Toggle Mezzing is both the most impressive and most frustrating technique I've used in this game. Impressive because it is really, really cool, and frustrating because 99.99999999% of the time, your group won't notice you're doing it.
Toggle Mezzing allows you to keep one mob perma-mezzed while meleeing and all-out twisting on another mob.
Sound cool? It is. And it's really, really easy.
First you need to go into your options and set up your toggle mob key. This feature is blank by default and a number of people don't even realize it exists. The key will toggle between your last two targets.
Now you want to set up an assist key for the MA/MT. This is vital because clicking around in a fight to get a new target often gets a groupmate or a pet. Always a pet. Especially necro pets. Those things have a target box large enough to hold Woodstock in.
So we've got two mobs, let's call one the victim and the other the mup.
The victim is getting the beat down, the mup is an add or a mob you've brought in to keep on deck, and once you get this technique down, there's no reason for you not to always have a mob on deck, making you the most effective chain puller in the game.
Target the mup and mez it. Once it's parked, hit assist and begin a 3-song twist. Melee songs, whatever. Oh and beat on the mob. At the end of the 3rd song, hit your TOGGLE key. Your target is now the mup. Begin singing mez, and IMMEDIATELY hit TOGGLE again. As you should know, the song checks for target at song initiation, not at casting. So you're now meleeing the victim again while mez is on its way to the mup. Watch for a successful mez message, then do your 3-song twist again. This is easiest with the lvl 65 mez song that doesn't move the mup. With the lower-lvl mez songs, you will have to watch your position or you'll push the mup OoR, or through a wall and under the world, or over a ledge or something inconvenient like that.
Things to watch out for:
1) Ensure your back is to the mup or you're out of melee range of it. Toggling targets does NOT turn off auto attack. Don't be the bard constantly breaking your own mezzes.
2) Don't use DoTs in your twist until you're very comfortable with this technique. DoT the wrong target and you've potentially killed your group.
3) Make sure people know NEVER to assist you, only assist the MT. If people assist you, they might get the mup not the victim.
Mob Herding
This is simply a method of guiding the mup short distances around a corner or down a hall so they're in LoS for Toggle Mezzing when you're using the lvl 65 mez song that doesn't move a mob by itself. You need Bellow AA for it, so sorry to those who don't have that yet. I suppose thrown weapons could do the same thing, but there will be range issue and I don't think I've ever met a bard that's maxed throwing, or even carries thrown weapons.
Let's say the mup is just around an obstacle and you need to move it 2 feet for proper positioning. If you break mez, it'll take 3 seconds to re-park. During 3 seconds a mob can do all sorts of nasty things. Chain-stun/kill you, kill the healer, CH the victim etc. etc. What you want is the mob off the leash for 1 second, or even less.
Begin singing mez on the mup. 2/3 through the casting bar, bellow at it to break mez. The mup will move, and mez will hit 1 second later. With a little practice, you'll know exactly when to hit bellow to move the mob the distance you need it moved. In the case of caster mobs that like to stand in one place and cast on you for 3-4 hours, begin mez, position yourself near something that will break LoS, bellow, then immediately move out of LoS. This will force the caster mob to come find you. With caster mobs it sometimes takes 2 - 3 herdings to position them where you want them.
Dlandridel Cadence
Maestro of Grey Hawke
Karana Server