Strength of Nature (attack/hp buff) the tank, enchanter, melee (except epic monk) and pets.
Call of Earth the tank and enchanter.
Grasping roots the mob at the start of the fight so the tank can use proxy aggro while he establishes aggro (if not a knight/ranger tanking).
Snare for damageless aggro (good on mezzed mobs) or if mob is at risk of running.
Flamelick is fast casting and efficient aggro that might slightly increase the melee dps of your groupmates. Becareful of the DoT component if grouping with a mez class.
Wolf form for attack/movement speed buff.
Sow your puller
Shield of brambles the tank if no mage or druid present.
Skin like Steel the tank / enchanter if no cleric, druid or paladin present.
Storm Strength any melee with unmaxed str if no druid or shaman present.
Spikecoat yourself if tanking.
Bind sight the puller if you are in an unfamiliar area, this will help you learn to pull.
Be ready to /assist the puller to cast harmony. Also harmony any passing trains so when they reset they are less likely to aggro you.
DPS wise I think simple autoattack+kick is sufficient.
edit: buff call of sky if fighting cheal or ice comet casters (or tanking), but click off if causing unwanted aggro.
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