Daze Daze is a 50 % snare debuff , which often forces its target to dismount if mounted . All mobs have a chance of applying daze when they hit a player in melee range that is facing away from the mob . The daze mechanic is intended to prevent players from carelessly running past large groups of mobs . Creature daze . All mob creatures have a chance to daze on each melee hit , ranging from 0 % to a maximum 40 % . Chance to daze is a function of player level , creature and player base defense skill . A creature ' s weapon skill is its level times 5 . For example , a level 70 creature has an attack skill of 350 . A player ' s base defense skill is capped at his level times 5 , and can be increased through some class talents and gear or other enhancements that have defense rating . Base chance to daze is 20 % given that the mob weapon skill and player defense skill are equal . As the player ' s defense skill increases relative to the mob ' s weapon skill , chance to daze decreases to a minimum of zero . As defense skill decreases relative to weapon skill , chance to daze increases to a maximum of 40 % . This effectively makes chance to daze a function of level difference - mobs that are below a player ' s level have less chance to daze , while mobs above his level have a higher chance , with equal level mobs having the base 20 % chance . The base chance of 20 % is decreased for players under level 30 . As a given example , a level 10 player running from a level 10 mob will only have a 7 % chance to be dazed . The daze check uses a player ' s " total " defense skill rather than " base " defense skill , meaning players with high defense rating from equipment , such as tanks , have a lower chance of being dazed . This means tanks will have an easier time repositioning mobs in instances without being repeatedly dazed . A player can only be dazed from behind and within melee range of the attacking mob . This is most common when running away from it , but it can also happen while standing still if the mob approaches from behind , or when backing up if the mob overshoots you while following you . Due to server latency , it can sometimes appear that a mob has dazed from a long distance , or in front of the player . It has been confirmed that friendly mobs ( for escort quests for example ) can daze other mobs that are running away . It also seems that daze debuff can ' t be applied by a mob if you are " Immune " ( such as with a Paladin Divine Shield or Mage Ice Block ) , if you " Resist " the hit , or if all the damage from the hit is Absorb ed . While it slows movement speed , daze is not considered a movement impairing effect . Thus it cannot be removed by the usual means such as druid shapeshift ing , Vanish , Faction Insignia , or Hand of Freedom . It is considered a physical debuff , however , and can be removed by Blessing of Protection and the like . Note that it is also removed by immunity granting effects such as Divine Shield or Ice Block . Player daze . Dazing effects are notorious in PvP settings , especially in Warsong Gulch . Flag runners are usually hit with these abilities , leaving them vulnerable to attack from the opposing team . Some playable classes have abilities that apply a daze debuff as well . However , player dazes do not dismount others the same way creature daze does , nor is the daze effect immune to skills / items that remove movement impairements or harmful spell effects .