Yes, but before the patch it was less of a problem because even a light armored mage could be healed faster than most mobs could do damage. And even if they did go down they could be gotten back up immediatly. Now this doesn't work anymore, and any add is much more likely to wipe all the healers.kostika wrote:This was a problem even before the patch though. But now with the healing changes, things like Stun and other afflictions come alot more into play. They help the healers and the tanks. Last night I tested the use of stun with a team and the help I think was immense.
These changes are good, and brings alot more usefulness to the afflictions into play.
Defensive afflictions are usefull, I've used stun frequently before the patch and think it will probably be more usefull from now on. But they're not reliable enough to count on them for keeping add's at bay until the first mob you were fighting is down. Using sleep or fear on a creature 40 to 50 levels above you (which is usually what you're hunting in a group) will, in my experience, be resisted about 3 out of 4 times, and if it does link, will not last much longer than a second or two.
So I believe those spells need a boost. They're not usefull for killing creatures faster, like stun is, only for preventing damage to your team, and they aren't effective enough at that. (At least, they weren't pre-patch, I haven't used them since then so if they were boosted in the patch I don't know about it.)