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Blood Sport: RMP Rampage

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.

Continue reading Blood Sport: RMP Rampage

Totem Talk: Too versatile?

Totem Talk is the column for shamans. This week, Matthew Rossi examines the great flexibility of the shaman class and whether it causes difficulty for the design and play of the average shaman. He's also trying desperately to come up with a joke for the header paragraph but aside from a 'It's over 9000' reference, he's got nothing. But hey, at least it's being posted on the right day this week.

This week, on our way into Hyjal after having given Vashj her dirt nap, I noticed our guild's shamans doing some awesome work for us kiting striders, healing through massive DoT's, and putting out incredible damage on naga's.One of the top DPS on our Vashj kill was an enhancement shaman. An elemental shaman used frost shock to kite the striders and did very well holding aggro. All in all, without our shamans, we wouldn't have gotten her down, and wouldn't have been able to go kick Winterchill and Anetheron in the groins. I've talked before about how important the shaman is for raiding and this week I've really seen it in action. Grounding totems to eat damaging stuns before Vashj can apply them to me, windfury totem to boost our melee (one of our rogues gets very cranky if he has to raid without the enhancement shaman in his group), a variety of boosts to our healing and ranged DPS... shamans bring a huge toolkit to dungeons and raids.

In fact, I'm starting to wonder if the problem is that very versatility. Sometimes, it's as if people just don't know what to ask a shaman to do for them. Groups even seem to skip taking a shaman over another class because they don't understand that yes, a shaman specced for it main heal your Slabs run, or does have the ability to dps effectively. For that matter, at times they don't even care if the shaman can do the job or not: they just want someone who can crowd control.

Continue reading Totem Talk: Too versatile?

Addon Spotlight: Control Freak

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.

Continue reading Addon Spotlight: Control Freak

Hunter changes in 2.4

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:
  1. 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.
  2. 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?
  3. 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.
  4. 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.
  5. 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.

Continue reading Hunter changes in 2.4

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.

Continue reading Scattered Shots: Crowd control

Cleavage buffed on PTR

The PTR has changed once more. Sure, the star changes are rollbacks on the Life Tap nerf and Flametongue buff, but there is at least one other change that I think is highly significant. Expect a Patch Note Watch soon exhaustively detailing every change that made it into the patch notes. Until then, however, enjoy the following:

Cleave, Multi-Shot, Swipe, Chain Lightning, and Avenger's Shield will no longer hit targets that are under the effect of CC spells that break on damage, such as Polymorph or Sap. This includes Felguard Cleave and the Chain Lightning effects caused by various items. As far as I can make out, this is all spells that hit multiple targets, but are not AoE; Thunder Clap, for instance, will still break sheep. Edit: Whirlwind, Sweeping Strikes, and Blade Flurry do not seem to be included. Overall this change is, frankly, awesome. The implications for tanking alone are highly pleasant, as well as for Hunter and Elemental Shaman DPS. I'm starting to get excited about patch 2.4 all over again.

WoW Rookie: Knowing your place in an instance


Last week on WoW Rookie, I showed you the instances you might want to run in your first forty levels. This week, I'd like to tell you more about what to do when you get there. As you level up, playing your intended role becomes more and more important. There are three (or four depending on who you ask) main roles in an instance: tank, heals, damage (dps), and crowd control (cc). The typical instance team includes a tank, a healer, and three dps/cc characters. Read on for more about these specific roles.

Continue reading WoW Rookie: Knowing your place in an instance

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.

Continue reading Cautiously cracking crowd control

Class improvement ideas from the European forums

How can this class improve?MVP Schwick on the European WoW forums has compiled a weekly list of the best class improvement suggestions culled from the boards. He usually organizes this list by theme, but for this week its a free-for-all of interesting concepts. Here are the highlights:
What do you guys think of these suggestions? Solid improvements or L2play?

Fear and how to fix it

Draele just started a blog about being a Warlock called Rantings of the Afflicted, and today he's got a post up about that most heinous of Warlock abilites: yes, none other than fear. A touchy subject (to say the least), but he offers three different suggestions on how to make fear fun for everyone.

At its base, fear is actually Blizzard's way of trying to come up with another game mechanic. If you're a veteran MMORPG player, you know there are three archetype classes-- healer, DPS, and tank. All three of them are centered around damage-- either getting rid of it, doing it, or tanking it. Fear, however, plays with none of those rules-- it's a complete damage negator. The reason Warlocks have fear is so they can wear cloth and yet stay alive for a long time against one target-- long enough for their DoTs to come in.

The problem with fear, however, as even the developers have admitted, is that it's not fun for the person being feared-- getting feared leaves you with almost no option but to sit there and do nothing. It removes control from your character, and that's never fun.

So how can we fix it?

Continue reading Fear and how to fix it

The Care and Feeding of Warriors: The Holy Trinity?

Every week Matthew Rossi writes The Care and Feeding of Warriors, the column dedicated to the class everyone can aspire to except blood elves. Why can't blood elves be warriors? Because giving Taunt to blood elves would be redundant.

The common wisdom is that there are three roles in an instance. You have your DPS, who kill things. You have your healers, who keep things from killing you. And you have your tanks, who keep the things you intend to kill from killing you first. It's a concept so simple and widespread in WoW that most people refer to it as 'The Holy Trinity'. The only problem with this beautiful theory is, it's wrong.

When I first thought about it, the glaring omission was CC, or Crowd Control. You have CC to help the group by deciding which mobs you're going to try and kill first and prevent other mobs from trying to kill you while you do it. Eureka, I shouted from my bathtub (almost dropping my laptop), there are four lights! But the more I thought about it, I realized that I'd fallen into a subtle trap. There aren't four roles, there are still only three.

CC, DPS, and healing. And that's it.

Continue reading The Care and Feeding of Warriors: The Holy Trinity?

Build Shop: Hunter 5/13/43



Welcome back to Build Shop! A short break was taken due to some technical difficulties, but here I am once again. And although I had previously claimed to have covered every class, it appears that I was mistaken: I missed Hunter! Therefore, as a thank you to the person who brought this to my attention (let's call him Mr. X), I will be reviewing his Hunter build. (To Mr. X: you didn't give me a screen name or anything, and I'm not sure if you want your real name attached to this. Drop me an email if you want me to credit the build to you.)

This build definitely falls into the "strange" category. You've all seen enough raid builds and leveling builds, time for something a bit different. Here's how Mr. X describes the build:

This Hunter idea just caught my attention, the ability to control 5 mobs, freeze trap, wait for cool down (24 seconds), wyvern sting pull, concussive shot another, one gets trapped, drop a trap for another, you pet tanks the last, 1 sleeping, 2 trapped, pop readiness, drop trap for the last, call pet back, wyvern sting the one it was fighting, relax a moment or two, back up, send pet in at first wyvern sting, let loose, then back to the second wyvern sting, trap cooldown should be up, retrap first ice block, fight the second ice block, have pet grab third ice block, mend pet, take out, and retrap the last ice block, step back, send in pet, let loose again. 5 mobs down, 1-2 minutes.

-in a goup this hunter could have some fun too. the ability to free 3 targets, for 26 seconds each, pull a group of 6 in end game instances, rogue and mage in group, 1 sap, one sheep, and 3 ice blocks, then a wyvern sting mid combat should it be needed, and chain trapping one of the 3, the group can take out 1 enemy at a time, even in a group of 6, or without mage and rogue, still stop 5 for a period, life becomes really easy at this point. plus expose weakness on the 1 target everyone is fighting. this could be especially helpful with boss adds, since freezing traps arent specific to a specific target type (i.e. humanoids, beast, undead, etc)

Continue reading Build Shop: Hunter 5/13/43

Who needs CC anyway, amirite!?

Crowd control is definitely helpful, that I'll agree. It's much easier to do a Shadow Labs run with two mages who know how to sheep. But I also have to agree with sydney over at WoW Ladies: CC is far from necessary. You can have a great group and still fight all of the mobs all of the time.

Gear, of course, makes a big difference. If your shaman has a few epics on him, chances are he can take a few hits before the tank has a chance to grab a mob off. And a group with tons of DPS can do really well at tearing down a mob as they pull them-- I've played in groups where we never once bothered with sheeping. We just had so much DPS that when we pulled something off of the tank, we killed it before it could hit anyone.

Not to mention that even if you have a group without CC, there are plenty of abilities that you can use as CC. During my Heroic Slave Pens run this past weekend, we had me (a resto shaman), a prot warrior and a holy priest, a moonkin druid, and a warlock. Whoops, no sheeping or traps, right? Nope, but we did have cyclone, chain fear, my elemental pets, and mind control. Ok, well, my elemental pets did drop pretty quick (it was heroic, after all), but incredibly (even though we were a little undergeared for the instance), we made it far enough to pick up two Badges each. Yeah, the mind controller gave us a little trouble, but it was getting late anyway, so we called it.

CC helps, and you do kind of need the basics (tank, healer, and DPS, although it's true that even with those, you can make some subs that don't seem possible), but the truth is that the limit of your group is the limit of the players in it. All of the classes have some ability to keep mobs out of play (or just keep them busy for a little bit until you're ready to fight them). It's just up to players to think of creative ways to do so.


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