Guides
Crowd Control
Mezzing, charming, rooting — the art of taking mobs out of the fight.
Crowd control (CC) is the practice of neutralizing mobs that aren't the current target. In group play, CC is typically the Enchanter's job; Bards and Shamans contribute secondary CC; rooting is a fallback for most classes.
The CC spells
- Mez (Mesmerize): puts a mob to sleep for a duration. Breaks on damage. Enchanter specialty.
- Charm: takes the mob over as a pet. Risky — charm can break and the mob turns on you.
- Root: locks a mob in place. Mob still casts and attacks in melee range.
- Snare: slows mob movement. Useful for kiting.
Who has what
- Enchanter: Mez (single + AE), Charm, Rune (damage absorb), Tashan (resist debuff).
- Bard: Mez (song), group pacification.
- Druid: Root, Snare, Charm (animals only).
- Shaman: Root, Slow (not CC but debuff).
- Cleric: Stun (not CC but interrupt).
When CC saves the group
- A Monk FD-pull brings back two mobs accidentally. Enchanter mezzes one.
- Tank loses aggro. Root holds mob in place until tank recovers.
- Adds wander into the camp. AE Mez locks them down.
Why the Enchanter is load-bearing
Enchanter mez is the only reliable multi-mob CC in the 30-60 level range. Groups without an Enchanter in dungeons with multi-pulls either wipe or have to camp stream-of-single pulls from a choke point.
