frog.

CC healing mobs first. Healing mobs will often have the word "mender" in their name, like the Naz'jar Spiritmender in Throne of the Tides, or something that suggests their role, like the Amani'shi Medicine Man in Zul'Aman. Some are more sneaky, like the Temple Adept in Vortex Pinnacle. These are your first priority for CC. If you can CC both of them (there are not often more than two in a pack), then do; if not, CC one and nuke down the other.
Casters are your next priority, if there are no healers in the pack. One particular caster is worthy of special mention, and that is the Amani'shi Flame Caster in Zul'Aman. He deals serious but interruptible damage, and packs with two of these can wipe a group before you know what's hit you. He helpfully has -caster in his name, like many do, but also look for clues like -seer, -shaper, envoker, and conjurer. Pay special attention in Grim Batol, where almost all the trash mobs are caster mobs.
I'm also going to include hunter-type mobs who shoot you from afar as casters, such as the Temple Swiftstalker in Halls of Origination or the Twilight Ranger that Thrall just keeps Thunderstorming away from you in Hour of Twilight. Stop it, Thrall, and read this guide. (EDIT: Thanks to Emile for clarifying that it's the mobs' Disengage! I have been unfair to Thrall.)
For all of the above, I'm sorry druids, but your Entangling Roots just won't cut it. Casters will happily sit rooted and cast all day.
The next, and arguably lowest priority to control is melee mobs. There are exceptions to this, one of which is yet another Rise of the Zandalari mob, the Gurubashi Blood Drinker in Zul'Gurub. His Blood Leech is an interruptible yet very, very high-damage ability, especially in a heavy melee group or a group that don't see it coming. Fortunately, there are only two of these guys just before High Priestess Kilnara.
Any mob that does a whirlwind ability is potentially worth CCing.
Lastly, in certain situations, CCing the leader of a patrolling group will cause that group to stop in its tracks. This can work on the groups of Flamewakers in Firelands, as well as the stacks of three pygmies in Lost City of the Tol'vir.
Know your enemy
To see what race your foes belong to, mouse over them. Their race will be displayed in the tooltip. In lieu of that, they're usually pretty easy to work out.
Here's a list of races and classes that can CC them
- Humanoids: mages, hunters, warlocks, priests, druids, shaman, paladins, rogues.
- Beasts: mages, hunters, warlocks, druids, shaman, rogues.
- Elementals: hunters, warlocks, druids, shaman.
- Dragonkin: hunters, warlocks, druids, paladins, rogues.
- Demons: hunters, warlocks, druids, paladins, rogues.
- Giants: hunters, warlocks, druids, paladins.
-
Undead: hunters,
warlocks, priests, druids, paladins.
If you don't have the appropriate class to CC a mob and you're struggling (or you've bizarrely ended up with a tank, priest or paladin healer, two warriors and a DK), remember that for casters, an interrupt is a great CC. It briefly stops them from casting, often drawing them to your tank or whoever they were previously throwing things at and making the tank's life easier.
Used at the right time, abilities like Psychic Scream (again, must be glyphed) or Shadowfury can really help your survival, and in times of dire need, perhaps even a Hungering Cold. If you're worried about the DPS loss, remember my mantra: You don't do any DPS if you're dead.






Reader Comments (Page 1 of 3)
iadamson Jan 4th 2012 8:04PM
The greatest form of crowd control is avoiding pats and accidental aggro. Master these my child and soon the dragons loot will be ours.
Snuzzle Jan 5th 2012 6:23AM
Avoiding pats, while tanking a group, yes. Trying to skip them entirely, I disagree.
Also, message to all tanks who just meet the requirements for the dungeon you're tanking: please, please, PLEASE don't think you're too good for CC. You're not. And the PVP gear slash DPS epics propping up your ilvl aren't helping.
Edymnion Jan 5th 2012 8:52AM
Agreed. Skipping trash in the new Twilights (I'm looking at you, End of Time) is a sure fire way to wipe. I hate tanks that won't clear a path to Baine, or that only clear the first two sets of mobs by Jaina.
Someone *ALWAYS* pulls the dragons by Baine trying to run past them, and usually pulls at least two groups of them, meaning we wipe because the tank was lazy. Or Jaina teleports around at random and ends up 2/3s of the way around the zone, pulling everything she sees, and we wipe because the tank was lazy.
Clear. The. Trash.
Luotian Jan 4th 2012 8:44PM
Could you possibly include the most common marks for each? I just started tanking today, and while I know square for hunter trap and moon for sheep because I play them, I don't know the others to use them.
Ametrine Jan 4th 2012 8:49PM
no marks are set in stone. always ask to be sure.
Dea ex Machina Jan 4th 2012 9:20PM
I usually see star for sap and the purple thing for warlock fear, but like Ametrine says, not set in stone. And others in the group may not be familiar with marks, no matter how common they are, so best not assume. Since you're the tank and presumably setting the marks, just call them with the first pull.
SAY "trap square please," or "sap star, sheep moon." There! And elaborate and use full sentences when necessary. ("[playername,] could you sheep this guy here with the moon over his head?") Some people don't get called on to use their CC much, so a bit of clarification doesn't hurt.
If you like you can also ask which mark they prefer ("I'm going to mark a target for you to fear. Any preference as to which mark? Skull is taken. :-P")
In general, talking in groups is A Good Thing.
GhostWhoWalks Jan 4th 2012 9:23PM
In general, square means Freezing Trap, moon means Polymorph, triangle means Hex, star means Sap. Also, skull means "kill first" and X means "kill second". However, as stated by Ametrine, it never hurts to talk about what marks will mean what before you pull.
Perry Jan 4th 2012 9:41PM
Typically:
White Skull: 1st kill target
Red X "Cross": 2nd kill target
Yellow Star: 3rd kill target or Sap/Repent/Mind Control (for this reason, tends to be a humanoid)
Blue Square: Hunter's trap OR second Hex/sheep
Green Triangle: Hex OR second Sheep/trap/sap
Purple Diamond: Fear OR Mind Control
Silver Moon (wtb Golden Sun mark, blizz): Sheep, sleep, or root undead.
Orange Circle (hardly ever used): second fear or what have you.
That's what is common on the emberstorm battlegroup.
Mechakisc Jan 4th 2012 10:02PM
On Doomhammer I was taught that
Skull = kill
X = 2nd Kill or off tank
Square = Trap
Moon = Sheep
Triangle = druid (sleep or roots, used less commonly)
Circle = Sap
Diamond = lock (whatever is appropriate)
Star = shackle/MC
Whenever I pug and the folks know what they are doing, the CC tends to go out before I have a chance to mark, but mostly those classes respond to those marks.
bountyhunterah Jan 5th 2012 2:00AM
@Ametrine
sorry, for me at least blue square is for hunter's trap (ie set in stone) because from my days raiding in BC.... even if it's wrong... I'm trapping it. Should see me bug out if there is a blue square over a party member... 'trap'... wtf? :P
Meighan Jan 5th 2012 2:34AM
I've seen diamond=repent a fair amount. The diamond is sort of pinkish and repent is a more reliable cc than fear. When I'm my shaman, triangle gets hexed, but bind elemental can also be diamond (this makes sense with diamond=lock as mentioned above, since locks are the other class that deals well with elementals). Circle is druid sometimes, by the 'class colors' logic, but more often triangle is used for their cc.
JattTheRogue Jan 5th 2012 2:39AM
Like Mechakisc, I have also always used Circle for Sap.
Thal Jan 5th 2012 4:43AM
There are no specific marks for each CC. You're the tank, you mark so you decide. Just type in raid or party what each mark means and go for it. The group will get the hang of your system soon enough. ;-)
loli.gigis Jan 5th 2012 10:37AM
You are the tank so you can decide what you would like to mark and which mark to use.
Drache Jan 5th 2012 4:01PM
There's actually a blue post "confirming" that Moon=Sheep :)
Sadly, I don't remember it right now. Gogo Google!
Sincerity Erisvale Jan 4th 2012 8:55PM
I thought "undead" were immune to fear.
Olivia Grace Jan 4th 2012 9:55PM
I was slightly unsure on this, but my warlock arena partner can certainly fear undead opponents. Happy to be corrected!
Olivia
Jehosaphat Jan 4th 2012 10:04PM
Undead NPCs are immune. Undead players are actually humanoids for game mechanic purposes.
Grog12 Jan 4th 2012 10:10PM
Locks can Fear the undead race but can not fear pve undead.
It should also be noted that fear will pull the pack.
Also we have a 3rd cc in the form of Seduce from our succubus.
Raposa Jan 5th 2012 9:14AM
i'd like to add that DKs count as undead when they pop lichborne, which means they can be affected by Turn Evil. It makes my day.