Quote Originally Posted by Red_Wolf View Post
Alright man. Just let me know when you want to learn how and when to use CC. I can help you. Case in point.... having DoTs up breaks CC... I let it go the first time. I figured someone would correct you. Oh well. Only the first tick of a DoT will break CC in this game.
You know, you're acting really condescending for someone who claims people arguing against them are all elitists. I'll readily admit I didn't know that bit about DoTs not breaking CC, but that also hasn't been my experience (moreso, my experience has been that so much as looking at a CC'd target breaks the CC), but the fact that you seem to think you're better than everyone else because you have some secret knowledge about CC is really not winning you any points, and is really making people, myself included, disinclined to hear you out.

Quote Originally Posted by Red_Wolf View Post
I wish more people knew about it. That was the point of my response. DPS always act helpless on a bad pull when they can help out just as easily as the tank and healer. But instead you want to argue about how CC is useless in well-geared groups during perfect pulls. I don't know what else to say to that.
No, I'm saying CC has limited uses in the majority of content in the game, including leveling dungeons, guildhests, trials, etc. The greatest irony of your perception is that it's been said in conversation that savage raid statics actually use CC pretty extensively in current encounters. This is also the tanking forum, while the CC you keep returning to is provided by healers and DPS. We're trying to promote excellence in tanking, which would preclude the necessity for that sort of gameplay. Sure, maybe CC is more useful than I give it credit for, but as a tank, I'd be rather ashamed of myself if I ever let a pull get so bad that I'd need to rely on CC to survive. There's a threshold in tanking where you know the instance inside and out, backwards and forwards, so you know every pull and every potential pitfall, and you know how to pull mobs and position enemies to avoid the sorts of make-or-break situations that could wind up in a wipe.

A good tank will control the encounter enough to where they will be able to avoid death traps like that, which means a good tank won't need to rely on CC for survival. As this is the tanking sub forum (and a thread about tank cooldown usage), discussion about what healers and DPS can do is extremely off-topic.

Though I'm sure if you went to the DPS, healer, or dungeon forums, they'd love to hear what you have to say about what DPS and healers can do to save runs.