How to use crowd control properlyThis is the second part of my Crowd Control segment. Crowd control can be determined as a “difficult” concept, however it is relatively simple. As said in the first segment, world of tanks power leveling Crowd Control requires focus and the ability to pay attention to what is going on around you. A group of 5 enemies can be cut down to a pair attacking the group. This segment is mostly for the tanks out there and the CCers who want to perfect their CC skills. This will be broken down by classes that can CC. As you will notice, there are no Death Knight or Warrior sections because they do not have “proper” CC. The reason for said no sections is because while the DK and Warriors have stuns and slowing down effects, they do not have an ability to incapacitate an enemy for a length of time. Understandable since these two classes don’t use magic or stealth. This is my absolute favorite CC. The rogue can stealth and go and knock the enemy targeted with a blow to the head to incapacitate for a certain amount of time. This CC can be done without starting the fight, however cannot be redone during the fight to keep them incapacitate. Rank 1 of this CC has a 25 second duration and can only be used on humanoids. Rank 2 is 35 seconds and still only used on humanoids. Rank 3 is 45 seconds world of tanks power leveling and only used on humanoids. Rank 4 is a minute duration and can be used on humanoids, beasts, demons, and dragonkin. This CC’s effect is broken with a single point of damage. This can be used on a caster and stop them from casting while incapacitated. For the best result, have your rogue go and sap the guy shortly before the fight starts. This will insure that the maximum time of incapacitation is used, and the rogue is next to the enemies so when the tank pulls the smaller group closer, the rogue can come up from behind and start their onslaught of stabbing. This is my second favorite CC class. Hunters have a trap, the Freezing trap, which when an enemy triggers it, they are frozen for 30+ seconds. This is a great way to properly incapacitate an enemy. This can also be used to CC casters and stop them from casting while incapacitated. This freeze trap affects most enemies, unless they are immune to the trap for some reason. Very few are immune though, most tend to be bosses. This CC’s effect is broken with a single point of damage. Downside to this CC is if it is used before the tank has pulled, it will start the fight. However, this CC can be redone to trap the enemy again if you cannot kill the smaller group in time. With that said, it is best used TO start the fight. The hunter can shoot the trap exactly at the feet of the enemy world of tanks power leveling you need to freeze. Then, do a Misdirect onto the tank and do all your hunter stuff! Make sure though before you pull, all the CC that can be done without pulling is complete. Polymorph is the “poster boy” of the CC group. It is the widest known CC spell, and it is one of the most useful. Polymorph is a CC that turns the enemy into an animal that wanders around in a short range from where it was originally standing. This CC’s effect is broken with a single point of damage. Rank 1 is 20 seconds, 2 is 30 seconds, 3 is 40 seconds, and Rank 4 is 50 seconds of duration. This CC starts the fight if casted before the group is pulled. This CC can also be casted in combat, and can be recasted if the CC breaks. If the mage casts polymorph on a target that has damage already done to it, the damage will be healed. Polymorph has a rapid healing effect where no matter the damage done to a target, if it stays on the target, they will be fully healed by the end of it. If the caster is targeted, they will not be able to cast while morphed. Best way to use this is to have either the tank pull the group first where he has the initial aggro, then cast the CC, or have the other CC’er start the fight with their CC. Be aware of your timer because it can be recasted to keep them out of the way. This class has some tricky CC. Fear is considered a CC, however it is very dangerous to use it. I do not recommend using Fear in a group fight in an instance. It’s hard to control them, and it can run into other groups. However, during the duration of the fear, they do not attack. So, it’s kind of a double edged sword. Fear is really only used as an “Oh Crap! We are all going to die! ” ability when to get away from really bad situations. Warlocks also have the ability, “Banish”. Banish is used on Demons and Elementals. Banish incapacitates the enemy, however they cannot be hurt, and they cannot be knocked out of the duration. This ability is useful for getting rid of those annoying Elementals. While using the Succubus pet, you can have her cast “Seduction”, which incapacitates humanoids for 15 seconds. Short little CC that can be used in combat, and is really not used that much since the Succubus pet isn’t most widely used pet. Out of all the Warlock CC’s, the best PvE CC that they have is the Banish. Use that the most because Seduction isn’t that long of a CC, and Fear is just a terribad idea for instances and raids. Priests have two CCs. In my opinion, Mind Control is the better CC Priests have. It can be recasted, and they can use the enemy they have control over to help out the team. Many enemies have abilities that can be used against them to do massive damage. To follow it up, Shackle Undead obviously incapacitates the undead enemies. Rank 1 shackles them for 30 seconds, 2 for 40 seconds, and 3 for 50 seconds. While shackled, they cannot attack and it can be easily broken with a single point of damage. *Note* If the priest is healing, don’t use Mind Control. You will not be able to heal while using Mind Control. The best thing a priest can do is mind control. Unless you are healing, as my note said above, stick with no CC or Shackle. Druids have two great CCs. Hibernation is the best CC they have. Hibernation, as its title suggests, it makes the enemy sleep for a certain amount of time. Hibernation affects Beasts and Dragonkin for 20 seconds at Rank 1, 30 seconds at 2, and 40 seconds at 3. Hibernation starts the fight too, so be ready. It can be recast to keep the beast incapacitated. The other CC is Entangling Roots. It does not incapacitate them, but it stops them from moving. The roots can be recasted during combat, but it allows them to attack. If you root a caster, you basically wasted mana. Melee is the type of enemy you should root. This is nice for when somebody breaks a CC, you can root them and hopefully they are not a caster… Yes, Pallys have a CC too, called Repentance. However, it is only for Retribution specialization pallys. It affects Humanoids, undead, dragonkin, and demons. It incapacitates the target for a full minute. Very useful! This starts the fight, so be aware of when your healer and tank are ready. This CC also breaks with a single point of damage. Repentance can be cast again during combat. Repentance is very useful because it’s like Freeze Trap and effects a lot of the enemies in the PvE environment. Shamans have two forms of CC, the best being Hex. Hex affects Humanoids and Beasts for 30 seconds. It’s like the Mage’s Polymorph, yet it has a damage limit where it takes a bit to break the effect. The frog hops around and stays that way for a while. Hex can be recasted during the fight. The other CC Shamans have is Bind Elemental. The spell, as the name suggests, incapacitates Elementals for 30 seconds. The Bind can be broken with a single point of damage and can be recasted during the fight. Thank you for reading this guide for all the different CCs. Make sure you remember all the things you can do as your class for the group because Cataclysm nearly requires you to use CC to complete those deadly Heroic Dungeons.