You've got a lot of the bases covered with that group, so jumping from role to role as needed is basically what you're there for. You should keep enough mana to snare when the SK forgets or doesn't want to (probably just do this anyway--SK snare isn't great early on), heal when the cleric's oom, root adds when the chanter's dead, (eventually) evac when things go really bad, etc. Don't feel like you need to burn your mana any time you have some to spare.
The gap between your healing effectiveness and the cleric's isn't as huge as it will be, so coordinate with the cleric. If you're staying above 80% and he's constantly oom, arrange to heal every 3rd fight or something.
Assuming all of that is taken care of...
Damage shields are some of the most mana-efficient damage you can do. As long as pulls keep coming and heals are covered, keep thorns up.
If you're hunting in an outdoor zone, you can help with pulls using harmony or even become the puller yourself.
If animals are available and your group is open to a learning experience, you could try charming. That's also some very mana-efficient damage. Be sure to keep your pet snared and ask the chanter to tash it before you charm.
Unless fights are lasting a full minute, DoTs probably aren't the best use of your mana. If you've been FM for a while and literally have nothing else to do, maybe, but even then a nuke might be more efficient.
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