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Posts with tag Crowd Control

Skill Mastery: Blinding Light

Ever since Eadric the Pure first made players spin around to avoid being blinded by his Radiance -- the bane of keyboard turners everywhere -- many paladins were enamored with the idea of firing off a flash of light and similarly dazzling those around them into incoherence. And we almost had it too, in the Cataclysm beta, when Blinding Light first debuted as a player ability. However, the spell was removed early on, only (it seems) to be put on the back burner.

Now, Blinding Light returns in Mists for a second try at making it into the paladin spellbook. This time around, it looks like it is here to stay. If you're in the beta, you can try it out yourself as soon as you hit 87.

The spell itself is pretty straightforward. On a 3-minute cooldown, you can fire off a burst of light that will cause all enemies around you to wander confusedly for 6 seconds. As a tank, I can see myself getting a lot of use out of this in AoE situations, when I need a breather from a pack of enemies that are punching me in the face.

Ret and holy paladins will find similar use for it, whether out in the wilds of Pandaria or deep in PvP. Basically, any time you need to get a large number of enemies to leave you alone for a few seconds, this spell is there for you.

Admittedly, it doesn't have the same flash or zing as some other level 87 spells, but it can very much shine in the right situations.
It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Paladin, Mists of Pandaria

Scattered Shots: Crowd control

Last week David covered Arenas for the hunter, while I laid low and did a little more leveling. I'm to the point now where crowd control becomes not only an option, but at times a requirement. Hunters are known for our ranged damage output. It's practically the thing hunters are made to do: stand back and shoot. We are also quite good at crowd control using our traps, though. You'll see it in the Looking for Group channel fairly regularly: "LF1M DPS/CC."

That's us. Damage per Second and Crowd Control. They might be thinking Rogue or Warlock, but you should see those five letters and think "that's me." Not only is crowd control something hunters are good at, it's something which not all hunters do reliably or well. Being able to trap, and trap competently, will go a long way towards making you friends in both instances and the open road.

In this article I'll be discussing ways to use your Freezing Trap as a method of both controlling crowds and making friends. For those of you who haven't yet learned it, Freezing Trap is learned at level twenty. Rank One provides a ten second freeze. Rank Two upgrades at level forty for a fifteen second freeze. Rank three upgrades at level sixty for a twenty second freeze. Once the trap is laid, it will remain in place for sixty seconds before fading if it is not sprung. Meanwhile, the trap's cooldown is thirty seconds. Laying one trap while another is ready to spring will cancel the first one in favor of the second one.

Several talents exist to assist with trapping, in the Survival talent tree. Points spent on Entrapment give your traps an increasing chance to snare any opponent which trips them. Points spent on Clever Traps increase the duration of Frost and Freezing traps, the damage from Explosive and Immolation traps, and the number of snakes summoned from Snake traps. Points spent on Trap Mastery decrease the chance your opponents have to resist your traps. Points spent on Resourcefulness decrease the mana cost of traps (and melee abilities) as well as their cooldown. Talent specialization is up to you, but be aware that some or all of these talents will make your job as a trapper much easier.

We start trapping things after the jump.

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Filed under: Hunter, Tips, Tricks, How-tos, WoW Social Conventions, Virtual selves, Guides, Classes, Talents, (Hunter) Scattered Shots

Cautiously cracking crowd control


In any fight where your group is fighting multiple mobs, you're going to want to have some version of crowd control. For those that play tanking classes the challenge comes not when the fight begins and the mobs are tied up with freezing traps or polymorph, it comes afterward, when the time comes to break said methods of control. As Karthis mentions in a recent post on Of Teeth and Claws, breaking crowd control successfully is more of an art form than you might think.

First, there is the concept of threat. Each method of crowd control angers a monster to varying degrees. Add to this the other abilities a crowd controller might have used previous to controlling the mob -- a hunter plinking away at the mob a few times to get its attention, for example -- and the CC'ers threat is pretty darn high. The monster, once they are free, will have eyes (and claws) only for the group member that kept them tied down in the first place. It makes sense, honestly. I know if someone shackled me to the ground for a minute or so I would be pissed.

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Filed under: Tips, Instances

Another class issue post gets a blue response

Draeni TotemAfter Druids got a blue's attention last week with a well-written class issues list, the Shaman have done the same. Danemoth of Blade's Edge server has posted a short, concise list of Shaman issues. And already got a blue response. The response was just a tag by a CM, but it shows they are listening.

Here is a summary:

1) Shaman specs outside of Restoration lack survivability.
2) No pushback resistance for Lightning Spells put a hamper on solo grinding / farming as well as in PvP.
3) Totems immobility and short range need to be buffed.
4) Other classes got new skills/spells in TBC that changed their playstyle, Shamans did not.
5) Enhancement shaman lack significant ranged combat abilities as well a way to chase down fleeing opponents.
6) Threat management is a bigger issue than ever with the TBC talents boosting shaman dps.
7) Shaman have issues handling an assist train. (When someone gets zerged by multiple opponents).
8) Lack of a way to deal with other classes' crowd control abilities put shaman at a distinct disadvantage in PvP.
9) Off-spec Shaman itemization is poor in Karazhan and beyond.
10) Flametongue and Frostbrand Weapon both scale poorly.
11) Windfury and Stormstrike demand the shaman using the slowest weapon for maximum dps gain, but that concept is counter to the weapon normalization introduced in patch 1.8.
12) Shamans need more control over their fire-and-forget Totems to direct them at a specific target or
to stop them from breaking cc.
13) The large global cool down associated with dropping four Totems in combat makes it difficult for the Shaman to be responsive to changes in combat.

Read the whole list through the link. If I've misinterpreted something, list it below.

Filed under: Shaman, Analysis / Opinion

Blind as a viable form of crowd control

While a Rogue is my highest level alt (heading through Outland as we speak!), I have to admit that I hardly ever use the skill Blind. A 10-second disorient on a 3-minute cooldown (yes, I know the first patch 2.2 notes said it was going to be reduced to a 1-minute cooldown, but that change was reverted)? Perhaps I am a complete newbie of a Rogue, but 10 seconds hardly seems like enough time to accomplish anything, and so the skill sits, collecting dust on a rarely-hit hotkey. However, Doomilias points out that Blind really can be a useful crowd control -- and that ten seconds can make all the difference, both in solo and group play. 10 seconds can give you time to finish off a mob when you've gotten an add, it can give you time to get in some bandaging, in a group situation it can keep a hard-hitting mob off your healers for a few precious seconds. So, Rogues -- do you find Blind to be a useful form of crowd control?

Filed under: Rogue

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