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.
Patch 5.2 interview with Dave Kosak
Inside an old alt's vault
The latest patch 5.2 news
All of the latest Mists of Pandaria news





Reader Comments (Page 2 of 3)
GhostWhoWalks Jan 4th 2012 9:19PM
A reminder to tanks and AoE-happy DPS: damage breaks most forms of CC. If your group is CCing one or more enemies, you want to pull all non-CCed targets away from the CCed ones before breaking out the AoE. If you don't have enough room to separate the targets, avoid using AoE until the non-CCed targets are dead or almost dead, even if it means restricting your DPS. Having really high DPS does your group no good if you break all the CC and your tank gets buried by mobs.
Khirsah Jan 4th 2012 9:58PM
This!
Also, pay attention to the pop-ups that a new cc has been placed on a target. I'll often throw blind on an add if it seems the gorup is having trouble, only to have it break a couple seconds later because someone attacked it. I have IceHUD set to announce to the group when I use blind, but nobody ever pays attention, and I just wasted a valuable cc cooldown for no reason.
Emile Jan 4th 2012 9:21PM
As far as I can tell it's not Thrall that's Thunderstorming the Rangers away (since the other mobs stay put at the tank), those #$*% annoying Rangers use Disengage.
Xylaria Jan 4th 2012 9:51PM
Came here to say this - Thrall doesn't thunderstorm, the rangers Disengage.
Olivia Grace Jan 4th 2012 9:56PM
I take it all back! :) I've been unfairly critical of Thrall. Sorry Thrall.
Jaq Jan 4th 2012 11:19PM
Not only do they disengage, their disengage has NO cooldown. As a DK tank I've seen them disengage, Death Grip them back, and the jumpy little fellows disengage as soon as they land. I've seen them, on the first pull, disengage so many times they've nearly reached where the second pull comes from. It's very annoying.
brain314 Jan 5th 2012 5:36AM
Man, I hate those rangers. One of the few times I prefer my DK tank over my pally for anything serious. For anything silly, my DK engineer tank is hilarious.
Mork Jan 5th 2012 7:28AM
As a side note with the rangers, if you disarm them they will run to the tank and stand there idly, and will not disengage while disarmed. I do this regularly on my rogue to make those pulls a little less annoying, and it's the second thing I do when I'm tanking on my warrior to keep them still. Granted as soon as the disarm/dismantle expires they go back to jumping all over the place but hopefully by then they're mostly dead.
Also, blind is HUGELY useful as a secondary CC, but unfortunately it seems the majority of the player base missed the patch notes when they made it last 1 minute in PVE, so it gets broken almost immediately in most groups. And yeah...I always played with Star as the universal sap marker, interesting so many others use a different symbol for it, rest seem the same from other posters though.
karatesmashunhurt Jan 5th 2012 3:17PM
The disengage is pretty annoying, but it is possible (with luck) for the tank to position the Rangers so their backs are against a wall so when they disengage they jump backwards, and are just stopped by the wall. The downside of this is that the tank probably then can't position the adds in Thrall's glowing circle for the dps boost.
jacob.rabjohns Jan 8th 2012 5:30AM
As a note to everyone, the rangers only disengage if you single target them. Let them get bashed by cleaves and all is well. Just kill em last, and they should already be dead to be honest...
Fubar Jan 4th 2012 9:28PM
Blind is 1 minute duration in PVE now, and can be used from stealth, so it's reasonably viable as a pre-pull CC.
JattTheRogue Jan 5th 2012 2:37AM
Unless they changed it again since they made it have a 1 minute duration for PVE, I'm pretty sure you can't use Blind from stealth. It's still useful if you want to use it after the tank pulls (although that means giving up your opener) or as a backup in case other CC breaks early or someone's slow to reapply it, but it doesn't fit in this post of pre-pull CC. Like I said, I could be wrong if they very recently changed it because I haven't played WoW for a couple months, but when they changed it to have a 1 minute duration in PVE it still broke stealth.
Haaken Jan 4th 2012 9:28PM
I'm pretty sure warlocks don't have any crowd control that works on undeadish types. Also, we can seduce humanoids with our succubus! Also also, casting fear on something (even if glyphed) will put you in combat with it and any chums it might have, so it's probably best if you don't do that before the tank pulls.
Ylspeth Jan 4th 2012 9:34PM
The only thing I'd add for warlocks is the succubus' seduction ability. I have been able to keep three mobs cc'ed in Grim Batol at once. (Fear, Banish, Seduction)
It was very helpful at the beginning of the expansion before gear and nerfs made the content too easy.
Mechakisc Jan 4th 2012 10:02PM
My brother plays a DK, and when I'm tanking on my warrior, I put Vigilance on him and he deathgrips anything that isn't in the pack. Vigilance allows me to taunt any time the character it's on has aggro, so that works as a great form of CC when it comes to caster and hunter types that won't come join the party, at least as far as keeping them off the healer.
nerrojj Jan 5th 2012 3:01AM
My understanding of raid makers is based off class color unless instructed differentlly.
Skull is 1st kill
X is 2nd kill
Yellow star = Rouge's cc
Orange circle = Durid's cc
Purple diamond = Warlock's CC
Green triangle = Hunter's CC
Cyan moon = Mage's cc
Blue square = Shaman's cc
Snuzzle Jan 5th 2012 6:25AM
That's basically universal, except I always use (and see used) blue square for hunter and green triangle fo shaman. Because ice traps are blue and froggies are green. ;)
Stella Jan 4th 2012 11:58PM
The wowpedia article on CC divides Roots and Stuns into 'random' and 'controlled', but they do not explain the difference. Nor can I see a pattern to infer the difference myself .
Any insight?
ricree101 Jan 5th 2012 1:21AM
As far as I can tell, the random ones all rely on a proc or condition being met. The controller, on the other hand, may be triggered at will.
For example, a frost mage's shattered barrier is listed as random since it happens based on taking damage and cannot be directly triggered. Frost nova, by contrast, is controlled, since it can be used at will anytime it's off cooldown.
Shrikesnest Jan 5th 2012 12:02AM
Warrior Charge + Throwdown/Concussion Blow. Not proper CC by any stretch, but long enough to keep a spellcaster from healing his compatriots before he can be focused down, if your group's DPS is high enough. Use in a pinch.