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- Sap has a PvP duration of 8 seconds, and is subject to diminishing returns, in its own category.
- Sap does not have a chance to break early, always lasting the full duration unless the sapped target is hit.
- Only works on Humanoids, Beasts, Demons and Dragonkin. (A good rule to remember is that it works on anything with a brain).
- Requires stealth, unless used with .
- The target must not be in combat, and any damage caused will revive the target.
- Only 1 target may be sapped at a time.
- Despite the description, sap is not considered an incapacitate effect, but a sap effect.
- Sapping in a neutral town does aggro the guards.
- Sap is an effective crowd control technique. Don't forget to tell the party which mob you are sapping, as any damage breaks the effect.
- Sap does not cause threat, meaning that if you Sap a mob and then move out of normal aggro range, the mob will not attack you after the Sap effect is broken.
- Mobs that are Sapped won't be tagged as your kill until you deal damage to them. Be wary of other players stealing your kill.
- Sap can be useful in a PvP environment, to even out a 2-on-1, to take out a Shaman's totems before you fight them, to capture a flag quickly in battlegrounds, or even after a . Remember, like all crowd-control effects, Sap is limited to a reduced duration in PvP.
- Sapping a player of the opposite faction will turn on your PvP Flag. Be wary.
Comparison to Paralysis
Upon release, monks were given a crowd control ability called . Like Sap, this causes an incapacitate effect up to 60 seconds long, but was considered a magical effect that could be reflected, grounded, or dispelled. In patch 5.2.0 it was made physical, increasing the similarity to Sap. This section compares the two.
Advantages of Sap
- No 15 second cooldown, aside from that imposed by / or .
Advantages of Paralysis
- Can be used while the Monk or the target is in combat.
- Can be used on any creature type.
- Does not require a specific stance or form.
- Does not require a melee weapon.
- Reaches 10 yards farther.
- Costs 15 less Energy.
Patches and hotfixes
- Hotfix (2011-07-01): "Sap is no longer placing the rogue in combat when he/she is visible and the target is sapped."
- Patch 4.0.6 (2011-02-08): Now has a PvP duration of 8 seconds.
- Patch 2.4.0 (2008-03-25): Sap is no longer considered an incapacitate effect; changed to allow more creatures to be crowd controlled in dungeons who were previously immune.
- Patch 2.1.0 (2007-05-22): Sap will no longer remove you from .
- Patch 1.12.0 (2006-08-22): Enemy rogues will now always lose stealth when you Sap them.
- Patch 1.2.0 (2004-12-18): Players now have an increasing chance to break free of the effect, such that it is unlikely the effect will last more than 15 seconds.
- Patch 1.1.0 (2004-11-07): Increased the chance of breaking early.
- Patch 0.11 (2004-09-29): Targets now have a chance of waking up before the duration ends.
- Patch 0.6 (2004-04-13):