I'm glad to have mezzers in the group, even if we are up against blue or easy mobs. They may not need to mez all the time, but a few less hits against the tank or a few less agro against the healer is always a good thing.
They really shine against tougher groups for obvious and already stated reasons.
And from the info provided here, you have almost unlimited use of your AoE spells. When you get a mezzer in a group it might be a good idea to discuss the tactics you plan to use and come to an agreement. Make sure the group leader and tank also know your plan, as they may have expectations of both of you. :)
That brings to mind one last item: I've seen very few times where group members discuss spell/skill strategy. I've initiated quite a few with other members to get the most of our capabilities. But most of the time the plain rule of "DPS it to death" seems to always be the answer.
Very last point, it would be interesting to have more challenging (not just more hit points) mobs when fighting. How about these:
- When the mob gets to 50% health it runs to the next room to get help.
- Mobs cast debuffs.
- Mobs mez party members.
- Mobs root party members.
- Mobs blind (blank screen) party members.
- Mob teleports a member away from the fight to somewhere in the zone.
- Mob can disarm/disrobe a player.
- Mob casts illusion on members to look like the mob. Also changes your displayed name and "cloaks" your guild tag.
Some of these are already used, and others may be only at higher levels. But with combat twists like that you are less likely to just smash buttons - now you have to sit up and pay attention.
Ok, absolute last idea. :) HO's were created to add flavor and diversity to a fight, but I see less and less use these days. On HO's:
- Create a "combination" of sequential HO's that are required to reduce the mob past a certain point of hit points. Some mobs take HO's from the current group mix, others require a certain mix (i.e. fighter, scout, mage, and priest)
- Create non-combat HO's to achieve a certain effect: group buff (levitation, speed, inviso, etc), group teleport, access to magic-locked doors, etc.