Soothing Mind Control
In a previous article I mentioned Mind Control, and mentioned its single great weakness is the range. 20 yards, and humanoids only. After a lot of practice, I need to update this with something REALLY important.
Mind Soothe. Never control a mind without it – in PVE, however, because it won’t do you any good in PVP. OK, into some nuts and bolts.
First, there are a lot of mobs who can have their minds controlled but who are in groups. And I’m not just talking outside, but in instances. Let’s take a look, again, at the tooltip for the mind control:
20 yd range
3 sec cast
Controls a humanoid mind up to level 62, but increases the time between attacks by 25%. Lasts up to 1 min.
First order of business – the level 62 is wrong. It is actually up to four levels above your own. So – provided they’re not immune – a level 70 can mind control anything up to level 74. Since bosses are (for now) 73… Sad to say, all the bosses at which I’ve looked so far have been immune to mind control. On the other hand I’ve not spent much time looking as at that level healing is taking up a huge amount of my time. Anyway…
The “Big Pain” for mind control in PVE has always been the range – cast time being a strong second that we’ll ignore for a moment. In Outland instances – especially heroics – the mobs will aggro on you before you’re in casting range. But this is where your “smart priest” comes into play. See, the range of these guys is around 25 yards – you can cast to pull your longer-ranged stuff, it’s just that 20 yard hurdle that’s too close. Keep that 25 yard distance in mind and let’s look at the other spell:
40 yd range
Soothes the target, reducing the range at which it will attack you by 10 yards. Only affects Humanoid targets level 85 or lower. Lasts 15 sec.
10 extra yards. In other words, if you’ve soothed the mind(s) of the mob(s) that can detect you, when you’re at 20 yards you have the same aggro pull as a mob at 30 yards. 30 yards, when mind control is ‘only’ 20 yards.
You can cast four mind soothes in 6 seconds in a perfect world, 8-10 in one that includes fast tab-targeting. That gives you at worst 10 seconds to move up to 20 yards and spend 3 seconds casting Mind Control, at which time three mobs kill your proxy. Oh – at which time you run like mad or hope the rest of your party is on the ball.
By the way, this is the ‘trick’ for grabbing a mob out of a group if you’re a shadowpriest trying to “solo” the first area of shadow labyrinth. Mindsoothe the group, move up, mind control the mob you want to see die first. If his friends kill him, great. If not, you’re going to do three spells while running toward the door: Psychic scream, SW:P, and SW:D. Don’t leave till your target dies, but make sure you’re closer to the door than the feared mobs or you’ll play ghost.