I soloed with a magician in classic (kunark-velious) live.. I can't remember this being available as an option. I know many times I would barely try to get in melee range, for a hopeful proc off a willsapper... always got hit, as soon as I was an eligible target. Perhaps this changed between classic and Kunark, but I cannot say.
Here is what I found on the subject:
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Rooted mobs attack the closest melee target available, making it a fantastic way to force a mob to fight the PC/Pet you want it on. The movement stop is a perk, useful when soloing or stopping a running mob. Root allows the enchanter a cheap and controlled way to aggro the animation, or a fast save to get a mob off of a caster, or to keep a mob aggroed on the closest tank (rather than say... the weakly armored ranger)
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http://xornn.tripod.com/Spells/spell.htm
2009.. from eqlive. Not exactly old information, but relevant if it never changed.
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When a mob is rooted (either by me or earth pet), the mobs will hit any PC in range and totally ignore the merc tank.
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If a mob is rooted, it will hit any player in range, regardless of whether the tank merc is closer than the player.
Ie, rooted mobs treat tank mercs like pets - they ignore them unless nobody else is in melee range.
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I can replicate the behaviour of us getting hit with 100% consistancy, in PoI.
If a mob is rooted, the mob will not hit the merc tank - at all - if either myself or the mage is in melee range.
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It has been answered 2 times already, even with a screenshot.
The merc can be closer than the player, but the player gets hit.
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http://forums.station.sony.com/eq/po...opic_id=146928
http://www.gameskb.com/Uwe/Forum.asp...d-pet-question
http://forums.station.sony.com/eq/po...ost_id=2138304
Maybe you can find some posts to support your claim?