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Inventaire Toutes Classes : Immobilsations - contrôles - contrôle mental - interruption des sorts - sauvegarde

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Inventaire Toutes Classes : Immobilsations - contrôles - contrôle mental - interruption des sorts - sauvegarde Empty Inventaire Toutes Classes : Immobilsations - contrôles - contrôle mental - interruption des sorts - sauvegarde

Message  aristo Dim 10 Jan - 16:14

Immobilsations - contrôles - contrôle mental - interruption des sorts - sauvegarde

J'aimerais faire un post spécial d'inventaire pour toutes les classes des sorts et compétences qui permettent de controler ou ralentir. Je fais appel a tous de faire l'inventaire de toutes les compétences de sa classe.

Utile pour tous et surtout pour le RL qui pourra mieux désigner les tâches devant un boss.

Je demande a chacun d'y mettre les informations de sa classe. Soyez complets et précis.

Je propose donc l'orde suivant:
Classe :
Type :
immobilisation / interruption de sorts / comtrôle mental / ralentir (sorts - déplacements) / autre
Nom:
Détail :
Durée :
Talents : de base (si dispo pour tt template : ou quel spé
Cooldown : (combien de temps pour en refaire)
Incantation : instantanné ou x sec
========================================================================



========================================================================
Classe : Hunt

Type : immobilisation

Nom: Piège de Givre / Flêche givrante

Détail : Tire une flèche givrante qui placé sur un endroit ciblé place un piège givrant. Gàle le premier ennemi qui s'en approche pendant 26 sec maximum.
Interrompu si il prends des dégats.

Durée : 26 sec (spe survie)

Talents : de base (toutes spé) mais survie ameliore la durée et réduit le cooldown.

Cooldown : 24 sec de recharge (spé survie)

Incantation : immédiate (le piège reste en place pendant 30 sec)

========================================================================

Classe : Hunt

Type : ralentir

Nom: piège de givre

Détail : Place un piège - coulée de givre qui ralenti de 50% dans une zone de 10m de rayon (20m de diamètre)

Durée : 39sec (spé survie)

Talents : de base (toutes spé) mais survie ameliore la durée et réduit le cooldown.

Cooldown : 24 sec de recharge (spé survie) - une seul piège peut être actif en même temps

Incantation : immédiate (le piège reste en place pendant 30 sec)
========================================================================

Classe : Hunt

Type : interruption

Nom: Flèche de dispersion

Détail : tir à courte distance - désoriente la cible pendant 4 sec.

Durée : 4 sec.

Talents : spé survie uniquement).

Cooldown : 30 sec de recharge - une seul piège peut être actif en même temps

Incantation : immédiate
========================================================================

Classe : Hunt

Type : immobilisation / endormir

Nom: Piqure de Wyverne

Détail : tir une Flèche qui endors la cible pendant 30 sec.

Durée : 30 sec.

Talents : spé survie uniquement).

Cooldown : 60 sec de recharge - une seule piqure/morsure peut être active en même temps

Incantation : immédiate
========================================================================


Classe : Hunt

Type : ralentir

Nom: Coupure d'ailes

Détail : au Cac - ralenti les déplacements de la cible de 50% pendant 10 sec

Durée : 10 sec.

Talents : de base

Cooldown : pas de cooldown

Incantation : immédiate
========================================================================

Classe : Hunt

Type : interruption

Nom: Volée de coups

Détail : Familier : interrompt les sorts pendant 2 sec.

Durée : 2 sec.

Talents : de base

Cooldown : pas de cooldown

Incantation : immédiate
========================================================================

Classe : Hunt

Type : interruption

Nom: Intimidation

Détail : Familier : étourdi pendant 3 sec + génère de la menace

Durée : 2 sec.

Talents : spé bêtes

Cooldown : 60 sec.

Incantation : immédiate
========================================================================

Classe : Hunt

Type : sauvegarde

Nom: Feindre la mort

Détail : feindre la mort - reset d'aggro

Durée : 6 min.

Talents : de base

Cooldown : 25 sec.

Incantation : immédiate
========================================================================

Classe : Hunt

Type : sauvegarde

Nom: Dissuasion

Détail : rends insensible à toutes attaques pendant 5 sec. Le hunt ne peux pas attaquer pendant ce temps.

Durée : 5 sec

Talents : de base

Cooldown : 90 sec.

Incantation : immédiate
========================================================================
Classe : Hunt

Type : sauvegarde

Nom: Dissipation (du hunt uniquement)

Détail : dissipe .saignements/maladie/empoisonnement +20% armure

Durée : 8sec

Talents : de base

Cooldown : 2 min.

Incantation : immédiate
========================================================================

Classe : Hunt

Type : autre

Nom: Détournement

Détail : le membre du raid ciblé reçoit la menace générée par votre prochaine attaque et par toutes les actions exécutées pendant 4 sec.

Durée : 4sec

Talents : de base

Cooldown : 30 sec.

Incantation : immédiate
========================================================================

Classe : Druide (tte spé)

Type : immobilisation

Nom: Cyclone

Détail : projette la cible dans les airs. elle est incapable d'agir mais est aussi invulnérable pendant 6 sec.

Durée : 6sec

Talents : de base

Cooldown : GCD

Incantation : 1.30 sec
========================================================================

Classe : Druide (tte spé)

Type : immobilisation

Nom: Sarments

Détail : immobilise la cible - empêche le déplacements mais n'interrompt pas l'incentation des sorts. Interrompu si la cible prends des dégats.

Durée : 27sec max

Talents : de base (compétence équi disponible à tout instant)

Cooldown : GCD

Incantation : 1.30 sec
========================================================================

Classe : Druide (tte spé)

Type : immobilisation

Nom: Hibernation

Détail : endors bête ou draconien

Durée : 40 sec max

Talents : de base (compétence équi disponible à tout instant)

Cooldown : GCD

Incantation : 1.30 sec
========================================================================

Classe : Druide (spé tank = nounours)

Type : immobilisation

Nom: Sonner

Détail : étourdi la cible et interrompt l'incantation des sorts des personnages non-joueurs pendant 4 sec

Durée : 4 sec -> amélioré par les talents

Talents : de base (compétence équi disponible à tout instant)

Cooldown : 60 sec -> amélioré par les talents

Incantation : immédiat
========================================================================

Classe : Druide (spé dps cac = félin)

Type : étourdi

Nom: Traquenard / Estropier

Détail : étourdi la cible et interrompt l'incantation des sorts des personnages non-joueurs pendant 3sec

Durée : 3 sec -> amélioré par les talents

Talents : de base (compétence équi disponible à tout instant)

Cooldown : 10 sec -> amélioré par les talents

Incantation : immédiat
========================================================================
aristo
aristo

Messages : 10
Date d'inscription : 15/05/2009

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Message  J0YCE Dim 10 Jan - 16:32

========================================================================


Classe :Paladin

Type : Stupefier

Nom: Marteau de la justice

Détail : au Cac - Etourdit les cibles et interrompt incantation

Durée : 6sec

Talents : de base

Cooldown : 1 min

Incantation : immédiate
========================================================================

Classe : Paladin

Type : Fear

Nom: Renvoi du mal

Détail : 20 m - Oblige a fuir mort vivant, ou démon

Durée : jusqu'a 20 sec

Talents : de base

Cooldown : pas de cooldown

Incantation : 1.5 sec

========================================================================


Classe : Paladin

Type : Stupefier

Nom: Repentir

Détail : 20m de portée - Plonge la cible dans une transe, peut être réveillée si dégâts

Durée : 1 min

Talents : Pala dps

Cooldown : 1 min

Incantation : immédiate
========================================================================


Dernière édition par J0YCE le Lun 11 Jan - 16:55, édité 1 fois
J0YCE
J0YCE

Messages : 53
Date d'inscription : 20/12/2009
Age : 32
Localisation : Paris

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Message  Barzak Lun 11 Jan - 15:43

Classe : DK

Nom: Gel de l'ésprit

Détail : . Il interrompt l'incantation de sort et empêche tout sort de la même école d'être lancé pendant 4 sec.

Durée : 4 sec

Talents : de base

Cooldown : 10 sec

Incantation : immédiat
==========================================================================

Classe : DK

Nom: Chaînes de glace

Détail : Enchaîne la cible sur place avec des chaînes gelées, l'immobilisant. La cible récupère sa vitesse de déplacement à raison de 10% toutes les secondes pendant 10 sec.

Durée : 10 sec

Talents : de base

Cooldown : Dépend du cycle de DK (Coute 1 rune de givre a l'utilisation)

Incantation : immédiat
==========================================================================

Nom: Strangulation

Détail : Etrangle un ennemi, ce qui le réduit au silence pendant 5 sec et lui inflige 80 points de dégâts d'Ombre à la fin de l'effet

Durée : 5 sec

Talents : de base

Cooldown : 2 min + temps de recharche d'une rune de sang ( Réductible à 1 min 40 avec une glyphe)

Incantation : immédiat
==========================================================================
Barzak
Barzak

Messages : 55
Date d'inscription : 08/12/2009
Age : 36

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Message  aristo Sam 16 Jan - 14:17

Je rajoute en version anglaise qq infos sur des classes non encore complétées - je ferrai une traduction plus tard.

The warlock has several other valuable spells at their disposal.
Fear — sends an enemy fleeing for a period of time, and is a key ability in preventing the warlock from receiving damage. Unlike a mage’s Polymorph ability, the warlock’s key Crowd control ability does not increase health generation of the target, so they are able to Fear a target while still doing damage. While damage has a chance to break Fear (no longer true in 3.0.2), this is unlike the mage's polymorph ability where any and all damage will definitely break the polymorph effect. The main drawback is that when a PvE opponent is feared, they will run at increased speed in an unpredictable direction and will aggro other opponents if they run close to them. This makes the use of fear more risky, especially in crowded environments like instances. The bonus damage output provided by [Glyph of Fear] provides additional incentive that may outweigh the risk of using Fear.

Howl of Terror — sends 5 enemies around you fleeing in terror for a period of time of approximately 8 seconds. A two point talent on the eighth tier of the affliction tree can make this spell instant.

Banish — freezes a demon or elemental - preventing them from attacking, though they are also immune to all damage while banished. Can also be used in PvP against enemy demons and Treeform Druids or Treants summoned by Druids or even other warlocks using the ability Metamorphosis from the demonology talent tree. Rank 2 and Rank 1 Banish can be used in conjunction with Curse of Doom to ensure guaranteed damage output with very little risk to the caster.

Detect Invisibility — allows a target to see invisible units for 10 minutes. To alleviate a common misunderstanding, it should be emphasized that stealth and invisibility are entirely different mechanics. This ability affects only invisible units such as the succubus, mages, and ghosts, not units who are in stealth such as rogues and druids.
Sense Demons — shows demons on the minimap.
aristo
aristo

Messages : 10
Date d'inscription : 15/05/2009

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Message  aristo Sam 16 Jan - 14:59

source: http://www.wowwiki.com/Crowd_control


Druid
Cyclone enables the druid to "banish" one target for up to 6 seconds with diminishing returns. The target is unable to take any action, even Iceblock or Divine Shield do not remove Cyclone. Cyclone victims are also immune to all damage and healing for the duration of the effect.
Hibernate is used to put beasts or dragonkin to sleep and works similar to polymorph, except that the mob remains stationary and does not get a heal effect; if anyone causes damage to the mob it wakes up. Many players do not even realize that druids have this skill. Alongside the Hunter's Freezing Trap and the Paladin's Repentance this is the only Crowd Control spell that can affect dragonkin, which makes them invaluable in certain instances.
Entangling Roots can be used to keep any mob rooted in place for a while. This can last as long as polymorph but, damage done to the rooted mob (not including the damage dealt by the roots themselves) has a chance of breaking the roots early and this skill can be resisted.
Soothe Animal reduces the aggro radius of one beast without starting combat. This allows a body pull of a nearby mob without also alerting the affected beast.
Feral Charge is a Bear Form talent that has the potential to root a target in place for several seconds, and can be used as a ranged interrupt. It is also commonly used as a means of (very) swift transportation. A common problem with using this ability as any kind of CC or Oh-gawd-stop-the-runner ability is that once the druid reaches the target there may well be more mobs that are instantly proximity-pulled into the fight.
Druids in Bear Form can Stun via the Bash ability. However, the short duration and timer on reuse of it limits its usefulness as CC in longer battles.

Hunter
The hunter has a huge array of crowd control abilities, giving the hunter the potential to be highly influential in altering the course of combat.
Incapacitate/Sleep Effect
Freezing Trap is placed on the ground and freezes the first enemy to walk over it. The duration lasts up to 20 seconds and can be extended by 6 seconds with the talent Trap Mastery. This is effective on virtually every type of mob, even most minor bosses, e.g. Highlord Omokk and Shadow Hunter Vosh'gajin. Pulling a specific mob to his trap is a basic skill that every hunter must acquire. A skillful hunter can chain-trap at least 4 to 5 times no matter what spec or gear he has, assuming the mob does not resist. The survival tree talent Trap Mastery lessens this resist chance by up to 10% and makes the freezing trap a nearly always successful CC option except against immune mobs.
Wyvern Sting is a ranged ability that puts a mob to sleep for 30 seconds. When the mob awakens, it will get a DoT that does Nature damage over the next 6 seconds. This is a tier 7 Survival talent; not every Hunter will have this spell. Because the DoT can break potential crowd control, the hunter can fire Scorpid Sting on the mob to remove the DoT effect, allowing the mob to be re-controlled.
Snare, Root, and Stun
Frost Traps trigger an area of effect snare that slows movement of all enemies in the radius of the trap. It should also be noted that with the Survival talent Entrapment, all Frost, Immolation, and Explosion traps have a 20% chance to immobilize the target upon triggering.
Concussive Shot - ranged attack that slows a target for 4 seconds, with talents it may be upgraded to give a 20% chance of stunning the target for 3 seconds.
Wing Clip - melee attack that slows a target for 10 seconds. With talent points placed into Improved Wing Clip, Wing Clip has a Proc to immobilize the target for 5 seconds.
Scatter Shot - short-ranged attack that disorients the target for 4 seconds. The effect is nearly identical to that of a Rogue's Blind ability. Requires 20 points in Marksmanship.
Counterattack - a Survival talent that causes damage and roots the target for 5 seconds.
Fear
Scare Beast fears a beast for 10 seconds at rank 1, 15 seconds at rank 2, and 20 seconds at rank 3.
Pets
Pets can essentially act as an off-tank, keeping a mob busy for as long as the pet can stay alive and/or retain aggro. Pets with a large amount of health (e.g. bear, boar) or armor (e.g. turtle) are better at this job.
Intimidation - A Beast Mastery talent. Command your pet to intimidate the target on the next successful melee attack, causing a high amount of threat and stunning the target for 3 sec.

[b]Mage[/b]
Mages have the ability to Polymorph humanoid or beast enemies, turning them into sheep, pigs or turtles for up to 50 seconds at level 60. While polymorphed, enemies regenerate health quickly, at a rate of 20% HP per tick. Only one enemy can be polymorphed by a single mage at a time.
Frost Nova roots nearby enemies in place for up to 8 seconds, and deals a small amount of damage. This spell is commonly used before using Arcane Explosion and other AoE attacks to maximize the number of targets hit, or to dramatically increase their critical hit chances with the Shatter talent.
Many of the Frost talent tree adds crowd-control-esque bonuses to frost damage spells, such as Frostbite and Improved Blizzard.

Paladin
Paladins have some limited Crowd Control abilities;
Turn Evil (formerly Turn Undead) is a medium duration Fear Effect (albeit only castable on Undead and Demons). The fear lasts for 20 seconds, with no cooldown As with other fears, there is a chance that it will break on damage or before the timer runs out.

Hammer of Justice is a ranged stun ability with a 1 minute cooldown. The cooldown can be reduced to 30 seconds with max rank Improved Hammer of Justice plus Judgements of the Just.
Paladins can also get Repentance as a talent from the Retribution tree. It is a 1 minute incapacitate, has a 20 yard range and a 1 minute cooldown. Unfortunately, this works only on certain types of targets.
Paladins have, beginning at level 22, Seal of Justice which gives their melee attack a chance to stun the enemy for 2 seconds. The corresponding judgement (Judgement of Justice) prevents the target from fleeing, which is helpful to prevent dying mobs from fleeing to aggro further mobs, and with higher ranks prevents any movement speed increases such as the rogue's Sprint.

Priest
Shackle Undead, which is effectively a sleep only usable on an undead mob (does not work on undead players).
Psychic Scream is an instant-cast AoE fear with a 5 target limit at level 60. With a 30 second cooldown, it's the only escape spell available to priests in PvP combat. However, it is rarely, if ever, practical within an instance, because the feared monster will probably aggro more monsters.
Mind Control (MC) is a channeled spell which transfers control of an enemy humanoid to the caster. During this time, the caster stands in place cannot use their own spells, and will lose channeling time if struck in combat. When the MC target is a mob, the caster gains access to select abilities that the mob may have. These can include standard attacks, buffs, or special abilities. Mind controlling an enemy player does not give access to any abilities other than auto-attack.

Rogue
Rogues have many short-term crowd control abilities at their disposal, primarily making use of stun effects at melee range.
Sap is a long-term (up to 45s) single-target effect which may be used versus out-of-combat humanoids within melee range. Sap is one of the primary CC abilities used by rogues in instances prior to pulling a group that contains humanoids. Because it cannot be refreshed while in combat, the "sapped" mob is often the first CC'd mob to come permanently out of CC, meaning that it is generally the first which needs to be dealt with after the main tank's first target. It furthermore breaks on damage.
Cheap Shot (which requires stealth), and Kidney Shot. are both short-term abilities may be used to eliminate the opponent's ability to move or attack.
Gouge is a short term (4-5.5s) single-target incapacitate that is broken by damage.
Blind is a disorient effect that disorients the target for 10 seconds. It breaks on damage.
Stunlock refers to successive use of the abilities mentioned above (except sap) to keep a mob at stunned/disorientated state. A good rogue can keep a mob stunned/disorientated for a long ocktime until it is picked up by the tank or killed by the group. Stunlocking generally requires the full attention of the rogue, as combo points must be built up for Kidney Shot.

Shaman
Hex transforms the enemy into a frog. While hexed, the target cannot attack or cast spells. Damage caused may interrupt the effect. Lasts 30 sec. Only one target can be hexed at a time. Only works on Humanoids and Beasts.
Stoneclaw Totem summons a Stoneclaw Totem with a set amount of health that increases with higher ranks at the feet of the caster for 15 seconds that taunts creatures within 8 yards to attack it. Enemies attacking the Stoneclaw Totem have a 50% chance to be stunned for 3 seconds. Note: in PvP, taunt only works on pets but not players. Therefore, it becomes quite useless against players (unless someone hits it).

Warlock
Seduction is used by the succubus pet and works much like Polymorph, except that the mob stays put and doesn't get healed: Hit the humanoid mob and they drop out of seduction. Seduction only affects humanoids, and the succubus must channel this spell, meaning that the ability will break early if the succubus takes damage. This can be recast before the duration is over and the mob will be out of control for only a very short time.
Banish can remove a demon or elemental from a fight for 20 seconds (Rank 1) or 30 seconds (Rank 2). The demon will be immune to damage and other effects while banished so it can not be broken and it can not be re-banished. However, there is a chance that the banish breaks by itself. A warlock can only banish one demon or elemental target at a time.
Enslave Demon can be used to charm one demon for up to five minutes, although doing so will cause any summoned pet the warlock has out to be dismissed.
Fear only works on one target at a time. It can be used as form of primary crowd control (making the lock one of the only non-tanking classes to be able to effectively CC two mobs at once, using both this fear and seduce) however it carries significant risk in instances given that the feared mob will run randomly, potentially aggroing new groups of enemies. Generally when warlocks are asked to use this ability as a form of CC, parties will pull mobs back into sections of the instance that have already been cleared so as to avoid this problem.
It is possible for a warlock to control a feared mob by placing Curse of Recklessness on a mob when it flees towards another un-aggroed group. This will neutralize the fear effect (but not remove the fear debuff) and force it to come running back to the party. By switching Curse of Recklessness with another curse, such as Curse of Weakness, it is possible to "ping-pong" a feared enemy, as they enemy will start fleeing again once the curse of recklessness is removed by the other curse. Be advised that doing this will almost certainly take all of the warlock's attention, so their dps on other targets will be lowered. Also remember to reapply the fear debuff as necessary.
Howl of Terror fears five targets from the warlock's vicinity for a shorter duration than Fear.
Death Coil is similar to a very short Fear, but it is an instantaneous spell and not subject to Fear immunities such as Death Wish and Will of the Forsaken. Deathcoil will also deal a small amount of damage and heal an amount of the Warlock's health equal to the damage caused.

Warrior
There are a number of minor CC abilities warriors can use to temporarily stun or slow enemies:
Intimidating Shout, which is an AoE fear in which the warrior's main target does not run in fear but rather is briefly immobilized (however, any damage done will break the effect, meaning that the warrior must stop auto attacking or move out of range to avoid almost instantly breaking the effect on the targeted mob). The enemies that were sent running only have a chance to be unfeared on damage, while the initial target always is unfeared on damage taken (like druid sleep).
Hamstring can reduce an enemies movement speed significantly, often preventing it from easily moving to attack other party members or run away. With Improved Hamstring, there is a chance that the target will be briefly rooted in place. Neither ability actually prevents the enemy from attacking.
Piercing Howl is a talent-based AoE daze effect which reduces their movement speed by 50%. This is an effective AoE alternative to Hamstring as it can affect many enemies at once without directly targeting them.
Also available are the short term Charge and Intercept stuns, as well as the talent-based Concussion Blow and Improved Revenge stuns, all of which are of fairly short duration.
aristo
aristo

Messages : 10
Date d'inscription : 15/05/2009

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