W A R R I O R

The warrior is no mere sword-swinger; they are skilled combatants, combining strength of arm, knowledge of weaponry and practiced maneuvers to slice or bludgeon their foes into little red bits. The warrior is the most versatile of the combat classes, and they supplement their fighting prowess with the ability to rally their allies and spur them to victory. They can themselves charge into the heart of the battle, take several lives and live to tell the tale.

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If you started tanking the planet in the previous expansion, Wrath of the Lich King, then you probably had to adjust to the new crowd control (CC) tactics of Cataclysm. In Wrath, tanks of all classes could pull all of the mobs and tank 5-20 mobs without the fear of dying or losing aggro.

With Cataclysm, the game designers decided to reinstate the concept of CC. This concept was used during Vanilla and Burning Crusade expansions but was not utilized at all during Wrath of the Lich King.

You may know the tactics, strategies, and playstyle of your own tanking class. But as party lead it is essential to really understand what classes have CC and how to utilize those abilities.

When you spawn into an instance the first thing you should do is check your party makeup and make a mental note of what CC you have available. Next to each class below is the raid target icon that is most commonly used to denote which target the class should CC.


Druid 


Your favorite boomchickens, cats, and trees have a few CC abilities on their belt. Hibernate, usable only on beasts and dragonkin, is great for instances such as Grim Batol where there are a lot of dragon type mobs. Entangling Roots is a "Root" type of CC. The affected target is rooted in place but can still cast and melee attack. Not many druids know of their own Hibernate spell, so you may have to kindly point it out to them.

Entangling Roots should only be used on melee mobs. The party should stay out of melee range of the Roots target. Caster mobs can still fire off spells if they are rooted, unless you are having the party break line of sight.

In a pickle the Druid can also use Cyclone  for a short CC in case of emergencies. Keep in mind a target who has been Cyclone cannot be damaged until the Cyclone is removed or the duration ends.


Death Knight


Death Knights have little pre-combat CC, but they do have a slow spell, called Chains of Ice, which can be used to increase the time a mob has to take to reach the party. Unholy DKs also have a pet which can tank mobs in a pinch.


Hunter


Hunters are a versatile utility class. The primary CC ability is Freezing Trap. The Trap can be dropped on the ground at the hunter or shot via Trap Launcher at a target. The target is frozen in a block of ice, preventing any sort of action. Damage will break the effect.

If the Hunter is Survival spec he also has Wyvern Sting. Wyvern Sting can be used as an emergency CC mid-combat or as a short duration pre-combat CC to pull.

Even with all those tools, the Hunter still has access to some abilities that will slow the target (Concussive Shot) and depending on the pet may also have additional CC abilities. Check with your Hunter to see what additional abilities they have beyond the well known Freezing Trap and Wyvern Sting. Some Hunter pets can also tank in a pinch.


Mage 


The most famous of all the CC classes, the Mage has become the staple crowd control class. This is due to the massive utility of Polymorph. Polymorph will change the target into a small companion-like critter. Damage will break the polymorph, so keep any AOE away from it. Keep in mind that the critter will also jump and run around - it is not rooted.

In case of large, out of control pulls, the mage can also root everything with a well timed Frost Nova. This gives the party ample enough time to re-focus before engaging in combat again.


Paladin


Retribution Paladins have access to Repentance. If the Paladin in your party is carrying a large two handed weapon your party has access to this ability. This is a great CC option but keep in mind the paladin has to be close to use it. It is also instant cast, which means if another class is used to start the pull that the Paladin can follow it up with Repentance without grabbing all of the aggro.

For emergencies, the Paladin also has access to Turn Evil. This does cause the enemy to run in fear. This has some risk as the Turn Evil target may run into another pack of mobs and inadvertenly pull them.


Priest


The Priest brings Shackle Undead and Mind Control. Mind Control deserves a whole article itself as it changes the basic philosophy of the pull. Shackle Undead works a lot like a Shaman's Bind Elemental and is great for heroics such as Shadowfang Keep.

If your Priest is DPS, then have them utilize Mind Control to start the pull. This aggros the mobs to attack the Mind Control target. This is a small aggro lead however, as even the slightest buff to the MC target (aka Battle Shout, Commanding Shout, etc..) will aggro the mobs to you. The idea is the mobs will kill the MC target and then aggro onto the Priest, so you will have to be diligent in grabbing them before your Priest is dead.

If the Mind Control ends before the target is dead, it will grant an unbelievable lead in aggro for the Priest, so you will have to deploy your Taunt and generate snap threat.

If you are just starting out tanking have your priest Mind Control throughout the whole fight. This will lower his DPS numbers, but should make it easier for you to complete pulls and slows the tanking experience so you can learn.

When casting Mind Control, the priest cannot move or cast any other spells. As such, if the Priest is the healer of the group it is usually not a good idea to have them MC pull.


Rogue


Rogues come with a precombat Sap and Blind. Sap is can only be used out of combat and has (if talented) a large duration. Blind can be used during combat for a short 10 second CC if is needed to control the pull. Rogues are by far the fastest way to CC. Sap does not initiate combat which allows for faster CC and faster navigation through the instance. Rogues can also stunlock caster mobs and effectively tank them if needed.

Keep note that Sap cannot be re-applied during combat, so if the Sap is broken then some other form of CC should be used to keep it under control until you are ready to tank it. Sap also has limitations on what type of mobs it can be used on. Humanoids can be sapped, but check with your rogue if you are unsure if the mob you targeted is Sap-able.


Shaman


Shamans utilize Hex and Bind Elemental.

What makes Hex such a great CC ability is that it -may- be broken by damage. The Hexed target can survive a little damage so the CC doesn't break that often. Bind Elemental is a new ability for the class introduced in Cataclysm. It can only be used on elementals but prevents the mob from doing anything, including casting any ranged spells. This is a nice utility CC with fire elementals and any other ranged caster type. However it will break from damage, so keep the AOE damage away from it.

Both of the spells when used pre-pull will initiate combat. Be prepared to grab aggro off of the Shaman if it is used to start the pull. Both spells can be re-applied in combat if the CC is broken.


Warlock


Warlocks have Fear, which must be glyphed to act as a true CC. If it is not glyphed the affected target will run around. This, as discussed earlier, may inadvertently pull other enemy groups.

Locks also have Seduction, which comes from the succubus pet. This removes the pet from helping out with combat but can be used to keep an enemy completely controlled. While mostly a PVP ability, skilled warlocks should have no problems using Seduction at all in a PVE setting.

For emergencies, the Warlock can use Enslave Demon and Banish. Unfortunately this unsummons the Warlocks current pet but is effectively a Mind Control type ability. Banish is a great option to keep a Demon at bay while the party finishes up the rest of the enemies.


Warriors


Warriors have no real precombat CC. But as a tank or DPS you may want to look at a glyphed Intimidating Shout for emergencies. This acts like a Mage's Frost Nova and can be used to buy the party some time to recuperate in the middle of a battle.

Next week, we'll talk about actually utilizing these abilities and how to decide what mobs to CC and what to tank.

Good luck out there!

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