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Thread: No More CC?

  1. No More CC?

    Hey all,

    Sorry for the nub question, but I just returned to WoW from a very long hiatus. I've been reading up on WotLK guides, and unlike BC counterparts, instances in WotLK no longer require CC?

    I'm a warrior who's used to marked things for CC in BC instances, but I guess that's now no longer necessary?

    Thanks.

  2. Join Date
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    Well, with some of the changes to classes, and new abilities and such, CC isnt as needed as in BC. You can take 8 mobs beating your brains in (some things do depend on type of mob/damage as well as gear/spec). All in all, instances are more managable.

  3. You could call it changes to classes, but I think it's dungeon design.
    WoW doesn't want us dealing with having to CC in current content - so be it.

    (Though in Ulduar 25, there are a few packs where we CC some mobs.)

  4. We actually had a tough time on some of the trash pulls in 25 Ulduar until someone pointed out we had 4 mages and it wouldn't be a bad idea to sheep a few mobs :P

  5. Don't worry, you'll use CC in Ulduar.

  6. In 5 man heroics, you don't need CC anymore. In Ulduar, you don't need it but it certainly helps on some packs (Vesax trash for example)

  7. Quote Originally Posted by J.A. View Post
    Hey all,

    Sorry for the nub question, but I just returned to WoW from a very long hiatus. I've been reading up on WotLK guides, and unlike BC counterparts, instances in WotLK no longer require CC?

    I'm a warrior who's used to marked things for CC in BC instances, but I guess that's now no longer necessary?

    Thanks.
    The concept of making all 4 tanking classes "aoe capable" has really eliminated the need for CC in 5-man content. Most DPS just kills packs AOE style with priority for single target DPS on mobs with blue bars, rinse-repeat until you hit a boss.

  8. There's some situations where CC can be useful even in heroics. For instance, in Halls of Lightning I use it on the archer-type giants (Hardened Steel Skycallers) in the first room if there's more than one in a group, because the second one tends to escape me if I try to tank them all. Another example is the Stormforged Runeshapers further into the same instance: if there's more than one of those in a group, I use CC on the second one as well, since getting both of them to stop their lightning whirlwind ability can be hard, and that ability seems to hit the party pretty hard.
    All of this may not be a concern in an overgeared group, but if your group is just starting heroics, it can make life easier.

  9. Join Date
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    Only instances that really find CC useful are Old Kingdom (the chamber full of casters) and Azjol Nerub (first boss, CC'ing the spellcasters is very handy while the dps are burning down the skirmishers).

    That being said I will quite often Hex a target while I'm healing, since it's somewhat different to usual CC and isn't broken so easily by damage. Plus it's nice to remove a caster from a fight, if only for a few seconds while the tank is getting aggro and doesn't need much attention due to Earth Shield and Riptide topping them up.

  10. The big difference is, in Burning Crusade, we used CC because tanks could only reliably hold aggro on 3-4 mobs at a time. Since Wrath, we have no trouble holding aggro on an arbitrary number of mobs, so we only need to use CC to reduce incoming damage. Since most healers are good enough to heal through most heroic mobs, it's faster to just tank a whole group and burn it down.

    In raids, some heroics, or if you or your healer are undergeared, CC is great to reduce the damage you'll take. The downside is, most DPS haven't had to CC since level 70, so they'll be rusty.

  11. It helps a lot even now but it isn't required. The "ideal" group isn't 1 tank, 3 mages, and a healer. CC is important in Ulduar ... some of the trash will make quick work of you. Outside of Ulduar people will really complain about doing it.

    I know a mage friend who HATES to sheep. If you ask her to sheep she'll go nuts and just not do it. Needless to say she really hates it that in Ulduar she *has* to sheep to the point of the raid waiting on her to run errands or whatever since she is the only mage. Kinda funny how when she plays her healer she bitches when people don't use max-cc because, and I quote, "I have to work harder at healing" ....
    Former healbot now a Disgruntled protection warrior.

  12. Im of a mixed boat on this one. While at times I miss those days of the challenge running Heroics in BC and easily defining the good from the bad by their ability to fill their role and CC mobs. There are other factors that do make me glad its been removed to an extent. Heroics dont take the hour or so they used to. Compared to the 15mins now, they are less of a chore.

    I dont think aggro was ever the problem, a good warrior tank could tab his way through a large group relatively quickly. It seemed to me that survivablity was the key reason. When I ran the first few instances that first week or so of the expansion, we used a little CC. More precautionary than anything else. Old habits die hard, lol. I think 3.0 changed tanking completely. Remember that Shockwave and TC are not just Aoe damage and threat. There is the debuff and stun components which add to your survivablity.

    I am very glad to see it in ULdAur and I hope its a theme that the Dev's follow. Heroics have to be easier than Naxx, BC had too many cases of Raids being easier than the Heroics. It did work well with the badge rewards, pushing the bar and challenging us. With the patch incoming, heroics are too easy for the type of badges we will be getting, but oh well. We do get a new 5 man and I do hope its an asskicking one, cause that would be awesome

  13. Hard heroics were fun though, these weren't even a challenge when we dingerd 80, in level 70 epics

  14. Join Date
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    As was written in ye olden times of TBC heroics.

    CC = Continous Consecration.

    <3

  15. You don't need C/C for heroics. Ulduar trash........you don't really....but it helps the healers

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