Quote Originally Posted by Memooselah View Post
So, you attack and kill the first mob. Then you'll either be slowed or Force Charge isn't up yet, so you have to slug all the way to the second guy, taking damage the whole time. Attack and kill him. Rinse and repeat. With just a group of say three or four weak mobs, it can burn down half the health on my Juggernaut MT. And it's not like my guy is poorly equipped or the wrong spec. This is just something I've noticed and it strikes me as a really cheap-ass, weak-sauce way of designing combat. Basically, you give a group an achilles heal and then design the combat around that.
I think the part that you're missing is that those are the ranged class mobs against your melee class team. It kinda makes sense that the ranged group would use a snare to increase the amount of time you take damage on your way to melee distance. When you fight the other melee mobs, I bet you don't have that happen.

The workaround is to have someone with a ranged DPS toon in the group.

Now enough devils advocate... I think its really annoying too, I really do. I have a team of 4 sentinels (no tank) and these types of mobs really burn down my health and right about the time i get to the mob... charge is up so why did i even bother. I feel your pain. This is actually why I'm having a blast (literally) with my agents and troopers b/c I love being able to finally get around this.