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mind control, buffs, and exploits

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Kimbelyn

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Feb 21, 2006, 7:05:01 PM2/21/06
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a couple weeks ago, we had myself and a couple other priests mind
control the mages in ubrs to buff the fire resist buffs on each of the
40 members of the raid before trying rag just to see how much of a
difference if any it made. this week, however, it was brought up that we
should never do this as its considered an exploit which will get you
banned. there was even a post on a rag strategy page with a screenshot
of a gm saying that it is indeed an exploit.

guide:

http://pacifistguild.org/library/ragnaros/

...and the screenshot is linked from that page to:

http://pacifistguild.org/library/ragnaros/gm_4.jpg


this spawns a couple questions from me. obviously, the first question
is...is this really an exploit? as i've only heard of or seen this
screenshot once, and its from a single gm...its hard to trust.

to me, mind control was meant to be able to control another player or an
npc character and allow the priest to control their actions and their
spells (not player spells though). this includes using their buffs and
heals to help your party.

if this is indeed an true, then umm yea...thanks blizzard, for making
yet another priest spell useless, and bannable at least in this case.

-kim

Mathew

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Feb 21, 2006, 9:57:34 PM2/21/06
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in Cays words "why would we put an NPC with such a useful buff next to the
two raids that require FR to complete"

MC npc's for buffs is done alot by me a priest in many instances, DM is an
example. i MC the mages and give the rogue a AP buff.

"Kimbelyn" <kimb...@thezengarden.net> wrote in message
news:iamsc3-...@mercury.nasland.nu...

Adam Russell

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Feb 22, 2006, 12:41:29 AM2/22/06
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"Kimbelyn" <kimb...@thezengarden.net> wrote in message
news:iamsc3-...@mercury.nasland.nu...
>a couple weeks ago, we had myself and a couple other priests mind control
>the mages in ubrs to buff the fire resist buffs on each of the 40 members
>of the raid before trying rag just to see how much of a difference if any
>it made. this week, however, it was brought up that we should never do this
>as its considered an exploit which will get you banned. there was even a
>post on a rag strategy page with a screenshot of a gm saying that it is
>indeed an exploit.

There was much argument on the forums for many months. Finally a dev made a
post specifically stating that it is not an exploit. Considering that GM's
are speaking live, and just telling the player what is truth to the best of
their knowledge, and that the forum post was probably the result of much
internal discussion, I believe it is not an exploit.


Lisa C

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Feb 22, 2006, 1:48:44 AM2/22/06
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"Kimbelyn" <kimb...@thezengarden.net> wrote in message
news:iamsc3-...@mercury.nasland.nu...
How do you use MC to give a buff? I have been practicing my MC, and can
certainly make a char run around.. but I have yet to figure out how to make
a char do spells or other actions. Obviously, the buttons I have on my
interface are for priest spells and abilities.
Do you set up macros with specific spell names? Or is it something simple
that I am missing.


Chris Bromley

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Feb 22, 2006, 1:53:22 AM2/22/06
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> How do you use MC to give a buff? I have been practicing my MC, and can
> certainly make a char run around.. but I have yet to figure out how to
> make a char do spells or other actions. Obviously, the buttons I have on
> my interface are for priest spells and abilities.
> Do you set up macros with specific spell names? Or is it something simple
> that I am missing.
>

If you MC an NPC that has various abilities, such as buffs, they will appear
as icons on the bottom of your screen... similar to pet icons for hunters.


Adam Russell

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Feb 22, 2006, 2:02:34 AM2/22/06
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"Lisa C" <lisaann...@hotmail.com> wrote in message
news:hPTKf.2267$YV1....@fe12.lga...

Notice that when you MC an npc (not sure about pc) you are able to do some
of their abilities. There will appear an extra hotkey bar with the npc's
abilities. Usually they are minimally useful abilities like shield bash or
whatever.


Babe Bridou

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Feb 22, 2006, 2:08:10 AM2/22/06
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Adam Russell a écrit :

> There was much argument on the forums for many months. Finally a dev made a
> post specifically stating that it is not an exploit. Considering that GM's
> are speaking live, and just telling the player what is truth to the best of
> their knowledge, and that the forum post was probably the result of much
> internal discussion, I believe it is not an exploit.

Moreover

http://forums.worldofwarcraft.com/thread.aspx?fn=wow-priest&t=528802&p=1&tmp=1#post528802

(http://tinyurl.com/rp6mg)

is sticky on the official priest forum. Here's a copy for the record:

Wheee! Thankee for the sticky!

Mind Control FAQ v1.3


What is Mind Control?
Mind Control (Rank 1/2/3)
350/550/750 Mana
20 yd range
3 sec cast
Controls a humanoid mind up to level 32/47/70 (Scales with own level),
but slows its attack speed by 20%. Lasts up to 1 min.

Mind control is obtainable at level 30 by priests, and can be used to
crowd control, use an enemies' abilities against them, and lots of
other creative stuff that are towards the end of this FAQ.

Why don't priests use Mind Control in instances very often?
A couple of reasons:
The 20yard range means that quite often you won't be able to cast the
spell without getting in aggro range.
Even if you do get the Mind Control off, it is very unpredictable. I've
seen mind control last the full 60 seconds, and I've seen it break in
less than a second, and if it does break early, your tank will have a
hell of a time getting the mob off you, as it causes a tremendous
amount of aggro.
Finally, Mind control is a channeled spell, so the priest can not heal
the group while Mind controlling something.

And why not in PvP?
Again, the range is a factor, generally if you're within 20 yards of
something you probably don't want to take 3 seconds to cast mind
control, especially in group PvP.
However, if you can trick the enemy into attacking thier own players if
you're clever enough, but the range is a problem.

What are the "Mind control buffs"?
Mind control buffs are buffs that are obtained by casting Mind control
on a mob, and getting that mob to cast the buff on you or your party.
We've got a nice looking list of them a little further down.

So what can you do with mind control?
Mind control is by no means "useless", but it is very situational. More
often than not, it's used, simply because it's a damn fun ability to
use, which is what this thread is all about.

I heard that some of the Mind Control buffs are concidered exploits, is
this true?
Nope, it's been confimed by Caydiem that using these buffs is creative
use of game mechanics and not exploiting at all.
http://forums.worldofwarcraft.com/thread.aspx?FN=wow-dungeons&T=269773&P=1


How do you find Mind Control buffs?
By luck, mainly. Go out and mind control something and see if you can
cast any of its abilities on yourself. If you find one, be sure to
report it here, and we'll hopefully see this thread get longer and
longer with more buffs and ideas.

Tips, Hints and Info about Mind Control

Mind control duration is partly controlled by distance. The farther
your 'pet' is from you, the higher the chance of breaking. Solution :
Park it on top of yourself 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).

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
it's prayer of healing which heals for 2k+ AND uses only 400 mana over
your own? Don't forget that the medic has 8k mana meaning it can chain
cast it for a while, and if it gets aggro and dies...just remember that
it wasn't you who just died. :P

Mind controlled npcs have their own aggro, spells cast by an npc do not
get 'added' to your current aggro.

You can mind control something and let the surrounding 'linked' npcs
kill it. Then fade aggro into the negative in order to dump the npcs
onto your group/tank. Ghetto crowd control. Why fight 3 when you can
fight 2. Leading to the next note

Mind soothe is VERY useful in getting close to humanoid npcs without
them jumping you due to the 20 yard range of mind control. If you want
them to focus on pet and not on you first (Remember aggro rules) use
mind soothe.

Mind control damage is not counted as 'player dmg'. Meaning if a mind
controlled pet kills something entirely by itself, you get no loot. But
if a person in your group hits it for even 1 dmg it is counted as a
player kill and you can loot it as normal.

You can mind control something and have it die, but you will recieve no
loot for it. Instead let other npcs beat it up to 5% or so, then break
mind control and one shot it to gain access to it's body.

Shadow Affinity and Shadow Focus affect the duration and aggro gained
from mind control. If your into heavy controlling both are highly
suggested to make your life and group's life easier.

Mind control can break early even if channeled bar is still somewhat
full. A break is checked vs level/distance/resistances of target every
x amount of seconds.

What mobs are worth Mind-controlling, and have good abilities?

Dire Maul North

Gordok Brutes - Very High dps/stun/knockback/high hp/tanks very well
and can keep aggro

Gordok Warlock - Banish (Can banish anything)/Curse of
tongues/immolate/shadowbolt

Gordok Reavers - Cleave/mortal strike/armor sunder/high hp/good tank

Gordok Mage-Lord - Frostbolt/60% 30 second haste buff/flamestrike

Gordok Captain - Instant shadowbolt attack/fear/high hp

Zul'Gurub

Troll shadowcaster - Shadow volley for 1k+ and a 2 second shadow bolt
spell for 1k+ dmg, single target. Can find these at the spider boss
area and can use them to AE/clear spiders. Unsure of correct name.

Zul'Gurub Champions - Charge/stun/strike for high dmg, mainly found
near bloodlord area, unsure of name.

Zul'gurub Headhunters - Mortal strike(Melee)/ranged strike/ranged
dot/Throw (Ranged shot)

Zul'gurub Witchdoctors - Hex (Turns people into frogs)/Frog swarm
(Spawn those frogs! MCed don't get frog detonate though)/??

Zul'gurub Blooddrinkers - AE healthtap/health funnel (Not 100% sure how
this works but I 'think' it heals someone for around 5k and takes 5k
out of the blood drinker's life, testing needed)

Zul'gurub axe throwers - Enrage (% dmg increase by a large amount)/Axe
whirlwind (AE attack)/Throw (Ranged attack)

Stratholme Scarlet Crusader Side

Crimson Sorcerer - Polymorph/Arcane
Missiles/Fireblast/counterspell/Very very high dps while spamming
AM/blast and polymorph on those 4 pulls are VERY useful
Note : Spells may do more dmg than tooltipped due to a non-player
MCable skill which increases their spell dmg. I've had AMs hit for 800+
non crit every 1.5 seconds with these guys if they use it as I try to
cast MC on them

Crimson Priest - Power Word : Shield/Heal (Large)/Holy fire (High dmg,
long cooldown)
Note : Power word shield from these npcs STACK with priest version. As
the PW:S from npc DOES NOT GIVE WEAKENED SOUL DEBUFF. PW:S x2 on
someone = invul almost, only limiter is cooldown.

Crimson Battle Mage - Blast Wave/Arcane Explosion
Note : Ever envy mages for their AEs or hate how crappy holy nova is?
Mind control one of these and let her/him rip on 3-4 npcs. It's just
rediculous the dmg they pump out and it makes mages cry!

Crimson Gallant - Holy Strike(Holy dmg)/Crusader Strike(Increases holy
dmg, debuff)/Devotion aura or Retribution aura (I forget which it was)
Note : Bring a paladin and make them cry using these guy's skills. Very
high dps for a melee npc. The aura from the npc paladin WILL overwrite
player paladin aura if they put up the same auras. Player paladin can
put up other auras though.

Crimson Conjurer - Fireblast/frostnova/frostbolt
Note : No you can't summon elementals

Crimson Initiates - Flash heal/Mindblast/Renew (Ticks for
200-300+)/Mana burn(?)

Crimson Monk - Thrash (2 extra attacks)/Snapkick (Stun/knock down)

Crimson Guardsman - Charge/shield bash/disarm

Crimson Defenders - Paladin immunity shield/Hammer of Justice
(stun)/Heal/Aura(?)

Crimson Inquisitors - Shadow word pain/crappy other skill

Stratholme Baron/Dead side

Thuzudian Necromancer - Soul Tap (Mana/hp drain)/Bone
Armor/Shadowbolt(?)
Note : Bone armor is like PW:S but lasts longer and absorbs a LOT more
dmg, low cooldown


Blackwing Lair

Master Elemental Shaper Krixx - Teach Smelt Elementium

Blackwing mage - Arcane Explosion, Fireball.

Blackwing Legionnaires - [Name unknown] - An attack that does 400%
damage to dragonkin.


Blackrock Spire

Black Hand Assasin - Backstab/gouge (3 sec disorient)/slice and dice
(haste speed buff)

Blackhand Dreadweaver - Shadowbolt, Veil of Shadow (-75% healing
effects, curse), Curse of Thorns (50% chance to take 155-199 damage on
attack)

Blackhand Incarcerator - Encage (30 second channelled stun), Strike
(Like heroic Strike).

Firebrand Evoker - Mark of Flames (+1,000 fire damage, debuff), Flame
Crack (AoE centred on the caster, ~1250 damage, and stun for 2-4
seconds.), Blast Wave.

Scarshield Spellbinder - Counterspell, Arcane Bolt (Fast Arcane damage
spell), And Resist Fire (60 minute buff that grants 81-83 Fire Resist.)


Scarshield Warlock - Shadow Volley (AoE shadowbolt)

Smolderthorn Berserker - Mortal Strike, Strike (Like Heroic Strike)

Smolderthorn Mystic - Healing Wave, Chain lightning.

Smolderthorn Shadow Priest - Hex, Dispel Magic, Mana burn.

Spirestone Ogre Magus - Bloodlust (30% haste, 30 seconds, Arcane Bolt,
Slow.

Blackfathom Deeps

Blackfathom Oracle - Healing Wave and Parasite (DoT poison)

Blackfathom Sea Witch - Blizzard, Frost Ward, Frost Armour, Frost Nova.


Blackfathom Myrmidon - Disarm.

Gelihast - Net, Battle Stance.

Lady Sarevess - Forked Lightning (AoE cone), Frost Nova, Slow, Shoot.

Blindlight Murloc - Defensive stance and sunder armour.

Blindlight oracle - Lightning Bolt, renew, heal.

Blindlight Muck Dweller - Leech Poison (Health-leeching DoT)

Murkshallow Snapclaw - Disarm.

Twilight Loreseeker - Enlarge (Increases size and damage for 30
seconds) Slow.

Twilight Aquamancer - Frostbolt.

Twilight reaver - Arcing smash(Melee AoE cone)

Twilight Acolyte - Heal, Renew.

Twilight Shadowmage - Shadowbolt, Dominate mind (Up to 42.).

Twilight elementalist - Earth Shock, Flame shock, Frost Shock, and
Shock.

The Stockade

Defias Captive - Infected Wound (Disease, +5 physical damage),
Backstab.

Defias Inmate - Rend, Battle stance.

Defias Prisoner - Kick, Disarm.

Defias Convict - Backhand (Two second knockdown)

Defias insurgent - Demoralizing shout, Battle shout.

Targorr the Dread - Thrash

Kam Deepfury - Shield Slam, Shield Wall, Defensive stance.

Hamhock - Bloodlust, chain lightning

Bazil Thredd - Smoke Bomb (2 seconds small AoE stun), Battle shout.
(Spam auto attack to make him spam you back with many random /says.)

Dextren Ward - Intimidating Shout, Strike (Like heroic strike), Battle
stance.

Arathi Basin
Mind controlling people off the mill cliffs, takes about 50% of thier
health away.

World
Azshara

Blood Elf Reclaimer - Renew, Heal, Fireball.

Blood Elf Surveyor - Fire Nova (Fire damage to nearby enemies)

Spitelash Myrmidon - Strike (Like Heroic Strike)

Spitelash Siren - Frost Shot (30-31 additional frost damage, 40%
movement snare)

Felwood

Timbermaw Warder - Just auto-attack.

Deadwood Avenger - Curse of the Deadwood (Curse, Reduces healing by
50%)

Deadwood Shaman - Lightning Shield, Lightning Bolt, Chain lightning,
Curse of the Deadwood.

Jaedenar Adept - Fireball, Fire Blast, Blink.

Jaedenar Cultist - Shadow Bolt, Shadow Word: Pain, Curse of Weakness.

Jaedenar Darkweaver - Shadow Bolt, Immolate.

Jaedenar Enforcer - Rend.

Jaedenar Guardian - Shield Bash, Improved Blocking (Increase chance to
block by 76%.

Jaedenar Warlock - Shadow Bolt, Unholy Frenzy (Increases an ally's
attack speed by 35% for 20 seconds, and inflicts 27-28 nature damage
every 2 seconds.)

Burning Steppes

Blackhand Sorcerer - Fireball, Flamestrike.

Winterspring

Ragged Owlbeast - Festering Rash (Reduces all of an enemy's attributes
by 21 for 30 min)

Winterfall Den Watcher - Winterfall Firewater (Increases the caster's
melee attack power by 70 for 20m)

Winterfall Pathfinder - Shoot, Faerie Fire,
Winterfall Firewater.

Winterfall Totemic - Winterfall Firewater.

Western Plaguelands

Scarlet Invoker - Arcane Missiles, Arcane explosion.

Scarlet Medic - Resist Arcane (Increases an ally's Arcane resistance by
78-84 for 1 hour.), Renew Flash heal.

Mind Control buffs

Anvilrage Officer - Located in BRD - Have a devotion aura which while
controlled gives about +1000 armour to all nearby party members.

Twilight Emissaries - Located in BRD - Have the Fury of Ragnaros buff
which Increases Magical Damage done by 25 for 30 minutes.

Scarlet Medic - Located in Felstone Field, WPL. - Have the Resist
Arcane buff that lasts one hour and gives 70-82 arcane resistance.

Vile Tutor - Located in EPL - Have the Dark Whispers buff which
increases damage done by shadow spells by 35 for 10 minutes.

Venture Co. Geologist - Located in Stranglethorn Vale - Have Quick fire
ward: Fire Damage Immunity for 10 seconds. And Fire Shield II - Deals
11-13 fire damage to anyone that strikes you. Lasts one minute.

Scarshield Spellbinder - Located in LBRS/UBRS - Fire Resistance, buff
that gives +83 Fire Resistance for 60 minutes.

Gordok Mage-Lord - Located in Dire Maul - Bloodlust, Increases Melee
attack speed by 30%, lasts 30 seconds.

Crimson Initiates - Located in Scarlet/Strath - Have a shadow resist
buff which decreases shadow damage taken by 87.


Bootnote
Thanks to all the people in the old thread for all the information;
most notably Nuvdar, who made a huge post with a bunch of the high-end
instances. The old version of this thread had a fair few lowbie
instances listed as well, such as SM, ZF and BFD. So if you want to
help out, run to the lowbie instances and mind control everything in
sight, and report your findings back here. I'll try and make a couple
of runs if I don't get dragged into other things, I've still never been
to SFK, so I might make that my first stop. I will check this thread
pretty reguarly to update.

Thankee.

Alastair Foster

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Feb 22, 2006, 8:23:57 AM2/22/06
to
>How do you use MC to give a buff? I have been practicing my MC, and can
>certainly make a char run around.. but I have yet to figure out how to make
>a char do spells or other actions. Obviously, the buttons I have on my
>interface are for priest spells and abilities.
>Do you set up macros with specific spell names? Or is it something simple
>that I am missing.
>

Read MC as Molten Core and feel stupid just like me!

I have been practising Molten Core and can my make my character run
around lol :)

Kimbelyn

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Feb 22, 2006, 8:47:07 AM2/22/06
to
thank you very much for that link, that was exactly what i was looking for.

-kim

Babe Bridou wrote:
>
> http://forums.worldofwarcraft.com/thread.aspx?fn=wow-priest&t=528802&p=1&tmp=1#post528802

Max

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Feb 23, 2006, 5:40:33 AM2/23/06
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Kimbelyn wrote:
was even a post on a rag strategy page with a screenshot
> of a gm saying that it is indeed an exploit.
>
> guide:
>
> http://pacifistguild.org/library/ragnaros/
>
> ...and the screenshot is linked from that page to:
>
> http://pacifistguild.org/library/ragnaros/gm_4.jpg

Last August when we learned Ragnaros encounter we asked a GM if thats
an exploit and he told us that its not... i can prolly find the
screenshot of it but not atm. Prolly Blizzard has changed their mind
about this (as we dont use the buff any more for a long time, i dunno..)

Erick Pelden

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Feb 26, 2006, 3:51:36 PM2/26/06
to
Kimbelyn <kimb...@thezengarden.net> wrote:
> this spawns a couple questions from me. obviously, the first question
> is...is this really an exploit? as i've only heard of or seen this
> screenshot once, and its from a single gm...its hard to trust.

Another thing is: If you want to learn how to smelt elementium you
*have* to mind control a goblin in the BWL to teach it to you.

So, how can casting a spell by mc be an exploit in one situation but
mandatory in another?

--
Erick

boo...@gmail.com

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Feb 27, 2006, 4:32:01 PM2/27/06
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Another good thing to do with MC in UBRS is get rid of some of the mobs
quickly to speed up runs.

In the room after the Beast, you can MC the orcs and run them off the
bridge into the lava below. Just make sure they hit the lava and not
the ledge or they can run back up with a train... =p

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