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(Created page with "{{Mists of Pandaria}} {{Infobox ability |name=Healing Tide Totem |cooldown=3 min |range= |cost= |cast_time=0 |image= |description=Summons a Water Totem with 5 health at the feet ...")
 
 
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{{Mists of Pandaria}}
 
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{{Infobox ability
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{{for|the warrior ability|Disarm}}
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|name=Healing Tide Totem
 
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|cooldown=3 min
 
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|range=
 
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|cost=
 
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|cast_time=0
 
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|image=
 
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|description=Summons a Water Totem with 5 health at the feet of the caster for 10 sec, healing the 5 most injured raid members within 40 yards for X health every 2 sec.
 
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|class=Shaman
 
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'''Disarm''' is a crowd control ability that removes the target's main hand weapon for a short time. This has the effect of slightly lowering a [[mob]]'s damage, but usually shows a greater effect against players.
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'''Healing Tide Totem''' is a talent introduced with [[Patch 5.0.0]].
 
   
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Abilities with disarming effects include [[Psychic Horror]] (Priest), [[Disarm]] (Warrior) and [[Dismantle]] (Rogue).
== Patch changes ==
 
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*{{Patch 5.0.0|note=Added.}}
 
   
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== External links ==
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== Counters ==
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* A [[weapon chain]] can be attached to a melee weapon. These will appear as a small white spark spinning around the weapon. They are considered permanent item augments, and attaching one will replace any other permanent augments currently on the weapon (including enchants).
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* Certain items (such as {{Item|Death Grips}}) have this same ability without needing to be enchanted.
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Links that do not conform to the rules will be DELETED.
 
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* Disarm-resistance mechanics were changed in [[Patch 2.3.0]]. Previously, a number of items and some talents provided immunity to disarm. These have all been changed to reducing the duration of disarm effects by 50%.
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Repeat violations may result in a BAN.
 
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Have a nice day. :) -->
 
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==Tips and Tactics==
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{{Elinks-spell|}}
 
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* As stated above, you will typically see the greatest effect when used against melee players.
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* Disarming is highly useful against mobs that wield weapons, which almost strictly means [[humanoid]]s and [[demons]]. The damage reduction is marked, as much as 50-70%. For soloing, the cooldown is short enough that you can use it on each mob. For grouping, it can be used in tougher battles to nullify an attacker for 10 seconds while concentrating on another.
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* Disarming a mob will earn you its undying hatred; it will generate a high amount of threat and is likely to stay on you for the duration of the fight (provided that nobody else does anything drastic to get its attention).
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* Disarmed hunters cannot use [[Wing Clip]] until they get their weapon back. However, being disarmed does not prevent them from fleeing or setting [[hunter trap|traps]], so it is better to use [[Hamstring]] on the initial [[Charge]].
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== Patch changes ==
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* {{Patch 2.3.0|note=Is now subject to [[diminishing returns]] in PvP.}}
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* {{Patch 4.0.6|note=Is all disarm reduction effects now reduce duration by 60% up from 50%.}}
   
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[[Category:Game terms]]
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{{Classfooter|Shaman}}
 

Revision as of 10:50, 12 November 2011

For the warrior ability, see Ability warrior disarm [Disarm].

Disarm is a crowd control ability that removes the target's main hand weapon for a short time. This has the effect of slightly lowering a mob's damage, but usually shows a greater effect against players.

Abilities with disarming effects include Spell shadow psychichorrors [Psychic Horror] (Priest), Ability warrior disarm [Disarm] (Warrior) and Ability rogue dismantle [Dismantle] (Rogue).

Counters

  • A weapon chain can be attached to a melee weapon. These will appear as a small white spark spinning around the weapon. They are considered permanent item augments, and attaching one will replace any other permanent augments currently on the weapon (including enchants).
  • Certain items (such as Inv gauntlets 13 [Death Grips]) have this same ability without needing to be enchanted.
  • Disarm-resistance mechanics were changed in Patch 2.3.0. Previously, a number of items and some talents provided immunity to disarm. These have all been changed to reducing the duration of disarm effects by 50%.

Tips and Tactics

  • As stated above, you will typically see the greatest effect when used against melee players.
  • Disarming is highly useful against mobs that wield weapons, which almost strictly means humanoids and demons. The damage reduction is marked, as much as 50-70%. For soloing, the cooldown is short enough that you can use it on each mob. For grouping, it can be used in tougher battles to nullify an attacker for 10 seconds while concentrating on another.
  • Disarming a mob will earn you its undying hatred; it will generate a high amount of threat and is likely to stay on you for the duration of the fight (provided that nobody else does anything drastic to get its attention).
  • Disarmed hunters cannot use Ability rogue trip [Wing Clip] until they get their weapon back. However, being disarmed does not prevent them from fleeing or setting traps, so it is better to use Ability shockwave [Hamstring] on the initial Ability warrior charge [Charge].

Patch changes