bigne88 wrote: What about mof?
Also, any tips for a new paCi player?
I'm running a spec comparable to yours for quite some time now and I picked mof3 early on. WIth 4 points it is not that expensive and drops the resist rate of most of your ccs to something between 11,5% and 14,5% depending on the exact spell you are using. Another reason why I went mof3 is because it wasn't a huge investement as you need mof2 anyway for maxing out the resist rate of your single target mezz which is just lvl 43. Resist rate is capped at 10% for most of the spells.
As for tips for a new player:
Figure out if you are comfortable with driving or not. Driving allows you to land your instant ccs easier because you are, at least in frontal incs, the first in range.
Negative thing about driving: you might be focused right at the beginning by enemies ns/cc.
Positive aspect with driving: you get the possibility to decide if you want to inc right away or do another loop to get an advantage at positioning etc. or decide to not engage at all, and how to begin a fight, depending on available ras/instant. WIth several instants up you can risk to get rupted at the beginning of the fight and still gain the upper hand via dumping one or two instants into enemies main ccers. Without you need to hang back and wait for an opportunity to land cc.
Concerning heals: you are not the main healer of the group, and you can't carry the group on your own, although you have cc's and heals at your disposal. Yes, you can throw out your lvl 31 heal for like 520 hps healed really fast, but it is really costly. Trying to save a skald or zerker who dived in to deep into enemy casters is possible with your major heal, but sometimes it is easier to just pr him. Rule of thumb: 1-2 casters can be outhealed, if a 3rd or even 4th nuker is involved it is better to try and use your power for ccing some of them, even if your tank dies. The priority is different for your supporters. Especially your shaman is worth like 4k of hp via speccbuffs, so don't let him die, even if he got in a bad spot out of his own fault xD.
Last advice: don't overrate your aoe mezzes. They are good for gaining the upper hand right at the beginning of the fight or later if you can lock down several enemies or pets that are clumped up, but for reliable cc and not handing out easy mezz immunities with the dropoff from aoe mezz, use your single target mezz as often as possible.