tried the veil of dis out in a few different scenario's last night. I had some different groupsetups that might be common in exp, but have yet to try it with a really optimized group for the spell (however, I think most of the time, I won't be in a perfectly optimized group for it).
When there are few targets that fd the tank or memblur, I noticed a positive effect from the spell, in these scenarios it really helped in getting agro back. I also tried some real ae content with more mobs. In this scenario agro was still very shaky and I hardly noticed a difference compared to what it used to be, the situation with only one healer was bad, when adding in a second healer it became slightly better but not really enough to make a difference. I was positively surprised by the recast of the spell. For some reason I had a picture in my head of casting it once during a wave of mobs, but it ended up more like 2 or 3.
When it comes to ticks the spell might need 1 more tick, however I personally felt that I had enough time to react and do atleast some agro causing activities during its runtime, but it didnt feel as if this was the case for the entire group. After using the dis spell and thinking some about numbers, I think that veil of marlow might (before having actually used it) be good where it is, but veil of dis could use having a 30% mod instead of 20%. The runtime of the spell is short enough that the agro generated wont be extreme in the context of the entire fight, but with 30% the spell would be noticed more as a panic button (at beginning of fight and/or when one healer gets agro).
Having sk's early on notice the effect more, would make them more likely to include it in their regular spellset and work harder for the upgraded spell. At the same time, the initial mobcamping when the dropper is found might not become quite as high, if the difference isnt quite as huge.
That said, I can't wait to try out veil of marlow, and I still need to try a group tailored specifically for the spell.