Generally CC came in the form of a couple of abilities:
Polymorph: Mages could turn mobs into sheep/monkeys/turtles to disable them for a set duration.
Freeze Trap: A long-duration incapacitate, used by hunters. A hunter would lay down the trap, pull one of the mobs to themselves and make them trigger the trap.
Sap: Long-duration stun that rogues could use. You'd have the rogue go into Stealth mode before pulling and then sap one of the mobs to remove them from the fight for a good while.
Shackles: Priest ability. Very much like polymorph, but only worked on undead enemies.
Banish: Warlock CC. Like polymorph, but only worked on demons and elementals(?).
Seduction: Channeled CC used by a Warlock with a succubus pet active. Lasted around 20 seconds, but your pet couldn't perform any action.
Honorary mention - Repentance: A 60-second incapacitate used by Retribution Paladins. Used to work only on undead, but then changed in WotLK to work on almost every enemy type. Needless to say, I loved this ability.
During TBC, mages and hunters had near-universal CC skills, while everyone else had limits to how their CC could be used. In dungeons with lots of undead, priests could be helpful with their CC, and the same went for warlocks in instances with demons or elemental creatures. The problem that arose was that when you were putting groups together, you ideally wanted a mage and a hunter in the group, though depending on the dungeon rogues, warlocks and priests could also contribute. As such, DPS slots were basically reserved for mages and hunters unless you could find none. So if you were a fury warrior or feral druid or a non-healer shaman (which got their own CC the expansion after TBC), you were screwed.
-----------------------------------
As for the topic, I agree that dungeon mobs in general should pose a greater threat. I wouldn't emulate TBC, because that was taken to a ridiculous extreme where trash mobs in heroics could 3 shot you if you weren't careful and didn't have a healer that brought their A game. Then again, I'm more partial to Wrath's approach, since depending on the pull you still needed to CC and interrupt mobs (CC was REALLY important in content like Heroic Halls of Reflection), while said mobs still hit hard enough that the tank and healer had to pay attention.



Reply With Quote






