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Poster: Alriah at 1/8/2006 3:43:08 PM PST
Subject: Mind Control Fun!
   Sadly, my last Mind Control post was eaten by the forums, I did back the post up, but it was a couple of revisions ago, so it's missing the last couple of instances I did. :/

Anyways, I'll back it up whenever I change it this time, so there hopefully won't be anymore problems like that.

Mind Control FAQ v1.1


What is Mind Control?
Mind Control (Rank 1/2/3)
350/550/750 Mana
20 yd range
3 sec cast
Controls a humanoid mind up to level 32/47/70, but slows its attack speed by 20%. Lasts up to 1 min.

Mind control is obtainable at level 30 by priests, and can be used to crowd control, use an enemies' abilities against them, and lots of other creative stuff that are towards the end of this FAQ.

Why don't priests use Mind Control in instances very often?
A couple of reasons:
The 20yard range means that quite often you won't be able to cast the spell without getting in aggro range.
Even if you do get the Mind Control off, it is very unpredictable. I've seen mind control last the full 60 seconds, and I've seen it break in less than a second, and if it does break early, your tank will have a hell of a time getting the mob off you, as it causes a tremendous amount of aggro.
Finally, Mind control is a channeled spell, so the priest can not heal the group while Mind controlling something.

And why not in PvP?
Again, the range is a factor, generally if you're within 20 yards of something you probably don't want to take 3 seconds to cast mind control, especially in group PvP.
However, if you can trick the enemy into attacking thier own players if you're clever enough, but the range is a problem.

What are the "Mind control buffs"?
Mind control buffs are buffs that are obtained by casting Mind control on a mob, and getting that mob to cast the buff on you or your party. We've got a nice looking list of them a little further down.

So what can you do with mind control?
Mind control is by no means "useless", but it is very situational. More often than not, it's used, simply because it's a damn fun ability to use, which is what this thread is all about.

I heard that some of the Mind Control buffs are concidered exploits, is this true?
Nope, it's been confimed by Caydiem that using these buffs is creative use of game mechanics and not exploiting at all.
http://forums.worldofwarcraft.com/thread.aspx?FN=wow-dungeons&T=269773&P=1

How do you find Mind Control buffs?
By luck, mainly. Go out and mind control something and see if you can cast any of its abilities on yourself. If you find one, be sure to report it here, and we'll hopefully see this thread get longer and longer with more buffs and ideas.

Tips, Hints and Info about Mind Control
  • Mind control duration is partly controlled by distance. The farther your 'pet' is from you, the higher the chance of breaking. Solution : Park it on top of yourself unless you have other plans in mind for it OR if the npc you are fighting has some sort of stun/cc (Shield bash/gouge/polymorph etc).
  • Mind control a healer if it's available. Why spend your own mana and get possible aggro when you can easily mind control that medic and use it's prayer of healing which heals for 2k+ AND uses only 400 mana over your own? Don't forget that the medic has 8k mana meaning it can chain cast it for a while, and if it gets aggro and dies...just remember that it wasn't you who just died. :P
  • Mind controlled npcs have their own aggro, spells cast by an npc do not get 'added' to your current aggro.
  • You can mind control something and let the surrounding 'linked' npcs kill it. Then fade aggro into the negative in order to dump the npcs onto your group/tank. Ghetto crowd control. Why fight 3 when you can fight 2. Leading to the next note
  • Mind soothe is VERY useful in getting close to humanoid npcs without them jumping you due to the 20 yard range of mind control. If you want them to focus on pet and not on you first (Remember aggro rules) use mind soothe.
  • Mind control damage is not counted as 'player dmg'. Meaning if a mind controlled pet kills something entirely by itself, you get no loot. But if a person in your group hits it for even 1 dmg it is counted as a player kill and you can loot it as normal.
  • You can mind control something and have it die, but you will recieve no loot for it. Instead let other npcs beat it up to 5% or so, then break mind control and one shot it to gain access to it's body.
  • Shadow Affinity and Shadow Focus affect the duration and aggro gained from mind control. If your into heavy controlling both are highly suggested to make your life and group's life easier.
  • Mind control can break early even if channeled bar is still somewhat full. A break is checked vs level/distance/resistances of target every x amount of seconds.

    What mobs are worth Mind-controlling, and have good abilities?

    Dire Maul North
  • Gordok Brutes - Very High dps/stun/knockback/high hp/tanks very well and can keep aggro
  • Gordok Warlock - Banish (Can banish anything)/Curse of tongues/immolate/shadowbolt
  • Gordok Reavers - Cleave/mortal strike/armor sunder/high hp/good tank
  • Gordok Mage-Lord - Frostbolt/60% 30 second haste buff/flamestrike
  • Gordok Captain - Instant shadowbolt attack/fear/high hp

    Zul'Gurub
    (Note : Am not sure of names of these)

  • Troll shadowcaster - Shadow volley for 1k+ and a 2 second shadow bolt spell for 1k+ dmg, single target. Can find these at the spider boss area and can use them to AE/clear spiders. Unsure of correct name.
  • Zul'Gurub Champions - Charge/stun/strike for high dmg, mainly found near bloodlord area, unsure of name.
  • Zul'gurub Headhunters - Mortal strike(Melee)/ranged strike/ranged dot/Throw (Ranged shot)
  • Zul'gurub Witchdoctors - Hex (Turns people into frogs)/Frog swarm (Spawn those frogs! MCed don't get frog detonate though)/??
  • Zul'gurub Blooddrinkers - AE healthtap/health funnel (Not 100% sure how this works but I 'think' it heals someone for around 5k and takes 5k out of the blood drinker's life, testing needed)
  • Zul'gurub axe throwers - Enrage (% dmg increase by a large amount)/Axe whirlwind (AE attack)/Throw (Ranged attack)
  • Zul'gurub priests - None are mind controllable, forget about healing group with them.

    Stratholme Scarlet Crusader Side
  • Crimson Sorcerer - Polymorph/Arcane Missiles/Fireblast/counterspell/Very very high dps while spamming AM/blast and polymorph on those 4 pulls are VERY useful
    Note : Spells may do more dmg than tooltipped due to a non-player MCable skill which increases their spell dmg. I've had AMs hit for 800+ non crit every 1.5 seconds with these guys if they use it as I try to cast MC on them
  • Crimson Priest - Power Word : Shield/Heal (Large)/Holy fire (High dmg, long cooldown)
    Note : Power word shield from these npcs STACK with priest version. As the PW:S from npc DOES NOT GIVE WEAKENED SOUL DEBUFF. PW:S x2 on someone = invul almost, only limiter is cooldown.
  • Crimson Battle Mage - Blast Wave/Arcane Explosion
    Note : Ever envy mages for their AEs or hate how crappy holy nova is? Mind control one of these and let her/him rip on 3-4 npcs. It's just rediculous the dmg they pump out and it makes mages cry!
  • Crimson Gallant - Holy Strike(Holy dmg)/Crusader Strike(Increases holy dmg, debuff)/Devotion aura or Retribution aura (I forget which it was)
    Note : Bring a paladin and make them cry using these guy's skills. Very high dps for a melee npc. The aura from the npc paladin WILL overwrite player paladin aura if they put up the same auras. Player paladin can put up other auras though.
  • Crimson Conjurer - Fireblast/frostnova/frostbolt
    Note : No you can't summon elementals
  • Crimson Initiates - Flash heal/Mindblast/Renew (Ticks for 200-300+)/Mana burn(?)
  • Crimson Monk - Thrash (2 extra attacks)/Snapkick (Stun/knock down)
  • Crimson Guardsman - Charge/shield bash/disarm
  • Crimson Defenders - Paladin immunity shield/Hammer of Justice (stun)/Heal/Aura(?)
  • Crimson Inquisitors - Shadow word pain/crappy other skill

    Stratholme Baron/Dead side
  • Thuzudian Necromancer - Soul Tap (Mana/hp drain)/Bone Armor/Shadowbolt(?)
    Note : Bone armor is like PW:S but lasts longer and absorbs a LOT more dmg, low cooldown


    Black Wing Lair
  • Master Elemental Shaper Krixx - Teach Smelt Elementium
  • Black Wing mage - Arcane Explosion (large amount of dmg)/other skill(?)

    Upper Black Rock Spire
  • Black Hand Assasin - Backstab/gouge (3 sec disorient)/slice and dice (haste speed buff)
  • Throwing mobs off the bridge before Drakk's room will cause them to reset after about a minute. Good make-shift Crowd control.

    Blackfathom Deeps
  • Blackfathom Oracle - Healing Wave and Parasite (DoT poison)
  • Blackfathom Sea Witch - Blizzard, Frost Ward, Frost Armour, Frost Nova.
  • Blackfathom Myrmidon - Disarm.
  • Gelihast - Net, Battle Stance.
  • Lady Sarevess - Forked Lightning (AoE cone), Frost Nova, Slow, Shoot.
  • Blindlight Murloc - Defensive stance and sunder armour.
  • Blindlight oracle - Lightning Bolt, renew, heal.
  • Blindlight Muck Dweller - Leech Poison (Health-leeching DoT)
  • Murkshallow Snapclaw - Disarm.
  • Twilight Loreseeker - Enlarge (Increases size and damage for 30 seconds) Slow.
  • Twilight Aquamancer - Frostbolt.
  • Twilight reaver - Arcing smash(Melee AoE cone)
  • Twilight Acolyte - Heal, Renew.
  • Twilight Shadowmage - Shadowbolt, Dominate mind (Up to 42.).
  • Twilight elementalist - Earth Shock, Flame shock, Frost Shock, and Shock.

    Arathi Basin
    Mind controlling people off the mill cliffs, takes about 50% of thier health away.

    Mind Control buffs
  • Anvilrage Officer - Located in BRD - Have a devotion aura which while controlled gives about +1000 armour to all nearby party members.
  • Twilight Emissaries - Located in BRD - Have the Fury of Ragnaros buff which Increases Magical Damage done by 25 for 30 minutes.
  • Scarlet Medic - Located in Felstone Field, WPL. - Have the Resist Arcane buff that lasts one hour and gives 70-82 arcane resistance.
  • Vile Tutor - Located in EPL - Have the Dark Whispers buff which increases damage done by shadow spells by 35 for 10 minutes.
  • Venture Co. Geologist - Located in Stranglethorn Vale - Have Quick fire ward: Fire Damage Immunity for 10 seconds. And Fire Shield II - Deals 11-13 fire damage to anyone that strikes you. Lasts one minute.
  • Scarshield Spellbinder - Located in LBRS/UBRS - Fire Resistance, buff that gives +83 Fire Resistance for 60 minutes.
  • Gordok Mage-Lord - Located in Dire Maul - Bloodlust, Increases Melee attack speed by 30%, lasts 30 seconds.
  • Crimson Initiates - Located in Scarlet/Strath - Have a shadow resist buff which decreases shadow damage taken by 87.





    Bootnote
    Thanks to all the people in the old thread for all the information; most notably Nuvdar, who made a huge post with a bunch of the high-end instances. The old version of this thread had a fair few lowbie instances listed as well, such as SM, ZF and BFD. So if you want to help out, run to the lowbie instances and mind control everything in sight, and report your findings back here. I'll try and make a couple of runs if I don't get dragged into other things, I've still never been to SFK, so I might make that my first stop. I will check this thread pretty reguarly to update.

    Thankee.

    [ post edited by Alriah ]


    Alriah tackles you and wuggles you into submission.
  •   http://forums.worldofwarcraft.com/thread.aspx?fn=wow-priest&t=528802&p=#post528802

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