PropertyValue
rdfs:label
  • Fear effect
  • Fear effect
rdfs:comment
  • 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. 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, and some elite monsters are immune to Fear and other crowd control effects.
  • 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. 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, and some elite monsters are immune to Fear and other crowd control effects.
dcterms:subject
dbkwik:el.wow/property/wikiPageUsesTemplate
dbkwik:wowwiki/property/wikiPageUsesTemplate
Note
  • "Chance to break crowd control from damage: The increased chance for a spell to break from taking a critical strike has been removed. Instead, all targets over level 60 have a slightly larger chance to break out of crowd-controlling effects when they take damage."
  • "Fear duration against PvP targets has been reduced to 10 seconds."
  • "In PvP, Crowd Control effects will last no longer than 12 seconds instead of the full duration, with a chance of a heartbeat resist."
Patch
  • 201
  • 210
  • 220
abstract
  • 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. 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, and some elite monsters are immune to Fear and other crowd control effects. 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 it 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 it has a somewhat low chance of breaking on damage means that it can be as effective as a Stun with some luck, or more so 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. 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.
  • 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. 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, and some elite monsters are immune to Fear and other crowd control effects. 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 it 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 it has a somewhat low chance of breaking on damage means that it can be as effective as a Stun with some luck, or more so 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. 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.