Repost on CC from Holy Hammers
Posted by Joel Unravelled on 17 February, 2009
There’s been a lot of rambling about crowd control and Paladins. Some people (mostly ones not playing paladins) complain that Tankadins are always smashing their cc and generally not cooperating.
The reasons for this are many, and varied. However I haven’t seen a good post about when cc is good for a Tankadin, so I’ve decided to continue that trend by writing a bad post about when cc is useful for a Tankadin.
The situations where a Pally needs cc are limited.
1. Fighting two big critters at a time. By this I mean when the group is supposed to be pulling only a single massive mob to pound on and gets two with a miss-pull or patrol. In this instance cc away as the big guy can probably dish out more damage then a poorly geared pally can handle.
2. The mobs are casters. Casters don’t spend time pounding on the Pally physically. That means the pally isn’t doing damage to them, and the damage they are doing with spells is probably eating a hole in the Pally’s hit points. CC these buggers, the Pally will get less manna from healing, but it will make the healers happy.
3. Runners. Runners are bad okay. If the Pally can pull ‘em back great and he’ll probably do so and break your cc at the same time. Just don’t sheep runners, we spent all that time pounding them to the edge of death so that they flee in terror, there is no point just letting them heal up in wool-form.
This entry was posted on 17 February, 2009 at 9:51 am and is filed under Author Speaks. You can follow any responses to this entry through the RSS 2.0 feed. You can leave a response, or trackback from your own site.