About: Instance grouping guide for a crowd controller   Sponge Permalink

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In most encounters where a group of players faces multiple elite mobs, the basic strategy is to have the tank hold the attention (aggro) of an enemy target while the DPS classes kill it and the healing classes keep the tank alive. Additional enemies who are active may be crowd controlled in some way to keep them from attacking the non-tanking classes, or overwhelming the tank. In a certain sense, the tank is exercising a form of crowd control itself: it's keeping a mob occupied so that it cannot attack party members with less health and armor. However, while tanks, backed up with a good healer, can often 'survive' the attacks of more than one monster, it gets increasingly difficult to keep additional mobs focused on the tank while the rest of the party is building threat with all other mon

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  • Instance grouping guide for a crowd controller
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  • In most encounters where a group of players faces multiple elite mobs, the basic strategy is to have the tank hold the attention (aggro) of an enemy target while the DPS classes kill it and the healing classes keep the tank alive. Additional enemies who are active may be crowd controlled in some way to keep them from attacking the non-tanking classes, or overwhelming the tank. In a certain sense, the tank is exercising a form of crowd control itself: it's keeping a mob occupied so that it cannot attack party members with less health and armor. However, while tanks, backed up with a good healer, can often 'survive' the attacks of more than one monster, it gets increasingly difficult to keep additional mobs focused on the tank while the rest of the party is building threat with all other mon
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abstract
  • In most encounters where a group of players faces multiple elite mobs, the basic strategy is to have the tank hold the attention (aggro) of an enemy target while the DPS classes kill it and the healing classes keep the tank alive. Additional enemies who are active may be crowd controlled in some way to keep them from attacking the non-tanking classes, or overwhelming the tank. In a certain sense, the tank is exercising a form of crowd control itself: it's keeping a mob occupied so that it cannot attack party members with less health and armor. However, while tanks, backed up with a good healer, can often 'survive' the attacks of more than one monster, it gets increasingly difficult to keep additional mobs focused on the tank while the rest of the party is building threat with all other monsters. There's a plethora of crowd control abilities in the game which vary wildly in effectiveness and duration. The key to good crowd control is to time when the ability "breaks" (meaning the monster is then free to charge and attack a member of the party) so that it can either be crowd controlled again, or the tank can pick it up and gain aggro. It is also very important for party members not to use abilities that break crowd control effects before the natural end of their duration: generally this means not to use any AoE attacks in the proximity of CC'd mobs, targeting them directly (and causing damage), or putting a DoT on them. There are a number of abilities that can be used on CC'd mobs without breaking the effect. It is usually the tank that 'starts' a pull that uses crowd control.
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