
Originally Posted by
Amok
That post about magic casting mobs reminds me that mobs always seem to wait 20 to 30 seconds between casts. If you're aware of that it lets you focus on other things in between and then switch to paying attention to the next spell so you can either run out of range, cast the correct barspell, stun it. You can also do things like
1) calculate how many stunners and/or haste you need to stun every magic spell of a certain mob. Useful for AU mission 44 (eyes on me).
2) wait and silence a mob 20 seconds after its previous spell. Since silence duration is random this will likely lock away more spells than casting it any earlier.
3) require less room to kite a casting mob. Letting them start to cast a spell locks them into position for a while.
And about mobs deaggroing, didn't see that mentioned. Knowing what mobs don't chase by scent is very useful. You can then deaggro them by not letting them complete an action on you for about 25 seconds (they must be free to move, sleep and bind will interfere). You can use this to: save your skin, save time by not have to run all the way to the zone, get in a free spellcast (some solo strategies depend on this). Some (if not all) weather effects will cause chasing mobs to become non-chasing mobs. Also, chasing mobs will be triggered to deaggro when they run through water, however they must be unable to detect you at the time (sight and/or sound).