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**The [[Priest]]'s [[Fear Ward]], does not break fear already on target. |
**The [[Priest]]'s [[Fear Ward]], does not break fear already on target. |
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**The [[Warrior]]'s [[Berserker Rage]] (removes and make the warrior immune until the effect expires), [[Recklessness]], [[Death Wish]]. |
**The [[Warrior]]'s [[Berserker Rage]] (removes and make the warrior immune until the effect expires), [[Recklessness]], [[Death Wish]]. |
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− | **The [Shaman]]'s [[Tremor Totem]]. |
+ | **The [[Shaman]]'s [[Tremor Totem]]. |
**The [[PvP trinket|PvP Trinkets]]. |
**The [[PvP trinket|PvP Trinkets]]. |
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Revision as of 18:59, 28 July 2008
Fear effects are a form of crowd control that makes a victim to run in random directions, unable to perform most actions for a period of time. Feared creatures have a small chance to break fear when damaged; some believe damage-over-time effects have a lower chance of breaking fear. Any fear, no matter the duration listed, will last a maximum of 12 seconds when used against players in PvP, and fear is affected by diminishing returns.
Undead and Mechanical monsters are generally immune to fear. Boss monsters, including lesser bosses of pre-70 instances are usually immune to fear and other crowd control effects. Some elite monsters are immune to fear.
Fear, among all crowd control types, is unique in that the victim runs around, sometimes quite a distance before the effect ends. Players affected by fear may run into awkward areas (though they will not fall off cliffs) or into more enemy monsters or players that may attack. Monsters affected by fear may also run into groups of monsters, alerting their friends which then come running into the fight. The fact that fear has a somewhat low chance of breaking on damage means that it can be as effective as a Stun with some luck, or moreso if the enemy runs far away and must run back to you while you attack; on the other hand it can last too long and the enemy runs into a group of fellows, or break after only a hit or two.
Many fear effects are magical and can be dispelled or reflected; many are Shadow and are affected by Shadow Resistance. Other methods of preventing fear would be preventing the fear-user from using fear through your own crowd control or anti-spellcasting abilities, dealing fatal damage, or avoiding the range or area the user can hit with fear in.
Some raid bosses cause fear to the entire raid. Losing your fear before the tank does can be hazardous to your health as you may be acquired as the mob's target.
Player abilities that cause fear:
- The Hunter's [Scare Beast]
- The Paladin's [Turn Undead]
- The Priest's [Psychic Scream]
- The Warlock's [Fear] and [Howl of Terror]
- The Warrior's [Intimidating Shout]
Counters
- Ways to remove fear effects:
- The Forsaken Racial trait [Will of the Forsaken] and also makes the caster immune for 5 seconds.
- The Hunter's [The Beast Within] (talent) and [Bestial Wrath] (talent for pet). Neither break fear already cast.
- The Mage's [Ice Block].
- The Paladin's [Divine Shield].
- The Priest's [Fear Ward], does not break fear already on target.
- The Warrior's [Berserker Rage] (removes and make the warrior immune until the effect expires), [Recklessness], [Death Wish].
- The Shaman's [Tremor Totem].
- The PvP Trinkets.
- Talents that help preventing fear:
- The Druid's Primal Tenacity
- The Priest's Unbreakable Will
- The Paladin's [Unyielding Faith]
- The Rogue's [Nerves of Steel]
Patch Changes
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- Template:Patched
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