Crowd Control (MMORPG) - World of Warcraft

In World of Warcraft, different classes have different crowd control abilities. As of version 3.3, every class has at least one spell that can render an enemy target (player or non-player) unable to move and/or attack for a short period of time. Some of these spells have a cooldown, while others can be chain cast and used to incapacitate a non-player target for as long as required.

In general, longer and more powerful crowd control effects render the victim(s) immune to damage or will break after they take damage, and in PvP combat these effects have so-called diminishing returns, which means applying the same effect repeatedly will decrease the length of the effect for the next application. Generally, the third application of the same effect in a short period of time renders the target immune to that effect for 15 seconds, which is also the time for the diminishing returns' timers for an effect to reset.

Death knights can silence enemies and interrupt their spell-casting, stop them and make them gradually regain their full movement speed, and if specialized for it, fully incapacitate all targets around them for a short period of time by encasing them in blocks of ice. In addition, death knights have a unique spell called Death Grip, which can also be considered a crowd control effect as the ability instantly pulls an enemy target to them.

Druids can put beast and dragonkin type monsters to sleep, root enemies in place with a vine spell, and incapacitate any enemy (player or non-player) for a short duration with Cyclone, which causes the victim to be immune to any damage or healing.

Hunters are able to set up freeze traps that can encase an opponent in a solid block of ice as they walk over it, frost traps to slow movement considerably in a small radius, and snake traps which slow movement and cause damage. They can also scare beasts making them run around in fear for a while. If specialized for it, hunters can also cast a scatter shot which disorients the target or a wyvern sting which puts the target to sleep.

Mages can use a spell called Polymorph to turn humanoid and beast type enemies into harmless sheep or other critters for 50 seconds (10 seconds in PvP), although the victim will regenerate health very quickly in this state. The Polymorph spell can be applied repeatedly, and can be used to incapacitate a non-player target indefinitely. Any damage done to the target will remove the effect and will be in vain if the victim is polymorphed again, as the victim will regenerate to full health in just a few seconds. Mages can cripple their opponents' spell casting ability as well by using Counterspell, which will force the target to interrupt their spellcasting and block similar spells for a few seconds. The Frost Nova spell roots multiple targets in place around the mage for several seconds and can also be used for crowd control, while Blast Wave allows mages specialized in it to snare enemies in a radius.

Priests can perform an AoE fear every 30 seconds and they have the ability to Mind Control enemies. They also can shackle undead type enemies, rendering them unable to move or attack for 50 seconds.

Paladins can stun enemies for six seconds with the Hammer of Justice spell every minute and fear undead and demon monsters, preventing attacks and forcing them to run away.

Rogues, while in stealth and out of combat, are able to Sap a humanoid opponent that is not in combat, incapacitating it for up to one minute. Most methods of crowd control in WoW, will initiate combat with the target, so the victim will attack the player when the incapacitating effect wears off. However, Sap is a notable exception; neither the Sapped victim nor the surrounding enemies will engage in combat. Like most crowd control spells, the Sap effect will also be removed by any damage, but it cannot be applied repeatedly in combat. Rogues have other types of crowd control effects mostly for PvP combat, such as stuns, poisons.

Shamans have the ability to reduce a single opponent's movement speed (Frost Shock) and a group of opponents' movement speed (Earthbind Totem). They can also interrupt a target's spellcasting with Wind Shear, similarly to the way mages can with Counterspell, however Wind Shear's cooldown and duration of the spell block effect is lower. Hex, introduced in the Wrath of the Lich King expansion, allows shamans to turn enemies into a frog for a short period of time, rendering them unable to attack but free to move around.

Warlocks can banish elementals and demons, making them immune to everything, but unable to move or attack. Using a Succubus (a summoned demon), warlocks can seduce humanoids, causing them to stand love struck and unable to act. Warlocks can also cast Fear on their opponents, making them run around in panic. There is no cooldown on this ability and it can affect any creature type.

Warriors have various stun and spell casting interrupt abilities. Protection warriors (tanks) can stun a whole pack of enemies in front of them with their Shockwave ability. Warriors can also intimidate enemies around them with a fierce shout, making them run around or freeze in fear for a short time.

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