Quote Originally Posted by Red_Wolf View Post
Yes, I did. The two of you are arguing that CC isn't useful for one specific type of group (end-game players). I'll admit this is probably the largest group in the game for a MMO that's several years old. But that doesn't make your argument any more meaningful. Then, you argued that it is harder to tell people to stop hitting, which I've also already addressed by saying you would generally use CC before the tank gets aggro or on strays from the stack (meaning outside of the omnipotent AoE spells). So it's not that you have to coordinate people to stop. They usually won't hit mobs before the tank gets aggro. At least I hope the majority of DPS players still understand that. So listen... instead of just repeating yourselves with the same specific argument over and over.
CCing mobs before they're aggro'd !== saving the group. CCing mobs before they're aggro'd == you'd better reapply the CC once the duration runs out if the current group isn't dead, otherwise every one of those mobs is going to go straight for the person who hit them with the CC.

Quote Originally Posted by Red_Wolf View Post
I don't know what the middle part means. I keep saying CC is more useful than elitists make it out to be. And the response is basically - "end-game characters don't need CC because it only slows us down".
CC !== tank defensive cooldowns. This is a thread about tanks using their defensive cooldowns, and discussing whether or not a DPS or healer's CC is worth using is entirely separate to that discussion. You also seem to be veering towards a false perception of me or really anyone who disagrees with you as an elitist (which is ad hominem and invective - see my signature). All this is to say we are very far off topic, and the discussion at hand is not going to do very much to help tanks at all.

Quote Originally Posted by Red_Wolf View Post
The last part is just a lie. CC is viable every time you're about to die. I've saved many groups from wiping with just a WHM knockback, snare and sleep. I've watched a BLM friend save groups several times with sleeps. I don't know what else to tell you. If you really need help I can try to go over the basics of CC with you.
General statement of reality !== lie. You may have circumstantial evidence of BLMs saving groups, or your own knockbacks as a WHM (which, let me tell you, can get REALLY annoying for a tank if they're not communicated), but most content runs I've seen in this game should not require it. Interrupts are one thing, but there are very few points where abilities must be interrupted to avoid a wipe. If a group is going to wipe, and there are DoTs out, AoE sleeping is only going to buy you maybe 3 seconds. Its usefulness is extremely situational, and in any DF setting, you're much more likely to see value from killing stuff more and having a tank who knows how to handle their cooldowns and group enmity than you are from CC.

Good on you and your friend, though.