well

a good way to do this would be to create behaviour resources with intellgience thresholds.

the mobs can then receive these intelligence levels for various situtaions and thus access the behavioural resources.

e.g.
area awareness: ability to spot and use ground effects.
lvl0 -> ignore ground effects
lvl1 -> only avoid if health is low. throw at enemy whenever possible
lvl2 -> avoid at all cost to prevent DoT. Don't overwrite unfavourable ground effects on enemies.
lvl3 -> actually calculate true net gain. In some situations it might be favourable to stay in ground effect if it forces enemies to enter it as well. example single enemy vs 3 enemy melee. thus the overall gain for the own team would be tripple if you remain in ground effect.( this does not need to be too sophisticated. Most people wo't be able to beat a simple suboptimal greedy algorithm with an approx factor of 2.)
lvl4 -> apply zoning techniques and use choke points to force enemies into aoe if they seek to be aggressive.