One more thing, regarding snare. While the proc from the is mostly useful to control runners low on health, and not for pulling/CC'ing purposes (and ditto for those expensive, unreliable snare potions), there is a saying which loosely applies here -- if the mountain will not come to Mohammed, then Mohammed must go to the mountain.
Meaning, if you can't slow them down, then speed yourself up. Beyond Bih'Li, there are 3 options:
1) Spirit of Cheetah
Not a very feasible option, having to burn a spell slot for it. But with 10 spell slots, AA Malxx, AA slow, clicky root, a cleric merc, AA hotkeys for self heals and defensives, it does come within the realm of consideration. Nine spell slots is good nowadays for the soloing root-rotting shaman. /mem spellset is your best friend. And can even be hotkey'ed.
2) Spirit Walk
Being 2 separate buffs, the Invis part will drop, but you will still have the runspeed/levi part. The levi part can be annoying or dangerous, as it seems you're more easily interrupted while trying to cast while floating. But since it has a fairly quick recast time, it can be useful for tricky pulls to help you outrun the mobs you're trying to lockdown.
3) Ghetto speedboost
If you use the NUMPAD to control your toon's running and where he faces, then you have a secret combo here to make you run slightly faster than you normally would. If right = 6, and 8 = forward, then 6+8 at the same time = forward right but faster than normal forward right. Something to do with the square root of two, don't ask. Try it, you'll like it. Esp good when you're really panicking and go into diagonal zig-zag mode
These hints, combined with the fact that you don't have to even see the mobs you're casting on (just as long as you have them in your target window, you can even be spinning in place and still cast on them), all add up to the fact that you can cycle-target or target nearest NPC (targetting keys are crucial for pullers/CC'ers/healers for quick response, since mouse targetting is a magnitude kludgier), then CC those mobs while you're making tracks to save your skin. As Brogh once famously put it, "EQ is a game of inches", and every little % counts, esp if you know how and when to add them up...
.... and lastly, if all else fails, you always have a ghetto-self evac: AA Gate to your bind point near enough to camp to get back quick but also far enough to zone if need be. Of course, you'll want to have several clickies that port you throughout EQ so you don't have to worry about compromising where to bind vs where to sell.
That self-evac hotkey is a life-saver if your multi-pull goes bad. And quick , both going and returning, since you don't actually zone. Imperative to make sure you're within range when that one mob that hasn't yet died from your DOTs but you want to get that XP hit when it does die. Or when you want to return to camp quick enough before root/VP wears off that mob you split from the 4-pull. A sort-of reverse COH pulling tactic, if you like...