16 is high enough to have root via Hungry Earth if you do the research or buy the spell. with root, splitting a camp is as easy as starting with rooting one, killing the other that isn't rooted.
I also split with a necro by opening with snare, sending in the pet on the snared one, fear the non-snared, and then spending 15 seconds finishing off the snared/pet engaged one before the returning feared one. you could also send in the pet on the non-snared mob, which would engage the skeleton, allowing you to circle and keep adding spells to either mob, an engulf on mob 2 for instance.
If you are dying to a single blue mob, and do not have room to fear kite, you must not have faith on your skeleton tanking. send him in, count to five before you engulf, heat blood. mob comes to you, but only after the 2nd dot hits, and slowly, then you take a turn at tanking. mob will be dead before you are seriously harmed, this from someone in nonmagical cloth. have a health tap available in case you do get some decent dmg on you, but normally it isn't a big deal.
Because mages have direct nukes, at 16-20, it is easier to womp on the first mob and get to the 2nd before anything bad happens. necro is a little trickier until you get root, due to dots taking a while.
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