I might throw in an AOE+Knockback+Disarm+Slow+3x Buff Power, if you can afford it (don't use Entangle---Entangle stops mobs from being knocked back, whereas Slow + 3x Buff Power is virtually identical to Entangle, but works with Knockback).
As for "better", I don't know if this counts, but I use my Contingency slot to prevent me from dying, rather than defensive utility:
Contingency: Health, Self
--> Mark, Divine Intervention
(Basically, I auto-bamf outta there when my health gets low, but I leave a Mark so I can Recall right back as soon as I heal and buff up)
While I'm here, I have two questions re: Contingencies:
- Contingency: Damage --- Does it proc whenever you're hit, or only if you actually suffer health damage? I have a lot of armor and protective enchants, so even when I'm being hit a lot, I'm not taking damage. I'd rather save my Contingency until I actually take damage.
- Contingency: Death --- Is there a use for this beyond revenge? (My reading of it is it triggers at your death, rather than as a method to save you from dying.) I suppose Mark could be used to enable you to TP back to your death point, but I think Contingency: Health is the best place for that strategy since it helps you not die.
Lastly, I've seen some examples of offensive contingencies in this thread---for example, using Ignition to set mobs on fire, and giving
them a Contingency: Fire effect that procs with some additional deadly effect. I've never tried this myself, and I have no idea if it works (I didn't think you could apply Contingencies to entities other than yourself), but if it does, then it's the only way I know of to divide a spell up into sequential steps (rather than have everything trigger at once).