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Old 02-19-2016, 06:08 PM
Sadre Spinegnawer Sadre Spinegnawer is offline
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Gotta understand, a mob coming into a camp has very little aggro, whatever the puller has on it from pulling. If you cast when mob is still above 90%, you are going to likely go straight to the top of that small aggro list.

So you find what % works for the grp/dps/classes you are playing with. It will, as a rule of thumb, be < 90%.

Depending on what is being killed, slow is either then worth it or not, and the deciding factor should be, how happy is the healer? If the healer has so much mana they are helping to melee the mob down, yeah, that slow is a waste of your time and you got other things you can spend your mana on. But if the healer is creeping too close to being at low mana all the time, then the slow is top priority, even if it is for only half the mob's health.

Welcome to being a utility class, where your goal is to do whatever makes it easier for others to do their jobs. The best enchanter strat is whatever makes it so the group doesn't even notice, except that no one is dying, everything is getting killed like clockwork, and even cockups on pulls just mean the group has a queue of mobs ready to go.

edit: root is just an aggro headache imo. Doing a root + slow on inc is just gonna make you eat all the healers mana if / when yer root breaks. It *is* the job of whoever is tanking to do whatever they can to obtain aggro, but you gotta help them out and do your stuff as chill as possible, right up against the line of being an aggro fool. Again, crucial to tune yourself to other peeps in the grp, mainly puller, tank, and healer. They each have their job, but yer job is to see how thy are playing, and help their jobs go as fast and deadly and stable as possible.
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Last edited by Sadre Spinegnawer; 02-19-2016 at 06:18 PM..
 


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