Crowd Control Notes

Started by voctovian, April 19, 2007, 10:28:55 AM

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voctovian

I learned a new CC tactic last night and though I would share.  We were running with a tank, mage, warlock, hunter and healer.  For fighting a pull with 4 mobs, we used the normal plan to sheep one, ice trap another and charm the third.  The kill order was main target, charm, ice trap then sheep.  Nothing was unusual there.  What was interesting was the warlock would charm the ice trapped mob as soon as the first mob was dead and the charmed mob was attacked.  This gave lots of time for the hunter to lay down another trap and get the ice trapped mob refrozen if it broke prematurely.  Since the mobs would 1-2 shot anyone except the warlock or tank, this made for a really smooth run. 

Genoism

what i always do is place the trap before a pull - also if your survival and u got points into the improved trap talents then - although i haven't tested it yet, it should stay frozen long enough for you to place another.

Lord Entropy

Yeah, the survival talent lets you chain trap a single mob.  But any hunter can keep a mob trapped for 2 or 3 traps if they lay the first trap 30 seconds or so before the first pull.  I've also used traps in the past on sapped mobs that were about to break, and also hibernated mobs.

Grendeel

#3
At the moment, i dont believe charm is a reliable cc method.   It often breaks early for me.   If you can burn the first down relatively quickly, charm should be ok to use.   I think in the upcoming patch blizz has decided to improve on the charm effect for succys (at least for heroic mode).

On my heroic modes, we have been using what i conisder a more reliable and effective way to handle the 4 mob pulls.  2 mobs either get sapped, sheeped, or ice trapped, but instead of using charm, the tank sunders the other 2 mobs.  All focus on the mt target and then all focus on the unaccounted for target. Then sap or trap and lastly sheep.

Having the imp out and giving the whole party a 1k hp boost in heroic mode is rather important in my opinion.



un4

Two problems with sapping:
1.  When a mob breaks sap, it goes into combat and aggros the rogue instantly unless damaged by something else.  This means you cannot re-sap a mob unless you're soloing something and (in an instance) vanish.

2. Damage breaks any rogue CC.  Our stuns work on targets taking damage, but everything else will break upon the first successful attack.

On the other hand, blind and chain gouge/KSing by a rogue can help keep a mob occupied without being able to do significant damage.
un4