Wednesday, August 1, 2007

Crowd Control ??

It's funny how some people would not even attempt a heroic instance if they didn't have a mage/warlock in the group. We've finished heroic mech & bot without either and no wipes.

Our group relies only on two forms of cc, a rogue sap & hunter trap. My point is, group coordination is the most important part of doing a heroic run successfully, not re-castable cc. On mobs of 3, we have enough dps to burn down the main tank's target, then onto the trapped target and have enough time before sap wears off. On mobs of 4, we do the same for the 3 mobs but have a blind, gouge, cyclone on 4th mob. You also need a very good tank to hold aggro on groups that you can't cc, we have a tank that does at least 30% more threat than any of the dps can generate.

I just laugh at people who says this or that can't be done without a specific group or gear. You just have to know the strengths and weaknesses of your group and adjust accordingly.

4 comments:

Doomilias said...

its so important to understand the basic skills of other classes, especially those who you normally party with.

it really is about strategy. while not all classes have a genuine form of consistent crowd control (sheep, trap), every class has some form of managing a group of mobs.

priests can mind control or even fear if it gets down to it.

rogues can blind and chain-gouge or even kite via crippling poison.

shamans can kite with frost shocks and totems

pallys can HoJ

etc, etc, etc.

group stratgey and intelligence is what makes heroics the most fun, and its what they were built for.

Brigin said...

Can you please talk more about cyclone? Is it an effective form of CC?

Ozma Teh DCoE said...

Mind Control FTW!

Touching on what Brigin asked about cyclone, does it lose potency like mind control after you cast it on the same mob over and over or does it stay the same?

merbles said...

Cyclone is good for about 10 secs then the mob becomes immune to it.

Initial cast is good for 6 seconds.
Then you move far away from your target wherein you can re-cast (1.5s) without getting hit. Second cast is good for 3 seconds.