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And yeah, you can mostly ignore projectiles if you max the defense of a knight and give it good gear.
The easiest enemies for this are Ghost Gods, Ent Gods, and Beholders. Running straight at them as they release a volley usually gets you only hit by one projectile before they die. Ent Gods may hit you with two or three, but their damage is pitiful compared to the others'.
Flying Brains are just silly and their damage can generally just be completely ignored with enough defense. If you don't have high defense yet, running at them in a J-shaped trajectory (run past them diagonally while getting closer, then circle around them) usually makes all their shots miss. Everyone typically considers them easy targets, though, so you'll be competing for their drops with pretty much everyone in the group at once. Try anyhow.
It's possible to run at a Sprite God like the others as well, but the risk of being Quieted (especially as a Paladin) has me generally avoiding them in crowds.
Slime Gods are just unbelievable jerks. I avoid them entirely in crowds because of their slowing projectiles, but I've seen Knights just go shield-bash their faces in (which may also get them enough damage to get a drop).
I can run between a Medusa's first shots and start circling one at close-range even with a group following me. As long as you're the closest, circling them works just like it does while soloing.
Leviathans are risky business to me even while soloing, and I make absolutely no efforts to fire at them while I'm in a group. In fact, I usually run the other way.
Basically, the key is to BE the force that ruins the enemies' shots for others. As much of a rude move as this may seem, enemies typically target players closest to them.
Regarding mobs of enemies against a group of players, I typically avoid the mobs unless (a) they're all Ent Gods/Flying Brains or (b) there is a rock or other obstacle between the players and most of the enemies. Long-range classes are much better-equipped to deal with the mob situations otherwise.