It's nice when mind control is actually useful and not just glorified crowd control
What about DKs and their Undead control? Most people that play them don't know these cool kind of 'clever use of game mechanics', like, some WoTLK dungeons (TW), the Akh'anet one where they can MC on of the undead Nerubians with a long, but hard hitting casts (too bad Blizz chose to nerf the damage, simply because most people tend to focus 'melee' mobs instead of the casters, old caster mobs are very dangerous as we can see in the Karazhan DG right now).
btw it could, be used a lot but ppl just ignored it ;dsoa, mists for dps (wowhead covered these)nw for the 3/4th bosses and their minor mobs (on the cleaver, the gauntlet phases)plaguefall on 2nd boss to ignore the ooze, the friendly fire mobs as wellbolstering if the mob hp is too unequal, sanguine pools ofc, dos the inspired mob before hakkaretcthing is its a mess.. because even fade doesnt save you from the ridiculous amount of aggro past mc break.. despite it is supposed to clear it..on the other hand, i was never playing ToP inspiring without a dk and mind you these dont exist in 20+s
I like this kind of stuff. It's sort of like the covenant bonuses in dungeons except it feels natural as part of the class fantasy and not some weird forced thing. It can be dangerous if it gets too meta, but I'm basically always in favor of those extra utility buttons having uses that make sense. Mind controls, Spellsteal, Lockpicking, See invis, slow falls, any of that kind of stuff just feels right, whether or not it makes parselords happy like this trick will.
I hope that gets changed / fixed in case its unintended. I dont want my groups to expect me doing that crap each run.
Will my mates see the swirlie when it's a friendly squirrel casting ? It could be really confusing when pugging
something something shadow priest aoe rotation is a mess something something