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.
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Reader Comments (Page 3 of 3)
jtfarkas Jan 5th 2012 12:10AM
for marks i usually match symbol color to class color, with some exceptions depending on group makeup.
also warlocks can't fear undead. can't fear a creature that doesn't feel anything.
Nils Jan 5th 2012 1:24AM
You forgot rogue in the humanoid CC-ability list.
Jack Spicer Jan 5th 2012 12:28AM
I lament when crowd control doesn't play a bigger part in 5 man dungeons. Am I the only person that finds using all of your abilities fun?
Tiek Jan 5th 2012 1:55AM
I was a warlock back in the BC and used to have to fear, banish, and seduce 3 mobs in Shattered Halls when I ran it. I loved those days of fear juggling. Had to make sure the mob didn't get too far away and run into another pack. Good times.
dk Jan 5th 2012 2:21AM
I love this article; where was it a year ago when Ghostcrawler said Heroics are hard?
Everyone was freaking out and, I hate to say, Wowinsider is a year late and a dollar short.
Lovely material and now should be under WoW Rookie. I needed this a year ago.
Snuzzle Jan 5th 2012 6:27AM
Some people do still need to CC. That blue/green geared tank trying to do heroic GB? Yeah, he needs to CC.
Daryl Jan 5th 2012 5:16AM
On my mage the tank will often use some aoe which breaks my sheep. I think warriors use a cleave and pallies use the golden ground effect consecrate.
I might do a token sheep or two then give up if the tank keeps breaking them. Some tanks don't need cc and just hoe into them.
On my lock, I hate using succy as seduction is 15s and breaks often but can be cast automatically if the lock has more then one mob attacking him.
Aran Jan 5th 2012 8:51AM
Tanking is the best form of crowd control ...
berry Jan 5th 2012 6:56AM
Nobody uses Turn Evil anymore, I don't think most Paladins don't even know they have it.
You can fear Undead and Demons, not bad if you don't have a priest... at least during Karazhan times...
Mork Jan 5th 2012 7:35AM
Only ones that don't pvp ever!
As for PvE it's only mildly useful and suffers the same issue as a non glyphed fear since it may pull something.
PvP on the other hand, that darn lock pet, or that HUGE Unholy DK pet beating your face in, yay glyphed turn undead to make it instant and save your arse! I am still very annoyed that they made demon form locks immune to it though. For a long time it was the only revenge I could get on locks, they pop demon form, they get feared, hopefully shackled and then preferably banished afterward. ...though I can see why that needed to be changed. :)
Raposa Jan 5th 2012 9:18AM
also DKs with lichborne on. it is just delicious to see them running way when they were supposed to be immune to regular fears.
Shethornclaw Jan 5th 2012 9:49AM
So, just the other day while tanking End Time I had a resto druid (who was in cloth pvp gear no less) say that it was not his job to CC since he was the healer. We had no other way to CC the Dragonkin in Bronze Dragonshire. Yes this happened. He then told me to just pull, so I did and we died. He then told us all we fail and dropped group.
His replacement was a resto druid who immediately buffed us and hibernated one of the casters, no questions asked. Thank you to people who know the tools in their tool box.
cromus Jan 5th 2012 12:00PM
CC is easier than ever now that the standard ones do not cause aggro. It will take some time for me to get used to that.
LikeABoss Jan 5th 2012 11:18AM
This is a great guide! And not to be a troll but I think that it would have been much more helpful back in the beginning of Cataclysm when the dungeons like Grim Batol and Lost City Of the Tol'Vir were more viable. But otherwise a good article!
Zaid2586 Jan 5th 2012 12:50PM
I wanted to reiterate and point out some warlock specific CC things to keep in mind.
Fear should be glyphed as mentioned in the article, but you should also remember that, as was mentioned above, Fear DOES cause aggro and will pull the pack, so this should be the LAST CC to be fired off and the tank should be ready to pull. (Locks you can also use your demonic circle to port back behind the tank to make sure you don't get smacked by the mobs). Additionally, you should remember that fear has a rather short duration (much shorter than poly, hex, bind elemental, what have you) so if you want to keep something cc'd for a while with fear I would suggest focus targeting and recasting fear until you're ready to deal with it (and making a target focus fear macro). For all these reasons, tanks and group leaders should only see Fear as a second rate/last resort form of CC and should prefer the longer lasting and aggro safe poly and hex to be first choice.
Secondly, Banish. This is, in my opinion, the best CC in the game (elementals and demons only). Why? A lot of people apparently don't realize this, but Banish DOES NOT BREAK WITH DAMAGE. The target is guaranteed to be cc'd for its entire duration, because they are effectively immune to damage (similar to the Druid's Cyclone ability). I remember using Banish regularly in Heroic Grim Batol early in the expansion when everyone was still gearing up because it was so damn useful. Protip: You can end the banish early by recasting banish on the mob while the first banish is active. This is useful if you are ready to burn it, but be careful if you are trying to keep it cc'd; wait until it's run its full course or you will actually release it early!
Bumblebee Jan 5th 2012 1:56PM
Blind can be used before or during combat and disorients the target for 1min (more if glyphed). The only 2 downsides of it are the long CD and the fact that even with RSA or another announcing addon seems like people can't get their head around the fact that they shouldn't attacked CCd targets. In my very subjective experience, often enough it's the tank that runs to the other side of the room to grab said target.
Lydaria Feb 2nd 2012 3:21PM
Balance Druids also have Solar Beam. You can root + Solar Beam a caster to CC it for a bit or Solar Beam a healer the tank has aggro on and it can't heal for a bit.