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12-02-2008 @ 12:15PM
- Tank starts the pull, always. Sometimes you might have a hunter misdirect as your pull, but even that is started by tanking telling the hunter to do it.- Non-melee toons should stay as far away from melee as possible. Threat generated is 20% higher in melee range than out.- Pets / minions should have their taunts (growl, torment, etc) turned off.- Give the tank a few moments to build aggro -AND- position the mob. NEVER stun or CC a mob on its way to the tank unless the tank marked that mob to be CC'd.- Learn about using Line of Sight (LoS) to control pulls. By going around a corner or visibility obstruction you can force mobs to move from their chosen spots and close in for melee. If the tank uses this, don't break it. If you are the tank, call out that you are using it.- Healers should stay with the tank anytime the group splits. Especially if someone wanders off or ahead, stay well away from them so they can die without the rest of group getting aggro.- DO NOT stand in front of the tank. This isn't just about courtesy or making it easy for the tank to get initial aggro - it also allows the tank to have an unobstructed view so they can analyze the mobs and find the best way to position them for the pull. But especially if you are a ranged character, stay well behind the tank AT ALL TIMES.- Respec the tank's marking. If the tank marks skull for a focus kill, you had better focus on that.- Control your own threat, don't expect the tank to do it for you.- Never roll need on a Bind on Equip item no matter how much you want or need it.- Roll Need on Bind on Pickup -ONLY- when you will use it with your current spec and role. Otherwise roll greed.- Pass on anything you simply cannot use. If there is a disenchanter in the group, let them take it if no one can use it and then roll on the shard.
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