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(Removed duelling note; while interesting, I didn't really want to encourage ppl to do this, and comments on wowhead claim ppl have been banned for such acts.Either way, I'll err on the side of decency and not causing durability loss and remove it ;)
 
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{{Infobox ability
{{infobox race
 
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|name=Mind Control
| image = Askalti Darksteel.jpg
 
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|image=Spell_Shadow_ShadowWordDominate
| caption =
 
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|description=Controls a humanoid mind up to {caster's level + 3}, but increases the time between its attacks by 25%. Lasts up to 30 sec.
| name = Val'kyr
 
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|class=[[Priest]]
| capital = [[Undercity]]<br />[[Icecrown Citadel]] (formerly)
 
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|type=Offensive
| faction = [[Forsaken]]<br />[[Scourge]] (formerly)
 
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|school=Shadow
| homeworld = [[Azeroth (world)|Azeroth]]
 
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|cost=12% of [[base mana]]
| area = [[Northrend]], [[Eastern Kingdoms]]
 
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|range=30 yd
| language = [[Vrykul (language)|Vrykul]]
 
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|cast_time=2.5
| slang = [[Common (language)|Common]], [[Gutterspeak]]
 
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|debuff_type=Magic
| leader = [[Sylvanas Windrunner]]<br />[[Lich King|The Lich King]] (formerly)
 
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|debuff_desc=Charmed. Time between attacks increased by 25%.
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|debuff_dur=30 seconds
 
}}
 
}}
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{{AbilityFlavor|"Why should I shed my own blood?"|TCG Through the Dark Portal|67}}
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'''Mind Control''' is a [[Priest]] [[shadow]] [[spell]] that allows a unit to temporarily take control of an enemy humanoid for up to 30 seconds and use it to attack other enemies. In [[PvP]], the duration is 8 seconds.
   
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Mind Control has a number of uses in both PvE and PvP, as a form of [[crowd control]], for dealing damage and even for healing. As one of priests' most unique abilities, its dark Shadow magic can mean elation and victory for the caster and frustration and death for the unwilling recipient, and serves to illustrate the darker side of the priest's powers.
'''Val'kyr''' are a type of undead [[vrykul]], and seem to be a recent addition to the armies of the [[Scourge]] and later the [[Forsaken]]. They act as the [[Lich King]]'s agents in the spirit world, being described by [[Thoralius the Wise]] as being "fearsome creatures made of pure nightmare" that "now stand watch over the realm of the elements".<ref name="Echo of Ymiron">{{questlong|Alliance|71|The Echo of Ymiron}}</ref>
 
   
==Background==
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==Functionality==
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Mind control serves as a unique form of [[crowd control]] in that not only is the target removed from the fight temporarily but the target's powers can be directed against other enemies. On a successful cast of Mind Control, the priest's viewpoint will shift to the controlled player or [[mob]] and the priest's movement keys will move this unit. When controlling mobs, the target unit's abilities will replace the priest's primary action bar and will be available for use; when controlling players, their abilities are NOT available for use, although they can be made to melee attack targets. Mind Control forms a general-purpose [[crowd control]] similar to [[sap]]ping and [[sheep]]ing; however, unlike most other forms of crowd control, the [[priest]] himself is essentially removed from battle for the duration of the spell and cannot cast any of his own heals or attacks until the Mind Control is broken.
The val'kyr are a creation of the [[Lich King]]. They were created from the female [[vrykul]] of [[Valkyrion]], who fought and trained to receive the Lich King's unusual "gift."<ref>{{questlong|Neutral|80|Off With Their Black Wings}}</ref> At least one example exists of a female vrykul being turned into a val'kyr at another location as well.<ref>{{Mob|Svala Sorrowgrave}} encounter intro.</ref> Those that were deemed worthy underwent the transformation from simple vrykul to val'kyr. It is said that the val'kyr serve to judge the fate of vrykul combatants, transforming the favored contestants to [[Ymirjar]], and the failed contestants to the ranks of the undead [[Vargul]].<ref name="Echo of Ymiron" />
 
   
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Mind Control's full duration is 30 seconds vs mobs, and 8 seconds vs players, but there are several factors which can cause it to break early. A break is checked vs '''target's level / distance from controlling priest / resistances of target, every x seconds''', and the spell can break without warning even if the channeling bar is still mostly full. In addition, if the MCed unit is moved too far from the controlling priest the spell will automatically be broken. Mind control duration is also partly controlled by distance. The farther your 'pet' is from you, the higher the chance of breaking. Park it on top of yourself if you wish to reduce its chances of resisting - unless you have other plans in mind for it, OR if the NPC you are fighting has some sort of stun/cc (Shield bash/gouge/polymorph etc). Using effects that reduce an enemy's shadow resistance (such as the [[Warlock]]'s [[Curse of the Elements]]) and dispelling buffs such as [[Shadow Resistance]] can also decrease a target's ability to resist or break free of Mind Control.
Beyond this, the [[Val'kyr Battle-maiden]]s also watched the fates of the training [[death knight]]s of [[Acherus]], making sure the newly born warriors didn't fall in battle before their time. In fact, these val'kyr were acting much like the [[spirit healer]]s of the undead Scourge. If they fell in battle, the val'kyr would return them to their unlife. During the [[Battle for the Ebon Hold]] shortly after the death knights [[Knights of the Ebon Blade|are freed]], they are level 60 elite enemies aiding [[Scourge]] remains.
 
   
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Damage taken by the controller will shorten the duration of the spell but will have no effect on the the target's ability to break free of their own volition. [[Death]] (of the priest or the MCed target), [[silence]]s, and some other abilities will also break the spell. If under attack, it's therefore a good idea to shield yourself with [[Power Word: Shield]] before casting MC, in order to ensure the maximum possible duration. This also reduces the possibility of being killed or seriously injured while MCing, since it's easy to become distracted by the MC process. Keeping an eye on your own health bar is particularly critical in PvP.
The Val'kyr [[Annhylde the Caller]] is a part of the [[Ingvar the Plunderer]] encounter in [[Utgarde Keep]]. Upon Ingvar's death, Annhylde judged Ingvar and found him unworthy. Annhylde resurrects him as [[Vargul]] and begins phase two of the fight giving him a second chance. [[Fjola Lightbane]] and [[Eydis Darkbane]] are two very powerful Val'kyr that were originally sent by the Lich King along with their [[Vengeful Val'kyr]] army to disrupt, destroy, and terrorize the [[Argent Tournament]] and its citizens. But during this attack [[Argent Confessor Paletress]] comes to the defense of the tournament and battles the twins. Paletress is victorious, and Fjola and Eydis are captured. Their bonds are maintained by [[Priestess Alorah]] and [[Priest Grimmin]]. They later appear as the "final" challenge of the coliseum after the raid has defeated the Faction Champions.
 
   
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==Tips and tactics for usage in PvE==
===Edge of Night===
 
[[File:Geirrvif.jpg|thumb|left|A Val'kyr in game]]
 
After the events took place within the [[Icecrown Citadel]], and the death of Arthas, only nine val'kyr remained in the world. These nine, lead by [[Annhylde the Caller]], were bound to the will of their new dormant Lich King. Imprisoned atop the [[Icecrown]], possibly for eternity, they hungered for their freedom. To gain this freedom they need a vessel, one like them, a sister of war, strong, and who understands life and death. Someone who has seen the light and the dark. Someone worthy of power over life and death. [[Sylvanas Windrunner]], after having just committing suicide off the Frozen Throne, was shown what would happen to her people and herself if she was gone, using this information they convinced her to make a pact with them. In this pact the val'kyr would be free of the Lich King forever, but their souls would be bound to the Dark Lady. Sylvanas will walk with the living once again, but through the sisterhood of the val'kyr. As long as they lived, so too will Sylvanas. All of them will have their freedom, life, and power over death.
 
   
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* [[Elite creature|Elite]] mobs can generally be MCed, but not [[boss]]es.
Sylvanas agreed to this pact, if only to prolong her fate, which filled her with terror. Annhylde took Sylvanas's place in death as the pact was made and the remaining eight sisters were bound to their new leader.<ref name="EoN">''[[Edge of Night]]''</ref>
 
   
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* Casting Mind Control on a mob generates a great deal of [[threat]] from the controlled mob against the priest who controlled it. To this date it is not clear precisely how much threat Mind Control causes, but it is very substantial – a priest who releases a mob for it to be killed in an instance is well advised to do nothing else to generate threat until [[aggro]] has been rock-solidly established by a [[tank]]ing character. The mobs will also tend to continue to focus on the priest for several seconds even through a taunt, so using [[Fade]] (''after'' the taunt), [[Power Word: Shield]], and/or [[Dispersion]] is strongly recommended. Apparently, mobs don't like having their free will stripped away by someone they can kill in two hits.
===Part of the Forsaken===
 
The Forsaken had one major flaw working against them; they could not reproduce. The Lich King was the one who created the Scourge, and now that the Lich King was gone, there were no Scourge left to turn to Forsaken. The val'kyr were her salvation and solution to her dilemma. Since the val'kyr could raise the undead, they were essentially the key to keeping the Forsaken "alive" as a viable race. After leaving Northrend, a few of the val'kyrs were sent to the [[Deathknell Graves]] to "recruit" any remaining corpses there into the Forsaken, while the Dark Lady made her way to Silverpine to prevent her people from being slaughtered by [[Garrosh Hellscream|Garrosh's]] command. With her were the rest of the val'kyr making their presence known.<ref name="EoN" />
 
   
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* Mind control a healer if it's available. Why spend your own mana and get possible aggro when you can easily mind control that medic and use its prayer of healing which heals for 30k+? Don't forget that the medic has 200k mana, meaning it can chain cast it for a while. And if it gets aggro and dies... just remember that it wasn't you. Keep in mind, however, that many healer mobs have moderate cooldowns (5-30 seconds) on their heal abilities, so be cautious MCing even healer mobs if you are the sole healer for the group.
After Garrosh backed down and allowed Sylvanas to take command of the campaign for [[Gilneas]], Sylvanas had decided that her people would no longer be carelessly used or squandered away for some [[orc]].<ref name="EoN" /> They would used wisely and with a purpose, as a shield to safeguard her and their kingdom. A shield that grows stronger as the val'kyr raises the living's dead to bolster their numbers.
 
   
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* Priests should attempt to use high mana non-damage spells like buffs or heals to burn the mob's mana away before it is released to be killed. If it has an aura or shapeshift, if should also be turned off before releasing it, forcing the mob to recast it when released (or preventing it if sufficiently mana starved.) Cooldowns should also be burned just before releasing.
The val'kyr themselves have been deployed into several battles since their conscription, notably throughout [[Silverpine]] and [[Andorhal]], both of which were sound Forsaken victories due to the val'kyr's input. However, the val'kyr were unable to reanimate [[worgen]], because of this the surviving leaders and refugees of [[Southshore]] were willing to take the [[worgen curse]] and became [[Hillsbrad Worgen]] to prevent the Forsaken from raising them into undeath.<ref>[[Quest:No Escape]]</ref>
 
   
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* Mobs within aggro range of an MCed target will regard it as hostile - they have no qualms over beating up a unit that was a trusted ally only moments before, so you can mind control something and let the surrounding 'linked' NPCs kill it. Note, however, that if the MCed target is freed from your control, they will once again regard it as a friend and will immediately seek another hostile target to attack - which may be you.
When Sylvanas was killed in Silverpine Forest, Agatha, Arthura and Daschla sacrificed themselves to revive her once more.<ref>[[Quest:Cities in Dust]]</ref> Then later in the battle at Andorhal, the Alliance would kill Aradne, thus leaving only four val'kyr in existence. It's unknown where they currently are, but they're likely in a safe area continuing to raise more Forsaken members.
 
   
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* Mind controlled NPCs have their own aggro; spells cast by an NPC do not get 'added' to your current aggro, so in group situations you do not have to worry about enemies that you attacked with an MCed mob favoring you over your tank.
==The Nine==
 
After the defeat of the Lich King nine Val'kyr remained. These nine bound themselves to Sylvanas. To seal the pact, [[Annhylde]] took Sylvanas' place in the afterlife. Later in Silverpine; Agatha, Daschala and Arthura sacrificed themselves to revive the Dark Lady once more. In Andorhal another one, [[Aradne]], was killed by Alliance forces. So of the nine, there are only four Val'kyr left, who are strong enough to revive her.<ref>Blizzcon 2011 Lore Q&A</ref> Even so, multiple [[Lesser Val'kyr]] maidens were spotted in the skies during the battle for Andorhal. These Lesser Val'kyr can raise new Forsaken like the original nine<ref>[[Quest:Val'kyr Incursion]]</ref> but as pointed out during Blizzcon, these lesser Val'kyr are not part of the original pact and are thus not strong enough to revive Sylvanas. Though how exactly they are created remains unknown. It is believed that the main nine Val'kyr has the power to create these Lesser Val'kyr but if the original Val'kyr is destroyed, the Lesser Val'kyr will dissipate.<ref>[[Quest:Aradne]]</ref> Where they dwell now is a mystery, but they are likely being safeguarded by Sylvanas.
 
   
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* Mobs must take damage from players in order to generate loot; should they be killed solely by a Mind Controlled mob they will drop no items. In addition, a Mind Controlled mob will generate no loot if it dies while still MCed; it must be released if you wish to take its items.
==Notable Val'kyr==
 
{| class="darktable zebra"
 
|-
 
! Name !! Role !! Status !! Location
 
|-
 
| {{NPC|Horde|Agatha|icon=Val'kyr}} || Assisted in raising the dead, gave her life for Sylvanas‎
 
| {{text|red|Deceased}} || [[Deathknell Graves]], then [[Silverpine Forest]]
 
|-
 
| {{NPC|Neutral|Annhylde the Caller|icon=Val'kyr}} || Leader of the val'kyr, gave her life for Sylvanas‎
 
| {{text|red|Deceased}} || [[Utgarde Keep]]
 
|-
 
| {{NPC|Horde|Aradne|icon=Val'kyr}} || Commander of the Forsaken forces in Andorhal.
 
| {{text|orange|Killable}} || [[Andorhal]], [[Western Plaguelands]]
 
|-
 
| {{NPC|Horde|Arthura|icon=Val'kyr}} || Assisted in raising the dead, gave her life for Sylvanas‎
 
| {{text|red|Deceased}} || [[Deathknell Graves]], then [[Silverpine Forest]]
 
|-
 
| {{NPC|Horde|Daschla|icon=Val'kyr}} || Assisted in raising the dead, gave her life for Sylvanas‎
 
| {{text|red|Deceased}} || [[Deathknell Graves]], then [[Silverpine Forest]]
 
|-
 
| {{NPC|Combat|Eydis Darkbane|icon=Val'kyr}} ||
 
| {{text|red|Deceased}} (lore), {{text|orange|Killable}} (WoW) || [[Crusaders' Coliseum]], [[Icecrown]]
 
|-
 
| {{NPC|Combat|Fjola Lightbane|icon=Val'kyr}} ||
 
| {{text|red|Deceased}} (lore), {{text|orange|Killable}} (WoW) || [[Crusaders' Coliseum]], [[Icecrown]]
 
|-
 
| {{NPC|Neutral|Geirrvif|icon=Val'kyr}} || Judge of the Valhalas Tournament battles; quest giver
 
| ''Unknown'' (lore), {{text|limegreen|Active}} (WoW) || [[Valhalas]], [[Icecrown]]
 
|-
 
| {{NPC|Combat|Hildana Deathstealer|icon=Val'kyr}} || Rare
 
| {{text|red|Deceased}} (lore), {{text|orange|Killable}} (WoW) || [[Icecrown]]
 
|-
 
| {{NPC|Neutral|Olrun the Battlecaller|icon=Val'kyr}} || Observer of the death knight challenges; quest giver
 
| ''Unknown'' (lore), {{text|limegreen|Active}} (WoW) || [[Death's Breach]], [[Scarlet Enclave]]
 
|-
 
| {{NPC|Combat|Svala Sorrowgrave|icon=Val'kyr}} ||
 
| {{text|red|Deceased}} (lore), {{text|orange|Killable}} (WoW) || [[Utgarde Pinnacle]]
 
|-
 
| {{NPC|Combat|Sister Svalna|icon=Val'kyr}} ||
 
| {{text|red|Deceased}} (lore), {{text|orange|Killable}} (WoW) || [[Frostwing Halls]], [[Icecrown Citadel (instance)|Icecrown Citadel]]
 
|-
 
| {{NPC|Combat|Vardmadra|icon=Val'kyr}} || A high ranking judge of battles; Killed by the Lich King
 
| {{text|red|Deceased}} || [[Icecrown]]
 
|}
 
   
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* [[Mind Soothe]] is VERY useful in getting close to humanoid NPCs without them jumping you due to the 30 yard range of mind control. If you want them to focus on pet and not on you first (Remember [[aggro|aggro rules]]) use Mind Soothe.
==Types==
 
*{{Mob|Nascent Val'kyr|smallicon=IconSmall Val'kyr.gif}}
 
*{{Mob|Lesser Val'kyr|smallicon=IconSmall Val'kyr.gif}}
 
*{{Mob|Val'kyr Arbiter|smallicon=IconSmall Val'kyr.gif}}
 
*{{Mob|Val'kyr Battle-maiden|smallicon=IconSmall Val'kyr.gif}}
 
*{{Mob|Val'kyr Guardian|smallicon=IconSmall Val'kyr.gif}}
 
*{{Mob|Val'kyr Herald|smallicon=IconSmall Val'kyr.gif}}
 
*{{Mob|Val'kyr Observer|smallicon=IconSmall Val'kyr.gif}}
 
*{{Mob|Val'kyr Overseer|smallicon=IconSmall Val'kyr.gif}}
 
*{{Mob|Val'kyr Shadowguard|smallicon=IconSmall Val'kyr.gif}}
 
*{{Mob|Val'kyr Soulclaimer|smallicon=IconSmall Val'kyr.gif}}
 
*{{Mob|Val'kyr Taskmistress|smallicon=IconSmall Val'kyr.gif}}
 
*{{Mob|Val'kyr Watcher|smallicon=IconSmall Val'kyr.gif}}
 
*{{Mob|Vengeful Val'kyr|smallicon=IconSmall Val'kyr.gif}}
 
   
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* See also a [[List of mind controllable mobs]] for information on MC-able enemies as well as their locations and special abilities.
==Gallery==
 
<gallery>
 
File:Val'Kyr Concept2.jpg|Val'kyr concept art
 
File:Val'Kyr Concept.jpg|Concept art of a more [[banshee]]-like val'kyr
 
</gallery>
 
   
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== Tips and tactics for usage in PvP ==
==Inspiration==
 
"Val'kyr" is an obvious reference to the [[wikipedia:Valkyrie|Valkyries]] of Norse myth — minor female deities in the service of Odin. Their duty was to choose the most heroic spirits of slain warriors and take them to Valhalla, where they would serve at Odin's side in the Ragnarök.
 
   
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* The signature usage of MC in PvP is to MC an enemy player atop a tower or other high place and then run that player off the edge, causing a large amount of falling damage (if not death) and removing them from the area. Good spots include the Lumber Mill in [[Arathi Basin]], the central flag area in [[Eye of the Storm]], and the Dun Baldar Bridge in [[Alterac Valley]]. Successfully employed, this can allow a single priest to defeat a group of enemy players in a very short period of time.
==Speculation==
 
{{Speculation}}
 
There are striking similarities between the [[Spirit Healer]]s and the [[Val'kyr]]: Both val'kyr and spirit healers possess the ability to ressurect the dead. In the case of spirit healers, the dead are returned to life, in the case of the val'kyr, those raised are undead. Both val'kyr and spirit healers exist on the [[Spirit world]], this much was shown in [[Wyrmskull Village]]. Both val'kyr and spirit healers possess wings and an ethereal glow, reminiscent of angels referenced in real life religion. Though both beings are similar in shape and in the actions they perform, they don't really have a connection with each other. Val'kyr are capable of moving between the spirit plane and the material plane - the spirit healers of Azeroth are either unable or unwilling to travel between the two. While both creatures can resurrect, there is a critical difference in how the mortals that are resurrected actually return to life.
 
   
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*When MCing targets to their deaths, you can break the channel once they are over the edge, although be careful not to break it too soon. This saves precious seconds spent waiting for the spell to finish, although the spell will cancel itself if the target falls far enough.
See also: [http://wow.joystiq.com/2011/06/19/know-your-lore-the-mysterious-connection-between-spirit-healers/ Know Your Lore: The mysterious connection between spirit healers and the Val'kyr]
 
   
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* Another use for MC in [[battleground]]s is to cause enemies to lose the advantage of the higher ground. For example, in [[Warsong Gulch]] and [[Twin Peaks]], enemy casters (or even flag carriers) often stand on the higher levels inside the bases, out of reach of the players below, while raining damage down upon them. If timed correctly, priests can MC these targets down into the melee of their teammates waiting below.
The concept art above actually mentions this.
 
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* Conversely, when fighting on raised areas (such as the bases' roofs in [[Warsong Gulch]]) MC can be used to temporarily remove enemies from play by forcing them to jump down, out of range of combat. Although they will probably return shortly, it can give you the break you need to win the battle.
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* In battlegrounds involving flag carrying, MC can be used to control enemy flag carriers, slowing their progress across the field or even forcing them to run in the opposite direction. This is a great way for a lone priest to slow indestructible flag carriers until support arrives, or to give their team a few more seconds to grab the opposing team's flag.
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* MC is subject to [[diminishing returns]] in PvP. However, it has no shared DR category, making it far more useful as an extra form of [[crowd control]].
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* MC can be used for a number of purposes, the most basic of which being simply to prevent the target from taking action. When this is the intention, the desire is mainly to ensure that the MC lasts for as long as possible. By keeping the target close by, the priest has the greatest chance of maintaining the channel, but if, in the latter half of the channel, the priest runs the target as far away as possible from their intended action, by the time the MC breaks, the target should be too far away to be of effect without a short run. This gives the priest time to re-cast MC and re-CC the target before it gets in range. When used in this way, MC can be used to keep a player out of action for more than 20 seconds at a time. The downside is that the priest will be out of action for this time as well.
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* MC can be very useful for CCing healers, especially at critical moments. Although the priest is unable to act, preventing the target from healing their allies for up to 8 seconds is often enough to down a player.
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* Always be aware that when MCing a target that is currently under attack, the other players on your side will be unable to harm the target once it becomes MCed. Timed incorrectly, this can waste cooldowns or even prevent your allies from defeating the target. Other players also have no way of knowing when the MC will end, often leaving them surprised when the target becomes hostile once again.
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* MCed targets are counted as members of the opposite team, and this has a number of consequences:
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**Friendly players cannot harm MCed targets, although any DoTs on the target will continue to deal damage. Pets, minions and guardians will also cease to attack MCed targets.
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**Enemy players can harm MCed targets. Since damage to the MCed target does not reduce the duration of MC, it is generally desirable for as much damage to be caused to the target as possible. AoE will usually be the main source of this.
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**MCed targets can be made to attack enemy targets. Although this is limited to simple melee auto-attacks, and attack speed is reduced by 25%, this can still be useful to contribute a little dps while MCing the target, and always has the potential of causing confused enemies to focus their attacks upon the target! Alternatively, use the target to destroy totems.
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**Enemy players can dispel buffs from MCed targets, such as via [[Mass Dispel]].
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**Enemy players can place debuffs and DoTs on the MCed target, and any such debuffs will remain (and continue to deal damage) after MC has finished.
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**Friendly players can buff MCed targets. Since most buffs are now raid-wide, it is easy to accidentally lend buffs to MCed targets. These buffs will remain active on the target after MC has finished. On the bright side, these can usually be easily dispelled once MC has ended.
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**Friendly players can dispel debuffs from MCed targets - it is easy when dispelling buffs from a suddenly MCed target to instead begin dispelling its debuffs! Casting [[Mass Dispel]] will simply remove a debuff from an MCed target, instead of removing a buff.
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* MCed targets will continue to take damage from DoTs. For this reason, Shadow priests may wish to use MC in a similar fashion to Warlocks' [[Fear]], applying DoTs to their opponent and then using MC to prevent them from responding. Although the priest cannot act, by the time the target has escaped MC (especially if it is used to its maximum possible extent) significant damage will have been done. The priest can also pause between MC casts to reapply DoTs. This is especially useful to prevent healers from healing, once their health is dangerously low; simply MC them until they die from their DoTs.
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* MCed targets will also incur the wrath of any mobs or NPCs that would normally attack you. This can be particularly effective when used in battlegrounds such as [[Alterac Valley]] and [[Isle of Conquest]]. While attackers gather in preparation for assaulting the enemy boss, defending priests can MC opposing players into aggro range of the boss. When MC is cancelled or expires, the boss and his allies will immediately attack the target, almost always immediately killing him. Healers and tanks make the best targets for this, and their loss can postpone or weaken the attacking team's efforts. Any defenders foolish enough to stray within range of attacking priests can be MCed and taken within aggro range of their own boss, who will promptly kill them. Be warned however that this will pull the boss.
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* MCing a target does not interrupt its cooldowns; enemies with powerful (non-dispellable) buffs can therefore be MCed until the buff expires. Conversely, while MCed the target's cooldowns will be refreshing, allowing them to return to the fight deadlier than ever.
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* MC can be useful in PvP for disorienting players. Especially for players using their keyboards to turn, it can take a few moments to re-orient themselves and return to the matter at hand. Running players behind pillars or obstacles can also help to slow their return to combat.
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* MC does have some value in intense PvP as a form of frustration. By interrupting a player's flow and disrupting their plans, their organisation and focus can be diminished. In organised PvP, not only their cooldowns but also the cooldowns of their teammates may be wasted in this way, and the disruption to their plans and their timing can be critical.
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* Especially in PvP, it is wise to shield yourself with [[Power Word: Shield]] before casting MC. While various forms of CC can still interrupt the channel, pre-shielding reduces the likelihood of pushback, and if you do come under attack while MCing, increases your chances of survival.
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* Always keep an eye on your own health while MCing. Especially when the target you're MCing is distant from your character, there are few warnings that you have come under attack. Sudden reductions in the duration of the channel are due to incoming damage, and serve as a reminder to reassess the wisdom of continuing to MC.
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* One of the chief difficulties in MCing a target is the long cast time of this ability. [[Borrowed Time]] can be very useful for this, and it is often wise to use [[Power Word: Shield]] beforehand anyway. [[Psychic Scream]] (and [[Psychic Horror]]) can also be useful for this purpose. Be aware that if you MC the target while it is still feared, you will be unable to act until the fear expires. However, since many players will trinket out of fears, it can be wise to immediately follow Psychic Scream with a MC cast; if the target trinkets out of the fear, you can then immediately MC them, and they will have wasted their trinket. If they do not trinket, you can break the cast and either use the time to apply DoTs, dispel buffs, etc, or simply wait until the effect is around 2.5 seconds from expiring before beginning to cast MC again.
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* MC can be useful for the sole purpose of forcing your target to use their trinket. Since MC is not an ideal form of crowd control (as it requires you to take no action for the duration) it can be useful to have your opponent waste their trinket escaping MC; following this with [[Psychic Scream]] should provide several seconds of unescapable CC.
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* If you do MC a feared target, you may prefer to break the MC early; since the target is already CCed, only your time is being wasted. However, this will still waste the diminishing return, and you may prefer to simply wait for the effect to expire (depending on its duration). Always check your target's debuffs before completing the cast; MCing snared and rooted targets can be frustrating when attempting to run them off of high edges.
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== Defence against Mind Control ==
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* When being MCed, the first defence is of course to use a [[PvP trinket]], [[Every Man for Himself]] or [[Will of the Forsaken]].
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* The most direct defence against MC being used on others is to stun or interrupt the casting priest; or simply take advantage of the opportunity to deal as much damage to them as possible while they're distracted, which will also shorten the duration of the MC.
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* When an enemy priest is using MC to run one of your allies off of a high edge, remember that as a temporary enemy, you can use snares, roots, stuns and even fears on the target in order to prevent this. They'll thank you later!
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* [[Tremor Totem]] can be very helpful in preventing the effects of MC.
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* Druids in [[Bear Form]], [[Cat Form]], [[Travel Form]], [[Aquatic Form]] and [[Flight Form]] are considered beasts, and cannot be MCed. Druids who see priests casting MC can quickly shapeshift, causing the spell to fail. As with [[Mana Burn]], the long cast time of MC makes it possible for druids to change back to humanoid form for long enough to cast a few spells, before quickly reassuming their beast form, potentially making druids very hard targets for priests to MC, especially as priests cannot begin to cast MC until they have a valid target. However, caught unawares, druids in humanoid form are just as susceptible to MC as any other class.
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* Shamans using [[Ghost Wolf]] are also classed as beasts, and so are immune to MC. As a magical buff, Ghost Wolf can easily be dispelled by the priest, although the long cast time of MC means the shaman can simply re-buff. However, while shamans with [[Ancestral Swiftness]] can instantly reapply Ghost Wolf, for others it has a 2-second cast, giving priests a chance at MCing them between casts. On the downside, Ghost Wolf prevents the shaman from using any spells or abilities, and so is a heavy price to pay to avoid MC.
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* Certain abilities such as [[Bladestorm]] also offer immunity to crowd control effects such as MC.
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== Other forms of mind control ==
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A number of mobs and bosses uses Mind Control-like abilities, controlling the player, forcing them to attack their allies and in turn forcing their allies to attack them. Usually players are required to reduce the controlled player's health to 50% before the effect is broken. Examples include [[Mindbender Ghur'sha]] in [[Throne of the Tides]] and [[Phantasmal Possessor]]s in the [[Auchenai Crypts]].
   
 
==References==
 
==References==
 
{{Reflist}}
 
{{Reflist}}
   
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==Patch changes==
{{Undead}}
 
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*{{Patch 4.0.6|note=Now has a PvP duration of 8 seconds.}}
[[Category:Val'kyr| ]]
 
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*{{Patch 1.7.0|note=You can cancel melee combat while mind controlling by clearing the target, like you can normally.}}
[[Category:Scourge]]
 
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*{{Patch 1.4.0|note=Mind Controlled characters will no longer receive a durability penalty when they die.}}
[[Category:Forsaken]]
 
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*{{Patch 1.3.0|note=Players under Mind Control pass reputation changes due to kills to the controlling player, and do not receive the reputation changes themselves.}}
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*{{Patch 1.2.0|note=Can no longer be cast on tapped targets.}}
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== External links ==
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Links that do not conform to the rules will be DELETED.
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Repeat violations may result in a BAN.
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Have a nice day. :) -->
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{{Elinks-spell|605}}
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{{Classfooter|Priest}}
 
[[Category:Priest abilities]]
 
[[Category:Shadow spells]]

Revision as of 02:09, 2 January 2012

Mind Control
Spell shadow shadowworddominate
  • Mind Control
  • Priest ability
  • 30 yd range
  • 12% of base mana
  • 2.5 sec cast
  • Controls a humanoid mind up to {caster's level + 3}, but increases the time between its attacks by 25%. Lasts up to 30 sec.
Properties
Class Priest
School Shadow
Cooldown None/Global Cooldown
Related debuff
Spell shadow shadowworddominate
  • Magic
  • Mind Control
  • Charmed. Time between attacks increased by 25%.
  • Duration: 30 seconds

[[Category:priest abilities]][[Category:priest abilities]]

"Why should I shed my own blood?"[1]

Mind Control is a Priest shadow spell that allows a unit to temporarily take control of an enemy humanoid for up to 30 seconds and use it to attack other enemies. In PvP, the duration is 8 seconds.

Mind Control has a number of uses in both PvE and PvP, as a form of crowd control, for dealing damage and even for healing. As one of priests' most unique abilities, its dark Shadow magic can mean elation and victory for the caster and frustration and death for the unwilling recipient, and serves to illustrate the darker side of the priest's powers.

Functionality

Mind control serves as a unique form of crowd control in that not only is the target removed from the fight temporarily but the target's powers can be directed against other enemies. On a successful cast of Mind Control, the priest's viewpoint will shift to the controlled player or mob and the priest's movement keys will move this unit. When controlling mobs, the target unit's abilities will replace the priest's primary action bar and will be available for use; when controlling players, their abilities are NOT available for use, although they can be made to melee attack targets. Mind Control forms a general-purpose crowd control similar to sapping and sheeping; however, unlike most other forms of crowd control, the priest himself is essentially removed from battle for the duration of the spell and cannot cast any of his own heals or attacks until the Mind Control is broken.

Mind Control's full duration is 30 seconds vs mobs, and 8 seconds vs players, but there are several factors which can cause it to break early. A break is checked vs target's level / distance from controlling priest / resistances of target, every x seconds, and the spell can break without warning even if the channeling bar is still mostly full. In addition, if the MCed unit is moved too far from the controlling priest the spell will automatically be broken. Mind control duration is also partly controlled by distance. The farther your 'pet' is from you, the higher the chance of breaking. Park it on top of yourself if you wish to reduce its chances of resisting - unless you have other plans in mind for it, OR if the NPC you are fighting has some sort of stun/cc (Shield bash/gouge/polymorph etc). Using effects that reduce an enemy's shadow resistance (such as the Warlock's Warlock curse shadow [Curse of the Elements]) and dispelling buffs such as Shadow Resistance can also decrease a target's ability to resist or break free of Mind Control.

Damage taken by the controller will shorten the duration of the spell but will have no effect on the the target's ability to break free of their own volition. Death (of the priest or the MCed target), silences, and some other abilities will also break the spell. If under attack, it's therefore a good idea to shield yourself with Spell holy powerwordshield [Power Word: Shield] before casting MC, in order to ensure the maximum possible duration. This also reduces the possibility of being killed or seriously injured while MCing, since it's easy to become distracted by the MC process. Keeping an eye on your own health bar is particularly critical in PvP.

Tips and tactics for usage in PvE

  • Casting Mind Control on a mob generates a great deal of threat from the controlled mob against the priest who controlled it. To this date it is not clear precisely how much threat Mind Control causes, but it is very substantial – a priest who releases a mob for it to be killed in an instance is well advised to do nothing else to generate threat until aggro has been rock-solidly established by a tanking character. The mobs will also tend to continue to focus on the priest for several seconds even through a taunt, so using Spell magic lesserinvisibilty [Fade] (after the taunt), Spell holy powerwordshield [Power Word: Shield], and/or Spell shadow dispersion [Dispersion] is strongly recommended. Apparently, mobs don't like having their free will stripped away by someone they can kill in two hits.
  • Mind control a healer if it's available. Why spend your own mana and get possible aggro when you can easily mind control that medic and use its prayer of healing which heals for 30k+? Don't forget that the medic has 200k mana, meaning it can chain cast it for a while. And if it gets aggro and dies... just remember that it wasn't you. Keep in mind, however, that many healer mobs have moderate cooldowns (5-30 seconds) on their heal abilities, so be cautious MCing even healer mobs if you are the sole healer for the group.
  • Priests should attempt to use high mana non-damage spells like buffs or heals to burn the mob's mana away before it is released to be killed. If it has an aura or shapeshift, if should also be turned off before releasing it, forcing the mob to recast it when released (or preventing it if sufficiently mana starved.) Cooldowns should also be burned just before releasing.
  • Mobs within aggro range of an MCed target will regard it as hostile - they have no qualms over beating up a unit that was a trusted ally only moments before, so you can mind control something and let the surrounding 'linked' NPCs kill it. Note, however, that if the MCed target is freed from your control, they will once again regard it as a friend and will immediately seek another hostile target to attack - which may be you.
  • Mind controlled NPCs have their own aggro; spells cast by an NPC do not get 'added' to your current aggro, so in group situations you do not have to worry about enemies that you attacked with an MCed mob favoring you over your tank.
  • Mobs must take damage from players in order to generate loot; should they be killed solely by a Mind Controlled mob they will drop no items. In addition, a Mind Controlled mob will generate no loot if it dies while still MCed; it must be released if you wish to take its items.
  • Spell holy mindsooth [Mind Soothe] is VERY useful in getting close to humanoid NPCs without them jumping you due to the 30 yard range of mind control. If you want them to focus on pet and not on you first (Remember aggro rules) use Mind Soothe.

Tips and tactics for usage in PvP

  • The signature usage of MC in PvP is to MC an enemy player atop a tower or other high place and then run that player off the edge, causing a large amount of falling damage (if not death) and removing them from the area. Good spots include the Lumber Mill in Arathi Basin, the central flag area in Eye of the Storm, and the Dun Baldar Bridge in Alterac Valley. Successfully employed, this can allow a single priest to defeat a group of enemy players in a very short period of time.
  • When MCing targets to their deaths, you can break the channel once they are over the edge, although be careful not to break it too soon. This saves precious seconds spent waiting for the spell to finish, although the spell will cancel itself if the target falls far enough.
  • Another use for MC in battlegrounds is to cause enemies to lose the advantage of the higher ground. For example, in Warsong Gulch and Twin Peaks, enemy casters (or even flag carriers) often stand on the higher levels inside the bases, out of reach of the players below, while raining damage down upon them. If timed correctly, priests can MC these targets down into the melee of their teammates waiting below.
  • Conversely, when fighting on raised areas (such as the bases' roofs in Warsong Gulch) MC can be used to temporarily remove enemies from play by forcing them to jump down, out of range of combat. Although they will probably return shortly, it can give you the break you need to win the battle.
  • In battlegrounds involving flag carrying, MC can be used to control enemy flag carriers, slowing their progress across the field or even forcing them to run in the opposite direction. This is a great way for a lone priest to slow indestructible flag carriers until support arrives, or to give their team a few more seconds to grab the opposing team's flag.
  • MC can be used for a number of purposes, the most basic of which being simply to prevent the target from taking action. When this is the intention, the desire is mainly to ensure that the MC lasts for as long as possible. By keeping the target close by, the priest has the greatest chance of maintaining the channel, but if, in the latter half of the channel, the priest runs the target as far away as possible from their intended action, by the time the MC breaks, the target should be too far away to be of effect without a short run. This gives the priest time to re-cast MC and re-CC the target before it gets in range. When used in this way, MC can be used to keep a player out of action for more than 20 seconds at a time. The downside is that the priest will be out of action for this time as well.
  • MC can be very useful for CCing healers, especially at critical moments. Although the priest is unable to act, preventing the target from healing their allies for up to 8 seconds is often enough to down a player.
  • Always be aware that when MCing a target that is currently under attack, the other players on your side will be unable to harm the target once it becomes MCed. Timed incorrectly, this can waste cooldowns or even prevent your allies from defeating the target. Other players also have no way of knowing when the MC will end, often leaving them surprised when the target becomes hostile once again.
  • MCed targets are counted as members of the opposite team, and this has a number of consequences:
    • Friendly players cannot harm MCed targets, although any DoTs on the target will continue to deal damage. Pets, minions and guardians will also cease to attack MCed targets.
    • Enemy players can harm MCed targets. Since damage to the MCed target does not reduce the duration of MC, it is generally desirable for as much damage to be caused to the target as possible. AoE will usually be the main source of this.
    • MCed targets can be made to attack enemy targets. Although this is limited to simple melee auto-attacks, and attack speed is reduced by 25%, this can still be useful to contribute a little dps while MCing the target, and always has the potential of causing confused enemies to focus their attacks upon the target! Alternatively, use the target to destroy totems.
    • Enemy players can dispel buffs from MCed targets, such as via Spell arcane massdispel [Mass Dispel].
    • Enemy players can place debuffs and DoTs on the MCed target, and any such debuffs will remain (and continue to deal damage) after MC has finished.
    • Friendly players can buff MCed targets. Since most buffs are now raid-wide, it is easy to accidentally lend buffs to MCed targets. These buffs will remain active on the target after MC has finished. On the bright side, these can usually be easily dispelled once MC has ended.
    • Friendly players can dispel debuffs from MCed targets - it is easy when dispelling buffs from a suddenly MCed target to instead begin dispelling its debuffs! Casting Spell arcane massdispel [Mass Dispel] will simply remove a debuff from an MCed target, instead of removing a buff.
  • MCed targets will continue to take damage from DoTs. For this reason, Shadow priests may wish to use MC in a similar fashion to Warlocks' Spell shadow possession [Fear], applying DoTs to their opponent and then using MC to prevent them from responding. Although the priest cannot act, by the time the target has escaped MC (especially if it is used to its maximum possible extent) significant damage will have been done. The priest can also pause between MC casts to reapply DoTs. This is especially useful to prevent healers from healing, once their health is dangerously low; simply MC them until they die from their DoTs.
  • MCed targets will also incur the wrath of any mobs or NPCs that would normally attack you. This can be particularly effective when used in battlegrounds such as Alterac Valley and Isle of Conquest. While attackers gather in preparation for assaulting the enemy boss, defending priests can MC opposing players into aggro range of the boss. When MC is cancelled or expires, the boss and his allies will immediately attack the target, almost always immediately killing him. Healers and tanks make the best targets for this, and their loss can postpone or weaken the attacking team's efforts. Any defenders foolish enough to stray within range of attacking priests can be MCed and taken within aggro range of their own boss, who will promptly kill them. Be warned however that this will pull the boss.
  • MCing a target does not interrupt its cooldowns; enemies with powerful (non-dispellable) buffs can therefore be MCed until the buff expires. Conversely, while MCed the target's cooldowns will be refreshing, allowing them to return to the fight deadlier than ever.
  • MC can be useful in PvP for disorienting players. Especially for players using their keyboards to turn, it can take a few moments to re-orient themselves and return to the matter at hand. Running players behind pillars or obstacles can also help to slow their return to combat.
  • MC does have some value in intense PvP as a form of frustration. By interrupting a player's flow and disrupting their plans, their organisation and focus can be diminished. In organised PvP, not only their cooldowns but also the cooldowns of their teammates may be wasted in this way, and the disruption to their plans and their timing can be critical.
  • Especially in PvP, it is wise to shield yourself with Spell holy powerwordshield [Power Word: Shield] before casting MC. While various forms of CC can still interrupt the channel, pre-shielding reduces the likelihood of pushback, and if you do come under attack while MCing, increases your chances of survival.
  • Always keep an eye on your own health while MCing. Especially when the target you're MCing is distant from your character, there are few warnings that you have come under attack. Sudden reductions in the duration of the channel are due to incoming damage, and serve as a reminder to reassess the wisdom of continuing to MC.
  • One of the chief difficulties in MCing a target is the long cast time of this ability. Spell holy borrowedtime [Borrowed Time] can be very useful for this, and it is often wise to use Spell holy powerwordshield [Power Word: Shield] beforehand anyway. Spell shadow psychicscream [Psychic Scream] (and Spell shadow psychichorrors [Psychic Horror]) can also be useful for this purpose. Be aware that if you MC the target while it is still feared, you will be unable to act until the fear expires. However, since many players will trinket out of fears, it can be wise to immediately follow Psychic Scream with a MC cast; if the target trinkets out of the fear, you can then immediately MC them, and they will have wasted their trinket. If they do not trinket, you can break the cast and either use the time to apply DoTs, dispel buffs, etc, or simply wait until the effect is around 2.5 seconds from expiring before beginning to cast MC again.
  • MC can be useful for the sole purpose of forcing your target to use their trinket. Since MC is not an ideal form of crowd control (as it requires you to take no action for the duration) it can be useful to have your opponent waste their trinket escaping MC; following this with Spell shadow psychicscream [Psychic Scream] should provide several seconds of unescapable CC.
  • If you do MC a feared target, you may prefer to break the MC early; since the target is already CCed, only your time is being wasted. However, this will still waste the diminishing return, and you may prefer to simply wait for the effect to expire (depending on its duration). Always check your target's debuffs before completing the cast; MCing snared and rooted targets can be frustrating when attempting to run them off of high edges.

Defence against Mind Control

  • The most direct defence against MC being used on others is to stun or interrupt the casting priest; or simply take advantage of the opportunity to deal as much damage to them as possible while they're distracted, which will also shorten the duration of the MC.
  • When an enemy priest is using MC to run one of your allies off of a high edge, remember that as a temporary enemy, you can use snares, roots, stuns and even fears on the target in order to prevent this. They'll thank you later!
  • Druids in Ability racial bearform [Bear Form], Ability druid catform [Cat Form], Ability druid travelform [Travel Form], Ability druid aquaticform [Aquatic Form] and Ability druid flightform [Flight Form] are considered beasts, and cannot be MCed. Druids who see priests casting MC can quickly shapeshift, causing the spell to fail. As with Spell shadow manaburn [Mana Burn], the long cast time of MC makes it possible for druids to change back to humanoid form for long enough to cast a few spells, before quickly reassuming their beast form, potentially making druids very hard targets for priests to MC, especially as priests cannot begin to cast MC until they have a valid target. However, caught unawares, druids in humanoid form are just as susceptible to MC as any other class.
  • Shamans using Spell nature spiritwolf [Ghost Wolf] are also classed as beasts, and so are immune to MC. As a magical buff, Ghost Wolf can easily be dispelled by the priest, although the long cast time of MC means the shaman can simply re-buff. However, while shamans with Spell shaman elementaloath [Ancestral Swiftness] can instantly reapply Ghost Wolf, for others it has a 2-second cast, giving priests a chance at MCing them between casts. On the downside, Ghost Wolf prevents the shaman from using any spells or abilities, and so is a heavy price to pay to avoid MC.
  • Certain abilities such as Ability warrior bladestorm [Bladestorm] also offer immunity to crowd control effects such as MC.

Other forms of mind control

A number of mobs and bosses uses Mind Control-like abilities, controlling the player, forcing them to attack their allies and in turn forcing their allies to attack them. Usually players are required to reduce the controlled player's health to 50% before the effect is broken. Examples include Mindbender Ghur'sha in Throne of the Tides and Phantasmal Possessors in the Auchenai Crypts.

References

 
  1. ^ TCG Through the Dark Portal, #67

Patch changes

  • Cataclysm Patch 4.0.6 (2011-02-08): Now has a PvP duration of 8 seconds.
  • WoW Icon update Patch 1.7.0 (2005-09-13): You can cancel melee combat while mind controlling by clearing the target, like you can normally.
  • WoW Icon update Patch 1.4.0 (2005-04-19): Mind Controlled characters will no longer receive a durability penalty when they die.
  • WoW Icon update Patch 1.3.0 (2005-03-07): Players under Mind Control pass reputation changes due to kills to the controlling player, and do not receive the reputation changes themselves.
  • WoW Icon update Patch 1.2.0 (2004-12-18): Can no longer be cast on tapped targets.

External links