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.
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