crowd-control

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  • [1.Local]: Of Baby Spice and free stuff from guys

    by 
    Lisa Poisso
    Lisa Poisso
    01.30.2009

    Reader comments – ahh, yes, the juicy goodness following a meaty post. [1.Local] ducks past the swinging doors to see what readers have been chatting about in the back room over the past week. (Baby) Spice, spice, babyReaders seem to have cooked up a satisfying solution to the problem of thoughtless creeps who park their mounts atop summoning stones, flight masters and other necessities, blocking them from use. "LOL, whenever I see a giant Tauren on his Humongous Impressive War Mammoth parked on the Dalaran flight master, it's Baby Spice to the rescue," giggles Euphronius. "Nothing more hilarious than seeing him reduced to the size of a Great Dane." Woof.

  • Ready Check: Guide to Naxxramas (Kel'Thuzad)

    by 
    Allison Robert
    Allison Robert
    01.26.2009

    Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, ZA or Sunwell Plateau, everyone can get in on the action and down some bosses. Tonight, we finish off Naxxramas, check our watches, and ask, "What else is left to kill around here?"Out of all the forum posts written concerning raid content back in Burning Crusade, I remain fondest of a guide to Tier 6 written by Gragnarth of Andorhal, who I assume must be a deeply cynical person by nature. Within you'll find expert tips on Illidan ("If YOU get demoned you say something to the effect hey I got demoned, and then hope that you are well liked"), Shade of Akama ("I play a fury warrior, and as a result i have no clue what the strategy for this boss is"), and Rage Winterchill ("Make sure you have at least 1 person bandaging the Main Tank every minute"). But the comment that seemed to get the most mileage was one concerning Illidari Council, which was colorfully described as "THE SUPER BOWL OF NOT STANDING IN THINGS!" This phrase subsequently entered the parlance of many a raiding guild, and I'm reminded of it whenever I look at AoE-intensive fights.Kel'Thuzad isn't a fight with the kind of AoE damage you'll see on (for example) Malygos, but I rather like to think of him as being the Super Bowl of spreading out. For every time you've heard your raid leader howl at the raid to "Spread the ^*#% out!" before, you'll be hearing it five times more here, and with good reason.

  • Crowd Control to return in future instances

    by 
    Mike Schramm
    Mike Schramm
    01.26.2009

    This opinion probably isn't shared by everyone, but I have to say: I miss crowd control in PvE. Nowadays, thanks to Death Knights or Blizzard or whoever you want to blame, instance runs are more or less zerg affairs -- everyone runs in on a cue, targets whatever the most dangerous mob is, and then lets the rest die off from the incidental damage thanks to their glyph-ed up, AoE abilities. But I long for a more civilized time when CC was used as a more elegant weapon, when a successful group was based on teamwork rather than gear, and when you needed a sheep, or a trap, or a banish, or all three, to make it through the instance.Fortunately, crowd control isn't dead forever -- GC confirms that while Blizzard doesn't want every pull to take "months of planning" (and obviously they want you to bring the player, not the class, so requiring a Warlock or a Mage along isn't always the best policy), "there will be more CC in the future." Of course, whether that means raids only or future expansions, we have no idea. He does say that "Noxromulous" was made to be accessible, so you might think raids, but one instance players always mention in terms of 5-man difficulty is Magister's Terrace, and let's not forget that that one also came in a content patch.Despite the bad rep that CC has gotten in PvP, it plays a significant role in the strategy of PvE, and lots of that interesting gameplay has really been lost lately. Hopefully in the future, we'll see Blizzard able to bring back sheep and traps in a way that will test groups without leaving anyone out.

  • Dispel resistance mechanics changing in 3.0.8

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    01.11.2009

    Here's a mechanics change that's been sort of sitting in the 3.0.8 patch notes that deserves a closer look: Dispel resistance mechanics via talents are being changed. As Ghostcrawler describes it, essentially resistance mechanics will now only protect your harmful damage over time spells and your buffs. Other types of Debuffs and Crowd Control effects, such as Fear, Psychic Scream, and Ebon Plague, will no longer be able to take any bonus from dispel resistance talents such as Silent Resolve, Contagion, and Virulence.It seems like it's one more way in which, since Wrath of the Lich King came out, Blizzard's been shying away from crowd control mechanics as anything more than a stop gap measure, in both PvP and PvE. Whether this will hold up in the long term remains to be seen, but crowd control artists, be prepared to recast those spells just a bit quicker.

  • Death Knight's Death Grip as crowd control

    by 
    Mike Schramm
    Mike Schramm
    12.17.2008

    I haven't played a Death Knight on the live realms yet (I leveled one through the starting experience during the beta, and am only 79 so far on my main), but I have grouped with quite a few of them now, and the ability that real stands out to me and others seems to be Death Grip. A lot of the other Death Knight abilities are just new versions of other classes' spells, but Death Grip is a pretty new mechanic -- instead of charging or jumping away from a mob, you're bringing the mob to you. And with all new mechanics, players have found new ways to play with them. As you can see in the video above, Death Grip, when chained by a few Death Knights, can even be used as crowd control.I've seen it used in a few other wild ways, too -- it works great as an interrupt, and when combined with a Hunter trap, it's finally a reliable way to trap ranged attackers and casters. And most of the Death Knights I've seen use it for pulling -- they suck the caster in from a group, and the rest of the mobs come with, and group right up for AoE. And I haven't even been to any PvP matches with Death Knights yet -- I imagine the uses there are even more hilarious, not to mention that I'd be yelling "Get over here!" every time I hit it. Very fun mechanic for the new Hero class.Thanks, Michael!

  • The Daily Grind: Tank, DPS, Healer, or other?

    by 
    Samuel Axon
    Samuel Axon
    11.30.2008

    The small group gameplay in many of today's MMORPGs is about the interplay of several archetypes that each offer something different to the dynamic -- tanks absorb damage so weaker classes don't have to, DPS classes dish out massive damage in short amounts of time, healers reverse or prevent damage done to party members altogether, and then there are a myriad of other classes that fill various other roles like crowd control.Seems a lot of folks fall comfortably into one role or another -- some even stick to just one through multiple games, always playing healers, for example. Do you have a strong preference for one particular group role, or do you try to vary your play experience? In either case, which role is most comfortable for you, and why? We're always interested to learn more about the psychology behind these games, so we're eager to see what you've got!

  • Breakfast Topic: How hybrid DPS could still get screwed in Wrath

    by 
    Allison Robert
    Allison Robert
    10.08.2008

    Recently a bunch of the writers here were talking about all the changes we're seeing to various hybrid DPS specs. Retribution in the beta is known to bring some serious pain, cat DPS has been given some pretty sweet buffs, and Shamans...well, Shamans seem to be in a state of flux, but when is that not true? With tank AoE threat buffed, the need for crowd control may also be a thing of the past, thus eliminating one of the more annoying roadblocks to hybrid desirability in 5-man groups. For 5-mans, at least, hybrid DPS should encounter significantly less difficulty (we hope) getting a slot.However, it was my contention that, for the purpose of raiding, it doesn't ultimately matter how much these specs get buffed. They could do amazing DPS, bring incredible buffs, have any number of raid-saving abilities, and fart gold on every crit -- but you're still not going to see a lot of hybrid DPS running around Wrath raids for one very simple reason: someone has to tank and heal, and neither job is sufficiently attractive to allow most hybrid players to come as DPS. When it's a choice between respeccing resto or the raid never getting off the ground, most players will respec resto -- and decisions like that tend to be fairly hard to escape. The next night rolls around and -- um, do you mind coming as resto again?

  • Scattered Shots: Sting operations

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.10.2008

    Scattered Shots is for Hunters. This week, Daniel Whitcomb will be covering for David Bowers, despite the fact that his Hunter isn't currently specced for Scatter Shot. As Hunters, our primary role is and likely always will be the DPS. Even the new pet talent trees probably aren't going to change that too much. In the end, we sit back and fill the giant target full of arrows or bullets. That said, we also have quite a few tricks up our sleeves, a few stops we can pull out to get jobs done. Some of these come in the form of stings: a series of shots that put a debuff on the mob that can, when used correctly, turn the tide of a battle. Today, we'll look at each sting, what it does, and how best to utilize it in PvP and PvE. There's a few universal truths to look at before we start: First, all stings are poison. This means that they can be cleansed, and that certain mobs will be immune to them. Second, there's only one sting allowed per a hunter, and most stings don't stack. That means that you can only apply one sting at a time as an individual hunter. Still, that can turn out to be helpful in some cases, as we'll discuss later. In addition, Viper and Scorpid Sting can only be cast by one Hunter at a time, so in multiple hunter situations, be sure to decide amongst yourselves who's casting what, should they be needful. And now, on with the stings!

  • Forum post of the day: Freakin' frogs

    by 
    Amanda Dean
    Amanda Dean
    07.02.2008

    Ftoomsh of Aman'Thul is hopping mad that Shamans will be getting Hex in Wrath of the Lich King. Green with envy, she feels that Mages are already being rendered obsolete in PvE. Polymorph as a unique ability should not be added to a pool of skill for more classes to draw from. The original poster jumped to the conclusion that giving this ability to Shamans make Mages completely useless. Baah, I say. Hex is similar to Polymorph, but is definitely not the same spell. You might even say it doesn't go the whole nine yards. Several of the responding post reminded Ftoomsh that the Hex ability in its current form only lasts ten seconds. On top of that it set to a one-minute cool down while Polymorph has no cooldown but diminishing returns. The frogged character will be in control of their movement, but ill not be able to cast with the debuff. I'd like to add that Hex does appear to lack the healing mechanic of polymorph.

  • How I learned to stop worrying and love Cyclone

    by 
    Michael Gray
    Michael Gray
    07.01.2008

    You'd have expected a little more in-depth Arena discussion from the Blizzard Worldwide Invitational. You'd have been wrong, but you'd have expected it. We've covered the new Arena maps, but something from the Question and Answer periods really stuck out for me. What's the future of the Arena going to be like...for crowd control? Should we expect more, less, or about the same? What's going to happen to that naughty little Cyclone?The answer from Tom Chilton was predictable -- without crowd control in its various forms, Arena matches become little more than DPS races. Crowd control (and its cousin line of sight) helps Arena fights take a little longer, and introduces viable strategies that are based all around controlling the other team. (As opposed to just blowing them to heck.) But the forums are alive - alive! - with complaints about Cyclone, Sap, Sheep, and hell, even Scatter Shot. No sir, folks don't like crowd control. Often, it seems like they'd rather get killed than sheeped.I think it comes down to a pretty basic thing -- we have fun in these games by controlling our characters. Anything that jeopardizes the control of our characters on either a short-term or a long-term basis is therefore anathema. No one wants to stand there, helpless, while some Rogue performs their billionth stun on you. It seems to me (in my rosy-glassed retrospect) that we heard less complaints about insta-kill POM+Pyro than we do about a 3 second stun. Your mileage may vary, but I think until Blizzard finds some way around that dichotomy -- CC is good for interesting fights, bad for fun -- we're going to continue to see tumultuous forum fights about the issue. I'm forced to agree with Chilton -- crowd control adds a layer of strategy and depth to the tactics of the Arena. Still, I hope they do something about it.

  • Breakfast topic: Class consciousness

    by 
    Amanda Dean
    Amanda Dean
    06.29.2008

    Day 1 of the World Wide Invitational has been filled with exciting news for WoW players, and well as some fascinating displays of entertainment. Blizzard hosted panel discussions with information about changes for each of the classes in Wrath of the Lich King. In case you've missed it, here's the good news for each of the classes: Death Knight Druid Hunter Mage Paladin Priest Rogue Shaman Warlock Warrior I'd like to know what everyone thinks about these changes. It looks to me like some classes are making out better than others. I, for one, am nearly giddy.

  • Scattered Shots: Leveling 20-30

    by 
    David Bowers
    David Bowers
    06.19.2008

    Scattered Shots = hunter stuff Two weeks ago we covered some of the new abilities you get from levels 10 to 20 while you progress as a hunter, as well as how to use them to keep your skills sharp. The journey from 20 to 30 is a bit less topsy-turvy. At level 20, of course, you get to start playing with Aspect of the Cheetah and Freezing Trap, which can be a lot of fun, but other than that the new skills you get don't totally change the way you play until you get to level 30 and learn Feign Death. Nonetheless, they deserve a mention.If you're following the Beast Mastery talent path I laid out last week, then reaching level 20 doesn't give you any super-exciting new abilities either. Your pet will be able to run a bit faster, and will start doing more damage. Once you get the hang of using your Freezing Trap for crowd control, it's pretty much just a straight shot till you reach 30. It may feel a little boring sometimes, but it's really better than a lot of classes have it -- often many classes feel that the 20s are the levels at which the going seems roughest and the class seems weakest because it still lacks a major portion of its abilities. For hunters, it's just more of the same stuff we've been doing up till now.

  • Changes to Monster Play in LotRO's Book 14

    by 
    Shawn Schuster
    Shawn Schuster
    06.17.2008

    Considering the fact that Lord of the Rings Online's Book 14 should be just around the corner, it's always great to get those little tidbits of information fed to us from the devs to keep us excited. This time though, we get fed a whole lot more than just a tidbit, we get some detailed information on some important changes that will be made to Monster Play with Book 14.First there's the updates to crowd control and diminishing returns, namely the fact that root and daze effects will now share diminishing returns. Then there's the new revamp of the Weaver in PvMP, giving what promises to be a monster class that is more effective in battle. Finally, what we've all been waiting for: emotes for the monsters! This large list includes such favorites as cheer, dance1 and tantrum. It's certainly about time the monsters got a little RP love, too!

  • Get your "Crowd Control" badge from PMOG!

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.16.2008

    We've been covering the different happenings with the Passively Multiplayer Online Game for a while now, but for a change of pace, it seems that PMOG has covered us by giving us the honor of our own badge!If you're a PMOG player and an active Massively.com reader, then don't miss your chance to get the "Crowd Control" badge for visiting Massively.com! Simply visit Massively for five days a week for two weeks with your PMOG toolbar enabled, and you'll have your new badge before you can spin around five times and say "I love achievements". Your new Massively.com badge will be displayed proudly along side your other badges, telling everyone who plays PMOG exactly where your allegiances lie.In addition to our badge, many more badges have been added to PMOG, including the 'Thumb Buster" badge for our parent site, Joystiq. Be sure to check out all the new badges by dropping by PMOG and creating an account.

  • Spiritual Guidance: Diving in to the dark side

    by 
    Elizabeth Harper
    Elizabeth Harper
    06.15.2008

    Every Sunday, Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now usually Matt Low, the grand poobah of World of Matticus, but this week he has midterms and you're left to suffer with a substitute. Elizabeth recently toyed with the darker side of the priest's profession, but for better or worse, is holy again this week.I rolled my first Priest for a very simple reason -- I wanted to play with my friends, and I got sick of always having to wait on a healer when we wanted to do something together. With every group stalled for need of healing, picking up a healing class myself seemed a pragmatic solution. (And three healers later, I'm still at it.) So a few weeks ago when we happened to have plenty of healing... but were short DPS... by the same logic I decided I could respec Shadow and lend a hand. And though the plan may seem simple enough, there are quite a few things DPS classes have to worry about that healers may not pay attention to at all. Ever think about joining the dark side? There are a few things to consider before-hand...

  • Tank Talk: Do you feel lucky, punk?

    by 
    Allison Robert
    Allison Robert
    06.05.2008

    Tank Talk is WoW Insider's new raid-tanking column, promising you an exciting and educational look at the world of getting the stuffing thrashed out of you in a 10- or 25-man raid. The column will be rotated amongst Matthew Rossi (Warrior/Paladin), Adam Holisky (Warrior), Michael Gray (Paladin), and myself (Druid). Our aim is to use this column to debate and discuss class differences, raid-tanking strategies, tips, tricks, and news concerning all things meatshieldish. At least, that's what the others said they were doing. I intend to use it mostly as a soapbox to complain. Absolute power tends to......something something.Welcome to Tank Talk. I am your bear Druid hostess for this week, with a topic that occurred to me while reading a recent article here on the site. Eliah Hecht wrote that his guild is facing a not-uncommon tank shortage and that he has considered the possibility of leveling a tanking class to 70 before Wrath, or tanking on a Death Knight afterwards. A number of people on my server and in my guild have talked about doing the same thing, or switching mains once Wrath hits. With so many people playing Death Knights, I think it's very possible that more people will discover they enjoy -- or at least, don't mind -- tanking, and may seek to do so in a raid environment without necessarily knowing what they've really signed up for. From those of us who have tanked raid content in vanilla WoW or BC, here are the 10 questions you'll want to ask yourself if you're considering the possibility of tanking serious raid content:

  • Blood Sport: RMP Rampage

    by 
    Amanda Dean
    Amanda Dean
    05.01.2008

    PvP in its purest form is a beautiful thing. Amanda Dean, always obsessed with the thrill of victory and the agony of defeat brings you news you can use in the Arena. When last seen, former Blood Sport columnist V'Ming Chew was seen being chased by an angry pack of Gnome Warlocks in the farthest reaches of Outland. In 3v3 matches, Rogue, Mage, Priest (RMP) teams have proven to be the ones to beat. Six of the top twenty Arena teams on live servers sport this composition. This team combines outstanding crowd control with abilities to survive until the end of combat. The team is not unbeatable, if caught without cooldowns available, this low-armor team falls prey to burst damage, especially if the Priest is dead or otherwise occupied. The Priest's primary function in the group is dispelling both offensive and defensive abilities. It may also Mana Burn if there is no need for healing or dispelling. In practice, since the priest is often the first target, it spends a lot of time and mana staying alive with the Rogue and Mage work their magic (and stab things). The Priest is often the primary target in the composition because they are usually the only ones visible at the start of the fight and are the lone healer partnered with two pure DPSers. Pain Suppression is your friend and my enemy.

  • Addon Spotlight: Control Freak

    by 
    Sean Forsgren
    Sean Forsgren
    04.11.2008

    WoW Insider co-lead Mike Schramm brought up an interesting question for today's Breakfast Topic; how can players utilize the Focus Target feature in World of Warcraft? Macros are certainly a great way to manage your focus target and what is being done with it. I've yet to write a installment of Macro Anatomy that covers the topic, so where can one turn if you want to utilize this feature? Bad boy developer Tekkub has created Control Freak for people wanting to have fun with the focus target and their crowd control abilities. Granted, there are a lot of other things you can do with this feature, but this addon very efficiently automates the process.After I profiled Tekkub's ChatSettingsFix (2.4), I thought I should start looking into his other mods. As it turns out, Tekkub is a man with the unique ability to provide little fixes and additions that greatly enhance gameplay. I am quickly becoming a fan of his work, so you can expect to see more of the grizzly dev's work here at Addon Spotlight.Enough of my professions of love for the guy's mods, read on for details about how to use Control Freak.

  • Scattered Shots: Basics of pet control

    by 
    David Bowers
    David Bowers
    04.03.2008

    This week Scattered Shots comes to you barking and growling, hot on the heels of an overview about some of the cool complexity involved in being a hunter. Today we turn toward our animal half to get a look at how we can start making some of that complexity work for us.I love hunter pets. I love thinking about pets and writing about pets, and most of all I love managing my pets. I love that yo-yo feeling you can get when you tell your pet to go do something and then it does it well, coming back to you alive and healthy.But controlling your pet isn't necessarily easy or intuitive at first, and it can take a lot of practice to get used to. Below I've outlined some of the techniques I use to make the most of my pet, and described a way to practice controlling your pet by taking on multiple enemies at once.

  • Hunter changes in 2.4

    by 
    Amanda Miller
    Amanda Miller
    03.25.2008

    When information began to trickle down about patch 2.4, hunters, like most classes, were groaning. Which nerf bat would we be hit with next? Fortunately, it seems that we have slipped under the radar. For now. Maybe Aspect of the Beast finally did us some good. Let's break down the changes and see how this is going to be affecting us. With no major patches between now and Wrath, we might be living with these changes for awhile. Bug fixes: Equipping a thrown weapon while in the middle of an Auto-Shot will no longer cause animation issues. Since no one likes animation issues, I'm filing this under "win." Not that I've ever tried to equip a thrown weapon while already shooting, mind you. Casting Flare while in any way not visible, will no longer cause your flare to be invisible to other players. To me, this sounds fair. Also, I want to be invisible. Rogues can, so why not hunters? Right? No? Hunter's Mark: Hunters with Improved Hunter's Mark will now properly overwrite Hunter's Mark cast by Hunters without the talent. This used to be, but then was not. Now, it will be again. While it might rub your ego the wrong way always reading the message "a more powerful spell is already active," it is better for overall DPS this way. The stamina tooltip for hunter pets will now display the proper health increase. Personally, I find that most of my tooltips on most of my characters do not reflect the changes made by my talent points. At least one more will appear correctly, and I will try not to be sad about the others. Hunters will no longer spin around if they cast Aimed Shot or Steady Shot while facing away from their target. So this was a nice little bug we had for awhile, but let's face it; it wasn't fair. It also doesn't help the "huntard" image any when hunters are caught whining that now, we will have to learn to actually face our targets; and that's just too hard. What does this mean you ask? Do note that these are our two channeled shots, and as such, if another player sees us channeling, they need only run around us far enough to interrupt the channel. Prior to 2.4, we would have spun with the runner.