I havent played EQ2, but I am pretty sure Varent isnt taking the time to correct an old error.
Since EQ1 had multi-level zones (Velktor's labrynth for example) the mobs had a range on their y-axis thay didnt allow for the mob's AoE (area of effect) attacks, magic based, to hit a target lower than its y-axis level.
EX
MMM
MMM <--- mob
M
________[} {]___________Ground level
nothing hits below the ground level.
this was done to prevent agro from other mobs in the zone being triggered by either a player's or mob's attacks.
the benefit of this info is the same used by any guild that went to VoT in Velious. Ramp use.
if a mob is on a ramp, its y-axis is the same as the ramp. so, those on the flat top of the ramp that are far enough back will never get hit by AoE attacks because they are below the y-axis of the mob casting the spell. On a large target, a guild would have its tanks (warriors) stand at the front of a mob and keep it on the ramp, while the rest of the melee guild would stand behind the warriors at a distance where the AoE spell would not reach them because the y-axis over-shoots their heads. This way, the tanks do as they should and take damage, and the rest of the classes are able to stay alive and not die from AoE spells cast by the mob. The result is a shorter fight with fewer deaths and more time to loot.