[b]Sinfonian:[/b]
The toggle last two targets function, as it works now, literally switches back and forth between the very last two things you targeted, even if those two things are the same mob.
Example: I am in Tak and a small ambush party behind a door jumps me. I come back to camp with two mobs, mezzing one mob while meleeing the MTs target.
What will usually happen in the heat of battle:
I will pound autotarget (F8 for most; mine is remapped to s) like there's no tomorrow while circling the mobs 'til I get the one I want to mez on my target. Then I will start singing mez. While its casting bar counts down, I pound my MA hotkey like there's no tomorrow.
Here's what my targeting history might look like:
MT Target (from when I pulled)
MT Target
MT Target
MT Target (Grr, autotarget isn't getting the mob I want!!)
CC Target
CC Target
CC Target (pounded autotarget impatiently)
(Mezes)
MT Target
MT Target
MT Target (pounded MA hotkey impatiently)
So, even though there are only two mobs, my most recent target and my next-to-most-recent target are the [i]same mob[/i]. In this case, pounding the tab key will leave my target just like it is, which isn't very helpful.
What I have to do in order for tab to be useful:
I have to be sure that when I target, I only hit the key ONE time switching over to the other target. Example:
MT Target (from what I pulled)
MT Target
MT Target
MT Target (autotarget is being difficult as usual)
CC Target (Stop clicking/pounding autotarget! Tab can now be used to switch between the two!)
This way, I can target the MT target, target the CC target, start a mez, switch back to the MT target and wail on it, twist in melee buffs once the mez lands until time to remez, etc.
I hope that helps.
[b]Ellora:[/b]
I, too, have suffered much at the hands of what I now call the Tak Doorway Ambush Parties (TDAP). Here's an excerpt from an LDoN bard guide I'm working on that details how I deal with 'em:
"- Don't let an ambush happen to you -
Some of the mob placement in LDoN can be described with such terms as evil, sadistic, and downright sneaky. It's never fun to have two or more (sometimes, MANY more) previously unnoticed mobs jump you as you walk into a room to pull. This is particularly true in Takish'hiz, where the door to the next room is nearly always an actual door that you must click or hit "U" to open.
Now, we all know that the proper, safe thing to do is to run an Eye of Zomm up to the door using our Singing Steel Helms, peep inside, and systematically lull everything in the room into a nice cozy picture without actually getting near the mobiles' aggro ranges. As we also know, doing that takes up an awful lot of time, and in adventure mode every second counts.
So what must you do? One answer is this: think "first person shooter." In the case of Tak, approach doors from the side rather than from the front, clicking or U-keying them open without actually passing in front of them. Back away and strafe around until you can see the mob or mobs that are behind the door, lull them, and commence the pull.
For rooms that aren't blatantly blocked from view by clickable doors, your best bet is to lull mobs that are visible first. Lull those that you can see before you begin to step into the room, and make sure to move around and turn to get the biggest field of vision. Once you've done that, ease around one corner by strafing until you can see more of the room. If a mob is nearby, target it and then immediately strafe back in the opposite direction. If you do this quickly, you can get it targeted without it aggroing and lull it into submission. Repeat this with the other side and the "ambush" room is now, effectively, safe to pull.
Deftly done, that whole process generally takes much less time than it would take to get an Eye into position. Also, notice that you can continue twisting while you do this (assuming you're chain pulling and that your group is close by, which it should be, this is a major boon), while with Zomm you have to spend 9 seconds waiting for its casting timer to count down.
If you do decide to use an Eye for a particularly troublesome room (and in Tak, this is occasionally necessary), then try to do so without greatly slowing down the pull rate. Allow yourself plenty of time to get the lulling down correctly (i.e. start casting the Eye as soon as the group starts fighting the last mob in the current room). Once you finish lulling, you can resume helping your group finish the mob. When it is about to die, you can bring in another from the freshly lulled room with little trouble. In this way, you can use an (almost) foolproof lulling strategy without breaking your group's rhythm.
Also, note this: if you don't have a Singing Steel Helm, you can still get your view inside the room to do the lull by using Lyssa's Solidarity of Vision (Bind Sight song) to attach your viewpoint to a mob that IS visible from the doorway. Once you have an inside view, you can lull any "ambush" mobs that are standing right next to the door (but out of sight from where you are standing).
I hope that helped, too. :D
Sorry for the lengthy post, but when I explain something I try to go in-depth.