Difference between revisions of "Crowd Control"

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(Created page with "CC, or Crowd Control, is a term used to refer to skills that debuff or otherwise disable or distract enemies. While most CC skills do not deal direct damage, not all non-dama...")
 
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==Diablo III CC Skills==
 
==Diablo III CC Skills==
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For the purposes of this list, a skill has CC if it directly affects a target in any way except damage. This list only notes the CC portions of skills; see the respective skill pages for a complete description of their full effects.
  
This list may be outdated by future game changes, and there is some debate about just how CC some skills are. There will also be numerous [[runestone]] effects that grant CC functions to various other skills.  
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There will also be numerous [[runestone]] effects that change some of these skills from being CC to beign direct damage, and that change other skills to a CC-style effect.  
  
All skills that deal [[cold]] damage can be considered CC, since chilled enemies move and attack at a slower rate. It's likely that numerous runestone effects will add cold damage, and it might be widely-accessible from equipment bonuses as well.
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All skills that deal [[cold]] damage can be considered CC, since chilled enemies move and attack at a slower rate. It's likely that numerous runestone effects will add cold damage, and it might be widely-accessible from equipment bonuses as well. It can also be argued that all minion skills are CC, since the minion or pet serves as a target for enemy attackers.  
  
[[Barbarian Skills]]: The Barbarian's CC skills are varied, with skills to knock back attackers with a couple of others meant to draw elusive enemies into melee range.
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; [[Barbarian Skills]]
* [[Ground Stomp]] -- Damages and stuns nearby enemies.  
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* [[Ancient Spear]] pulls its target to the Barbarian, slowing it by 60% for ''??'' seconds ("briefly").
* [[Ancient Spear]] -- A ranged attack that harpoons an enemy and drags them into melee range, while slowing their speed.
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* [[Bash]] has a 20% chance to Knockback its target.
* [[Seismic Slam]] -- Ranged attack that damages and knocks back enemies.
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* [[Furious Charge]] knocks back enemies in the Barbarian's path.
* [[Taunt]] -- Enrages enemies, causing them to rush at the Barbarian while weakening their melee attacks.
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* [[Ground Stomp]] stuns enemies within 12 yards for 4 seconds.
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* [[Leap]] slows enemies within 8 yards of the destination by 60% for 4 seconds.
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* [[Seismic Slam]] knocks back enemies in a 45-yard arc.
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* [[Threatening Shout]] reduces the damage of enemies within 25 yards by 20% for 15 seconds.
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* [[Weapon Throw]] slows its target by 60% for 2 seconds.
  
[[Demon Hunter Skills]]: Only a few Demon Hunter skills are yet known. It's certain the class has other CC abilities not yet revealed.
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; [[Demon Hunter Skills]]
* [[Entangling Shot]] -- Arrow attack that greatly slows enemy movement. May chain several nearby targets together.
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* [[Caltrops]], when sprung, slows enemies within 12 yards by 60% for 6 seconds.
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* [[Entangling Shot]] slows up to 2 enemies by 60% for 2 seconds.
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* [[Fan of Knives]] slows enemies within 10 yards by 60% for 2 seconds.
  
[[Monk Skills]]: The Monk has a wide variety of CC abilities that can knock back, slow, daze, drain, and otherwise afflict his enemies. Several of these come from his [[combo]] attacks, which can be mixed and matched together, potentially allowing the Monk to deal two or three different kinds of debuffs to the same target(s) in very rapid succession.
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; [[Monk Skills]]
* [[Lashing Tail Kick]] -- A roundhouse kick that damages and knocks back enemies.
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* [[Blinding Flash]] blinds enemies within 20 yards for 3 seconds.
* [[Lethal Decoy]] -- Creates a duplicate of the Monk that attracts enemies before exploding and dealing [[Holy]] damage.
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* [[Crippling Wave]], on its third hit, dazes all enemies within melee range, slowing them by 30% and reducing their attack speed by 20% for 3 seconds.
* [[Blinding Flash]] -- A flash of liht that blinds all nearby enemies. Blinded enemies suffer a reduced chance to/hit and will not attack unless attacked first.
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* [[Cyclone Strike]] pulls up to 8 enemies within 24 yards toward the Monk.
* [[Crippling Wave]] -- This [[combo]] skill "[[daze]]s" enemies, reducing their movement speed.
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* [[Dashing Strike]] roots its target for 1 second.
* [[Exploding Palm]] -- This [[combo]] skill creates a bleeding effect on enemies, dealing slow hit point loss and causing them to explode for huge damage if they die while the bleed effect is still active.
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* [[Fists of Thunder]], on its third hit, knocks back enemies a short distance.
* [[Retribution Aura]] -- Deals damage to all enemies in range, and causes their own damage to reflect back onto them.
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* [[Lashing Tail Kick]] knocks back enemies.
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* [[Tempest Rush]] knocks back enemies in the Monk's path.
  
[[Witch Doctor Skills]]: The Witch Doctor has a few pure mind control skills, similar to the D2 Necromancer's curses, but only a few, since he is designed as a more active, directly attacking character.
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; [[Witch Doctor Skills]]
* [[Grasp of the Dead]] -- A curse that slows and damages enemies for several seconds.
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* [[Grasp of the Dead]] slows enemies by 60% while they are inside its area of effect (the area lasts 8 seconds).
* [[Hex]] -- Hexed enemies are unable to perform offensive actions and take additional damage.
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* [[Hex]] summons a Fetish Shaman that turns enemies into chickens, making them unable to attack for ''??'' seconds (duration unknown).
* [[Horrify]] -- Frightens all enemies within range of the WD, causing them to run away.
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* [[Horrify]] causes enemies within 12 yards to run in Fear for 4 seconds.
* [[Mass Confusion]] -- Incite paranoia in enemies, causing some to fight for the Witch Doctor for X seconds.  
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* [[Mass Confusion]] causes some enemies within ''??'' yards to fight for you for 12 seconds (range unknown).
  
[[Wizard Skills]]: The Wizard's CC skills are mostly attacks as well. It's likely that many other Wizard skills will work like CC skills, if rune'd to deal cold damage.
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; [[Wizard Skills]]
* [[Ice Armor]] -- Freezes and chills attackers, slowing their movement and attack speed.
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* [[Frost Nova]] freezes enemies within ''??'' yards for 3 seconds (range unknown).
* [[Mirror Image]] -- Creates duplicates of the Wizard that move and attack for X seconds.
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* [[Ice Armor]], upon being hit, either Chills or Freezes the enemy for 2 seconds.
* [[Wave of Force]] -- Knocks back enemies and incoming projectiles.
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* [[Ray of Frost]] slows its target by 60% for 4 seconds.
* [[Frost Nova]] -- Freezes or chills enemies, slowing their movement/attack speed.
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* [[Slow Time]] slows enemies by 60% and reduces their attack speed by 20% while they are inside its area of effect (the area lasts 8 seconds).
* [[Ray of Frost]] -- A beam that chills enemies, slowing their movement/attack speed.
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* [[Wave of Force]] knocks back enemies within ''??'' yards and slows them by 60% for ''??'' seconds (range and duration unknown).
* [[Slow Time]] -- Creates a protective bubble around the Wizard, within which all enemies and projectiles are greatly slowed.
 
* [[Blizard]] -- A powerful [[AoE]] attack that drops icy projectiles. Chilled enemies have their movement/attack speed reduced.
 
 
 
 
 
==CC in WoW==
 
 
 
CC skills are common in World of Warcraft and are used to debuff monsters and other players in PvP. They are essential to manage elements of WoW such as [[aggro]]. A quote from the WoW Wiki[http://www.wowwiki.com/Crowd_control].
 
 
 
::Crowd Control (abbreviated CC) refers to spells and abilities which limit an opponent's ability to fight. CC abilities are used to reduce the number of mobs that the group fight at once. Due to the fact that most groups cannot tank more than a certain number of elite mobs at a time, crowd control is often essential to prevent a group from being overwhelmed.
 
  
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==CC resistance==
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Each individual monster has a "CC resistance" which starts at 0%, is increased by 10% for each second of CC it gains, and decreases by 10% per second while the monster is not CC'd. This percentage reduces the duration of successive CC (e.g. a 2-second stun with 50% CC resistance would only last 1 second, and would then increase the CC resistance to 60%). Most Elite monsters have a cap on their CC resistance: 35% in Normal, 50% in Nightmare, and 65% in Hell and Inferno (note that this cap only applies to the value used in the CC duration calculation; for example, if 7 seconds of CC were applied to an Elite monster on Nightmare, it still keeps track at 70%, but CC will only be reduced by the 50%).
  
 
==Reference==
 
==Reference==

Latest revision as of 06:28, 15 September 2013

CC, or Crowd Control, is a term used to refer to skills that debuff or otherwise disable or distract enemies. While most CC skills do not deal direct damage, not all non-damage skills are CC; buffs such as some warcries and auras are not generally considered CC skills unless they have a debuff effect on enemies.

Most CC skills work differently against bosses and other players (in the Arena), with (at least) a reduced duration of effect compared to their function against regular monsters.

These types of abilities are not as common in Diablo III as in many RPGs, since all of the classes in D3 are designed to deal direct damage, rather than acting as support or healers. There are many more buffs than debuffs in Diablo III, as most classes have more ways to improve their own performance than to limit that of enemies. Most of Diablo III's CC skills are part of an attack that also deals damage.


Diablo III CC Skills[edit | edit source]

For the purposes of this list, a skill has CC if it directly affects a target in any way except damage. This list only notes the CC portions of skills; see the respective skill pages for a complete description of their full effects.

There will also be numerous runestone effects that change some of these skills from being CC to beign direct damage, and that change other skills to a CC-style effect.

All skills that deal cold damage can be considered CC, since chilled enemies move and attack at a slower rate. It's likely that numerous runestone effects will add cold damage, and it might be widely-accessible from equipment bonuses as well. It can also be argued that all minion skills are CC, since the minion or pet serves as a target for enemy attackers.

Barbarian Skills
  • Ancient Spear pulls its target to the Barbarian, slowing it by 60% for ?? seconds ("briefly").
  • Bash has a 20% chance to Knockback its target.
  • Furious Charge knocks back enemies in the Barbarian's path.
  • Ground Stomp stuns enemies within 12 yards for 4 seconds.
  • Leap slows enemies within 8 yards of the destination by 60% for 4 seconds.
  • Seismic Slam knocks back enemies in a 45-yard arc.
  • Threatening Shout reduces the damage of enemies within 25 yards by 20% for 15 seconds.
  • Weapon Throw slows its target by 60% for 2 seconds.
Demon Hunter Skills
  • Caltrops, when sprung, slows enemies within 12 yards by 60% for 6 seconds.
  • Entangling Shot slows up to 2 enemies by 60% for 2 seconds.
  • Fan of Knives slows enemies within 10 yards by 60% for 2 seconds.
Monk Skills
Witch Doctor Skills
  • Grasp of the Dead slows enemies by 60% while they are inside its area of effect (the area lasts 8 seconds).
  • Hex summons a Fetish Shaman that turns enemies into chickens, making them unable to attack for ?? seconds (duration unknown).
  • Horrify causes enemies within 12 yards to run in Fear for 4 seconds.
  • Mass Confusion causes some enemies within ?? yards to fight for you for 12 seconds (range unknown).
Wizard Skills
  • Frost Nova freezes enemies within ?? yards for 3 seconds (range unknown).
  • Ice Armor, upon being hit, either Chills or Freezes the enemy for 2 seconds.
  • Ray of Frost slows its target by 60% for 4 seconds.
  • Slow Time slows enemies by 60% and reduces their attack speed by 20% while they are inside its area of effect (the area lasts 8 seconds).
  • Wave of Force knocks back enemies within ?? yards and slows them by 60% for ?? seconds (range and duration unknown).

CC resistance[edit | edit source]

Each individual monster has a "CC resistance" which starts at 0%, is increased by 10% for each second of CC it gains, and decreases by 10% per second while the monster is not CC'd. This percentage reduces the duration of successive CC (e.g. a 2-second stun with 50% CC resistance would only last 1 second, and would then increase the CC resistance to 60%). Most Elite monsters have a cap on their CC resistance: 35% in Normal, 50% in Nightmare, and 65% in Hell and Inferno (note that this cap only applies to the value used in the CC duration calculation; for example, if 7 seconds of CC were applied to an Elite monster on Nightmare, it still keeps track at 70%, but CC will only be reduced by the 50%).

Reference[edit | edit source]