crowd-control

Latest

  • Age of Conan dev update details new solo instances

    by 
    Jef Reahard
    Jef Reahard
    01.28.2011

    Looking for more solo-centric content in Age of Conan? If so, you'll want to check out Funcom game director Craig "Silirrion" Morrison's latest monthly development update for all the details on three new solo instances coming soon to a Hyborian server near you. First up is the Refuge of the Apostate, a level 80 instance found in Khitai's Kara Korum zone. The dungeon centers on the conflict between the Scarlet Circle and Last Legion factions, though non-aligned players will still be able to take part. The encounter is designed to be challenging both in terms of navigating the environment and defeating the boss and his minions, so Funcom designers have granted players significant completion rewards including faction marks of acclaim and rare trophies. There's a catch though -- the dungeon can only be done once every 20 hours. Funcom is also gifting solo players with two Auto Content Generation (ACG) dungeons. If you're familiar with the Tarantia Noble District villas, you'll have an idea of what's in store here. Like the villas, each of the new areas scales to a player's level between 40 and 80. The Breach and the Forgotten City dungeons feature three repeatable quests, also located in Khitai, and they are designed to provide players with another option for advancing to endgame. Read all about the new instances (and a bit about upcoming crowd-control tweaks) on Age of Conan's official forums.

  • Age of Conan 2.1.2 patch goes live

    by 
    Jef Reahard
    Jef Reahard
    01.18.2011

    Hold on to your bloodied, battle-scarred, and barbarian-themed helmets, kids, it's patch day in Hyboria. Yes, the 2.1.2 update has come to Age of Conan and brought with it a few tweaks to the game's classes. The Guardian, in particular, is the recipient of quite a lot of developer attention, and reaction on the official forums seems to indicate that the rich just got richer. Also of note is Funcom's apparent addressing of long-standing issues relating to silences and other crowd-control abilities that have heretofore been immune to damage breaks. According to the patch notes, the unintended immunity should no longer occur. Another welcome change sees increased XP rewards from the new Call of Jhebbal Sag PvP minigame, as well as increased tick rates. You can view the full patch notes, and the resulting discussion, on the official boards.

  • WoW Rookie: Effective crowd control basics

    by 
    Michael Gray
    Michael Gray
    01.13.2011

    New around here? WoW Rookie has your back! Get all our collected tips, tricks and tactics for new players in the WoW Rookie Guide. WoW Rookie is about more than just being new to the game; it's about checking new areas, new styles, and new zones. Ladies and gentlemen who run dungeons in 2011, if I could offer you only one tip for the successful instances, crowd control would be it. The healing and tanking benefits of crowd control have been proven by thousands of PUGs and guild groups, while the rest of the internet's sea of elite advice is the theoretical ravings of armchair quarterbacks. They will dispense that advice daily. Some is true, some is probable, but not all of it is absolute. But trust me on the crowd control. There is very little you can do to improve your dungeon experience than execute crowd control and not stand in fire. Today, we will focus on crowd control. In the days of yore, crowd control mostly meant Sap and sheep (which is to say, Polymorph). But as content patches and expansions grew over the years, the concept of crowd control has grown as well. Now, you have slows, snares, traps, debuffs, fears, and every combination you can imagine. Every class has some form of crowd control. Essentially, the job of crowd control is to slow down or keep a mob from doing the damage it wishes to your group.

  • Spiritual Guidance: A guide to Mind Control for shadow priests (and tanks)

    by 
    Fox Van Allen
    Fox Van Allen
    01.12.2011

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. The shadow-specced Fox Van Allen returns every Wednesday to denounce the evils of truth and love (and healing) in an overwrought effort to extend his reach to the stars above. And yes, that makes our healing priest columnist Dawn Moore Jessie. Cast Mind Blast on targets afflicted with Vampiric Touch. Keep Shadow Word: Pain refreshed by casts of Mind Flay. Cast Shadow Word: Death as a finishing move. Rinse and repeat. I love shadow priesting, but it can get a little repetitive at times. It doesn't have to be, though -- shadow priests hands down have access to more abilities than any other class in the game. How is that possible? Through Mind Control. It opens up an entire world of new abilities to shadow priests. By controlling our enemies, we can control what they do. Sure, you've cast Devouring Plague. But have you ever cast Disease Breath? You've boosted your tank's maximum health through Power Word: Fortitude, but have you ever done it through Renegade Strength? Like some kind of shadowy blue mage, we have access to hundreds of our enemies' abilities through Mind Control. Mind Control is the most misunderstood crowd control ability in the game. It's also the most powerful, hands down. Shadow priests and tanks, take notice -- if you're not utilizing Mind Control, the way you run Cataclysm heroics is about to change forever.

  • Arcane Brilliance: A friendly introduction to mage crowd control

    by 
    Christian Belt
    Christian Belt
    12.25.2010

    Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week, a public service announcement: An open letter to the guy who keeps breaking my sheep: Please stop. Sincerely, Christian P.S. -- Listen. I know it's Christmas and I should probably be doing a puff piece on things I want for my mage for Christmas or something like that. But I Simply can't stay quiet. We wiped 20 times in that heroic Grim Batol run last night, and though I know not everybody who plays this game reads this column, I have to do what I can. Evil triumphs when good men do nothing, or something like that. I know The Burning Crusade happened like two years ago. I'm well aware that there's a distinct possibility you started playing the game during Wrath. Perhaps you either don't remember or don't have any idea what a "Polymorph" is or why it's not in your best interests to immediately begin whacking whatever I just cast it on as hard as you possibly can. I'm willing to allow for ignorance. Mages, I can even understand it when you don't sheep things. Polymorph doesn't do any damage; in fact it heals its target! Why would you want to use a spell that doesn't blow things up when there are so many other delightful spells in your spellbook that do? It seems counter to everything we got into magecraft for. Wrath was a long expansion. For the better part of two years, we spent the majority of our time chain pulling and AoE-farming our way through every instance in sight, concentrating on one thing and one thing only: DPS. Recount gave us a number at the end of every boss fight, and if that number was higher than the warlock's number, we had done a good job. Sure, the fights sometimes had mechanics we needed to pay attention to, but they mostly involved moving from one place to stand and shoot to another place to stand and shoot. We forgot a very important part of our jobs as mages. We forgot how to sheep.

  • Arcane Brilliance: Things I'm thankful for

    by 
    Christian Belt
    Christian Belt
    11.27.2010

    Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week, Arcane Brilliance is feeling especially festive. Pyroblasting a turkey will do that. So apparently it's the holiday season. I'm still burping up cranberries and stuffing, my wife has started forcing Christmas music upon me (and frankly, if it's not Mannheim Steamroller, I don't want to hear it), and I've reached the point in the year when -- for my own mental well-being -- I refuse to look at a bank statement until February. To those of you who survived yesterday's annual gladiatorial bloodletting and emerged victorious from the front doors of Walmart or Old Navy, hoisting your hard-won set of hand towels above your head like a trophy: I salute you. To those of you who, like me, stayed home and bought stuff on Steam and Xbox Live: I also salute you, only I do so from my chair, by typing in an emote. Because, really, we're all pretty lazy. But damned if I don't feel well rested. In deference to the spirit of the season, we here at Arcane Brilliance thought it might be nice to spend a column thinking about the things we're grateful right now. You'll find the mage-related stuff behind the jump, but here's my non-mage-related short list of awesome things: flatbread chicken sandwiches getting randomly tagged on Dragon Quest IX while walking through the airport Tuesday night troll druid cat form The Walking Dead Mumford and Sons discovering the brilliance of Arrested Development and Friday Night Lights on Netflix Taco Bell, Netflix, Square Enix, etc. ... feel free to make any and all endorsement checks out to Christian Belt, care of WoW Insider. Also, screw you, AMC, for canceling Rubicon. I was just starting to enjoy that one. And screw you double, FOX, for putting Fringe on Fridays, where all good FOX shows go to die.

  • The Light and How to Swing It: Bringing utility in Cataclysm

    by 
    Gregg Reece
    Gregg Reece
    10.06.2010

    With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and soon, an entire flight of black dragons. Please send screenshots as well as any comments to my email at gregg@wow.com. Sorry, the above graphic really has nothing to do with today's column, but I wanted to feature more of the new built-in "power auras" that Blizzard added to the game. As for today's message, I know the following is going to raise some red flags for those long-time paladins out there, but don't freak out. I'm going to ask that you start stepping up and bringing a bit more utility. Relax, I didn't mean it in a vanilla or BC sort of way when you were sometimes just brought for certain buffs and nothing to do with your damage, tanking or healing. I mean it in a real sense that we do have some utility available to us in addition to everything else that we do, much the same way that hunters' traps bring utility to their class. The coming expansion is going to be harder than we're used to. We've been just nuking things for so long that a lot of our utility abilities have slowly worked their way off of our toolbars, or we're getting new abilities in the expansion to fill roles we haven't had before. Let's take a look at what we're going to be expected to start doing once the Cataclysm gets into full swing.

  • Encrypted Text: Cataclysm heroics from a rogue's perspective

    by 
    Chase Christian
    Chase Christian
    09.29.2010

    Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the rogue class. This week, we discuss the new heroic dungeons in the upcoming expansion. I remember what it was like to play a rogue in dungeons in vanilla WoW. Our only form of long-term crowd control was Sap, and it brought us out of stealth every time we used it. Subtlety rogues could spend three talent points on Improved Sap, which still left Sap knocking us out of Stealth a tenth of the time. Every mob had some sort of AoE or whirlwind-style attack, and rogues were often right behind tanks in terms of healing necessary. We've come a long way since the old days. Tricks of the Trade, with its instant threat transfer, has become the crutch that supports even the greenest tanks. Fan of Knives is one of the best AoE abilities in the game and synergizes with our poisons for incredible potency. Improved Sap has been baked in to the ability, and we can use our CC safely on a wide variety of targets. Feint's new ability to reduce our AoE damage taken also allows us to survive most attacks. You might say that rogues are nearly perfect for running heroics. Unfortunately for us, Cataclysm's heroics have a thing or two to teach us about complacency.

  • Arcane Brilliance: Things I've learned while dying in Cataclysm heroics, mage edition

    by 
    Christian Belt
    Christian Belt
    09.25.2010

    It's time again for Arcane Brilliance, weekly mage column of choice for dress-wearing, warlock-hating Frostbolt slingers the world over. Also, fans of the short musical films of Journey, Short Imagined Monologues, and the sublime, video game-based synth and fretwork amalgams of Sixto Sounds. Seriously, listen to this one. Holy crap. So over the past few days, I've found myself a broken corpse lying in a spreading puddle of my own bodily fluids a bit more frequently than I'm used to. The reason for this is simple: heroics. No, not the ones on the live servers -- where you can throw together a random group consisting of a ret pally tank, a six-year-old playing a hunter his mom bought him on eBay the day before, a feral druid healer who for some reason came into the instance suffering from nine more minutes of resurrection sickness, a mouth-breathing rogue who may or may not be a serial killer, and an AFK shaman farming badges while auto-following the healer -- and still blast through the place. I'm talking about heroics in the Cataclysm beta. They're absolutely brutal, guys. Now, granted -- it's still early. The testing process for these beauties is still in its infancy. We're tackling them using premade characters with talent builds we threw together by looking at the talents and thinking, "This looks nice." We're wearing gear that's barely entry-level for heroics (if we're lucky) and using spell rotations that we're basically making up on the fly. We're going into instances we've never seen before, doing boss fights nobody knows the mechanics for, and dealing with crippling, often game-breaking bugs. These places simply aren't finished, not by a long shot. But then again, that's why we have a beta. We go in, throw our soft, cloth-clad bodies against the long claws of some horrifying beast or another, use the final droplets of our blood to scrawl feedback for the developers ("Landmines ... everywhere ... can't feel ... legs ... fading to black ... tell warlocks ... hate them ... so ... much ... "), and then come back for another round. Blizzard takes the data it gathers from our gruesome deaths and uses it to construct a better game. Still, there is much we can learn -- even in this unfinished state -- from the first incarnations of these heroics. Join me after the jump, won't you?

  • WoW.com's Weekly Comic: Byron, the Tauren Rogue!

    by 
    Kelly Aarons
    Kelly Aarons
    04.20.2010

    Welcome to another edition of the WoW.com Weekly Comic, Byron the Tauren Rogue! We meet our esteemed security system in today's comic. Time for Byron to do a little bit of ... "evaluating" (if you catch my drift). Check out the full version right here, and tune in next Tuesday morning for a new page. You can also see all the previous pages in the gallery below. %Gallery-77825%

  • Arcane Brilliance: The Mage of 2009

    by 
    Christian Belt
    Christian Belt
    12.26.2009

    The internet's magiest weekly mage column, Arcane Brilliance would like to wish you and yours a very magetastic holiday season. Unless you and yours are warlocks. In which case Arcane Brilliance hopes the holiday season comes to your Christmas party and punches you in the face. Every year, as the end of that twelve-month block draws near, Arcane Brilliance likes to take an unbiased look back at the events that captured our collective imagination. Heh. Get it? "I-MAGE-ination?" Holy crap Arcane Brilliance is clever. And indefensibly fond of bad puns. So what did the year of our lord 2009 hold for those of us who prefer the scent of barbecued sheep to pretty much any odor ever and think strudel is a perfectly acceptable meal choice for breakfast, lunch, dinner, and a meal I like to call the "Evocation's-on-cooldown-snack?" Join me after the break for all the highlights, presented in vaguely chronological order.

  • Blood Pact: Meet the minions, part 3 - the succubus and crowd control, page 1

    by 
    Dominic Hobbs
    Dominic Hobbs
    11.23.2009

    Blood Pact is your weekly warlock digest brought to you by Dominic Hobbs. "A succubus is a devourer of souls, destroyer of hearts, tempter of men. A creature of profound evil and of singular mind. It cannot be brought into our world without a stimulus." ~ Gan'rul Bloodeye Previously in 'Meet the minions' we have looked at the imp and the voidwalker as well as how to manage your minions and your threat. In this installment our demon of choice is the succubus and the game mechanic is crowd control; fear, seduce, howl, banish and a svelte demon with wings. But before I delve in I need to clarify something to Blood Pact readers. For a while now I've had a demon trying to whisper words of doubt into my ear. He's been telling me that Blood Pact readers want PvP info in the column, that they cry out for it, they yearn for it, they need it; and that I can't deliver any. It's true that my knowledge and experience of PvP pretty much extends as far as being able to smell it early enough to avoid it. Don't get me wrong, I love researching for Blood Pact but in this case I'm not going to try, and for two reasons. First, nobody who cares about warlock PvP wants to have me school them on it, and second we have some first rate PvP experts at WoW.com who can do it better. So I've sent the demon packing (literally; don't be surprised if you find more than the normal number of broken biscuits in future packets) and have started a campaign to convince our arena and battleground columnists to get with some lock love. So enough with the preamble, lets get on with the show.

  • Ghostcrawler cleans up two dev chat questions

    by 
    Mike Schramm
    Mike Schramm
    10.24.2009

    As you probably noticed if you watched along with us, yesterday's developer chat (with Blizzard's J. Allen Brack and Tom Chilton taking questions from Twitter and answering them on the forums) was a little light to say the least. Rather than answer questions about game balance seriously, the devs chose to make fun of hunters taming druids and do a lot of hinting and winking. Fortunately, we have Ghostcrawler -- he's responded to concerns about two of the questions yesterday over on the forums. The first is in response to some feedback about what the devs yesterday called "binary" hard modes -- they said that instead of providing multiple levels of difficulty (as in Sarth and his drakes), they'd prefer to have a hard mode either on or off (you'll be able to toggle between the two in Icecrown). This relates to what we just said recently, with different types of guilds looking for different types of content to play. GC replies that the "in-betweens" in terms of difficulty will come with later bosses in normal mode -- if you want to play a challenge without stepping into the hard modes, Blizzard will do their best to make sure that the last bosses on normal give you that challenge. Which makes sense -- bosses should ramp up in difficulty as the instance goes along, and no one would suggest, for instance, that Yogg was nearly as easy as Flame Leviathan. And GC also talked about one of my favorite (and missed) game mechanics: crowd control.

  • Sonic Blaster is defeated by fashionable noise-canceling 'head shield'

    by 
    Vlad Savov
    Vlad Savov
    08.28.2009

    The Long Range Acoustic Device (or Sonic Blaster, for us simple people) is among the Navy's proudest feats of warfare engineering and a favored tool of law enforcement agencies. The non-lethal amp pumps out an ultra-powerful beam of sound that deters baddies from coming within 82 feet of its position. Unless, of course, those baddies decide to act fresh and bring one of these sound insulating, double-glazed head shields, which will let the wearer stand right in front of a Sonic Blaster without losing his hearing for all eternity. Created by the BBC's Bang Goes the Theory show, the head shield is a perfect complement to your favorite hoodie and casual pair of jeans for a stylish riot out on the town.

  • The lost art of crowd control

    by 
    Mike Schramm
    Mike Schramm
    08.12.2009

    The emblems changes are driving traffic back to the Heroics, and I love it -- 5-mans are my favorite thing to do in the game, and there's nothing more fun to me than sitting down with a group and trouncing a Heroic, reeling in all of the gold and loot we can carry. But there's something missing, still, even in these glory days of achievements and Stone Keeper's Shards and Emblems of Conquest. Yes, it's crowd control. Groups are still gung-ho on AoEing everything in their way, and Blizzard hasn't shown any indication, even in the design of the new instances, that crowd control is anything they want to keep around. I can't remember the last time I trapped something in a group on my Hunter, and I'm sure that the last time I did, some Death Knight broke it right open, Death Grip-ped it back into the group, and then AoE'd it down to nothing.Bornakk actually replies in the thread that we're just being nostalgic for nostalgia's sake, and that even when CC was required, people whined that they needed to have certain classes in their groups. But what class doesn't have CC these days? Even Shamans got their CC, just as it wasn't actually needed any more. Crowd control added some semi-serious strategy even to trash fights in instances, and while we originally heard that it would come back at some point, Blizzard certainly seems to be done with it.But we can be patient. The new instances in 3.2 are light to completely empty on trash, so maybe they're waiting for Icecrown to really put our CC skills and coordination to the test. I play a Hunter at endgame currently, so I might be biased, but I do love 5-mans, and I do miss the extra coordination and teamwork that a big CC-required pull provided. Hopefully they can find a way to mix that back in without requiring certain specs or classes to be along for the ride.

  • Blizzard discusses the state of PvP

    by 
    Zach Yonzon
    Zach Yonzon
    06.16.2009

    One thread over at the forums sparked quite a discussion when it asked what the problem was with World of Warcraft PvP. It's a pretty good question and definitely not something with a simple answer, but Ghostcrawler took up the task and addressed several issues in his usual forthcoming fashion. In a nutshell, Blizzard views the following issues as the primary problems of PvP: Too much emphasis on Arenas and not enough on Battlegrounds. Too much emphasis on 2s and not enough on 3s and 5s. Not enough class / spec representation in Arena. Warlock, hunter and shaman numbers in particular are too low, but they're not the only ones. Too fast-paced. Ghostcrawler proceeded to explain the last point in detail, talking once again about burst damage and reiterating their intent that PvP should be a balance between damage, healing, and crowd control. He says that Blizzard plans to "add an extra GCD or two" in the small window where a player can either be healed to full or fall to enemy fire, allowing players to better use their full toolbox. Anyone who has ever played Arenas should know that that's a pretty tall order.

  • PvP trinket is mandatory

    by 
    Zach Yonzon
    Zach Yonzon
    05.01.2009

    There's a short, five-page locked thread over at the official forums that starts out by quoting Ghostcrawler although the OP doesn't quite make his point clear. I think what he's trying to say is that there's too much crowd control in the game, so much in fact, that a PvP trinket is mandatory. The discussion devolves into a criticism of the prevalance of crowd control in PvP. This is arguably exemplified by one of the most enduring and successful 3v3 team composition in Arenas, the RMP or Rogue-Mage-Priest comp which has access to a good number of crowd control (and interrupt or silence) abilities. Ghostcrawler pops in to give his two centavos worth (apparently he can sift through QQ much better than I could) to say that "crowd control abilities are part of WoW," and is actually a little surprised at the reaction. "If you don't like being CC'd," he chides, "use your PvP trinket." He goes on to say that too much crowd control isn't good for the game, and also acknowledges that too much burst and too much healing aren't palatable, either. A little later down the thread, he gives a little illumination behind developer philosophy about crowd control design and distribution. Newsflash: it isn't equal.By not being equal, I mean that some classes have more CC than others, while some have access to more CC breaks than others. But the accusation was that this made the game unbalanced, and this is what our favorite crab disagreed with. Despite the trend towards a little class homogeneity (e.g., identical or non-stacking buffs), he draws the line at making classes carbon copies of each other. He admits that "making classes identical or even very similar makes the game easier to balance," but he also astutely points out that "it also makes it boring."

  • Should every class be a hybrid?

    by 
    Matthew Rossi
    Matthew Rossi
    04.30.2009

    World of Warcraft has four classes that can heal and four classes that can tank. Two of the tanking classes are classes that can only tank or DPS, and two of the healing classes are classes that can only heal or DPS, leaving two classes as jacks of all trades who can heal, tank or DPS. In general, of WoW's 10 classes, we have therefore six or so classes that can perform at least two, if not three, roles. This leaves four classes with three talent trees each which only perform one role, that being DPS. Should this be the case? Or should the remaining four 'pure' DPS classes... the Rogue, Mage, Warlock, and Hunter... be given the same 'hybrid' flexibility as the other six? We've seen great changes from the old days especially with the release of Wrath of the Lich King bringing real viability for hybrid classes to fulfill whatever role they spec and gear for, especially with tanking and healing: each tanking class can perform the MT role, for instance, although each can be said to have strengths and weaknesses to some degree in certain aspects (Warriors and Druids struggle with AoE tanking compared to Paladins and DK's, for instance). Some healing classes excel at group healing, others at tank healing, but all should be more than capable of solo healing a five man and all are valuable in raids.

  • The many sides of crowd control

    by 
    Brooke Pilley
    Brooke Pilley
    04.14.2009

    We found an interesting post about the many intricacies of crowd control over on the Epic Slant blog. Crowd control (CC) is a tricky feature to design and balance in MMOs because too little takes a lot of strategy out of the experience and too much is simply overpowered.Ferrel wonders what ever happened to the pure CC classes like Everquest's enchanter? He brings up that CC in current MMOs is usually distributed evenly over a number of careers. Is this because modern MMOs cater to the solo experience rather than forcing group dependency and necessity?When Mythic was designing Warhammer Online, Mark Jacobs stated that he hated the CC that was present in Dark Age of Camelot and that he would do it all over again if he could. Fans were on board with this concept because RvR wins usually came down to who could insta-CC the other group first in DAOC. Illustrating the difficulty that comes with balancing CC in a PvP game, one of the biggest complaints about WAR is that there is still too much of it (see point 10), even with immunity timers to mitigate the effects.

  • Crygil wants to know what you think of class roles

    by 
    Mike Schramm
    Mike Schramm
    04.13.2009

    CM Crygil has posted a very general thread over on the forums asking players what they think of the various class roles out there: "Ranged/Melee/DPS, Tanking and Healing." As you probably have noticed, those three roles make up what are often called the Holy Trinity in role-playing games and MMOs: either you do damage, prevent damage, or recover from damage, and those three roles make up the basics of most roleplaying combat systems, including the battles in World of Warcraft.But as quite a few people in the thread say, they're not quite sure just why Crygil is asking for this information. Sure, there are lots of good and informative answers in here (most people actually spread out "the trinity" to four roles, splitting melee/close combat and ranged/magic combat into two parts), but as there has always been, there's really nothing outside of the kind of thinking that's been done before on the subject -- anytime developers try to break out a new part of the trinity of roles, they either fall right back into the stereotypes (a bard that casts magic damage "songs" is really just a dressed up Mage), or they end up breaking the game (mind control/crowd controller is a new class idea that's been played around with before, but as Blizzard has discovered, it's extremely hard to balance that exactly right).As Crygil later says, these questions are his, not Blizzard's -- he just wants to get some perspective on what the forums dwellers think of how the current roles work. And he promises that CC is "on its way back," so maybe Blizzard will try to do some more experimenting with the different types of roles classes can play.