Pulling aggro in PUGs: who's to blame

There is no question that as we PUG up the Dungeon Finder system for our daily random heroic we are going to encounter a lot of bad tanks. It's not surprising really. These are people who spend all day every day getting smashed in face, typically by monstrosities many times their size. And more disturbingly, they chose to do this in the first place. So it should be no surprise that these aren't the brightest people in WoW.
However, it's often far too easy for us DPSers to blame the tank for losing aggro. After all, holding aggro is their job! What is strangely easy for us to forget is that not pulling aggro is our job. It's time for DPSers to take a long hard look at just how good a player we are before yelling at the tank.
Join me after the cut as we take a look at why pulling aggro is the fault of the DPS almost every single time.
The Core Equation
The amount of threat that a tank can generate depends on gear, talents, and skill. It also varies based on the number of mobs, the kind of mobs, and to some extent on what the rest of the group is doing (see Allison's article Abilities I usually wish didn't exist in 5-mans for how the group can screw with tank threat). DPS threat is similarly based on gear, talents, and skill.
However, any DPSer can always do zero threat by not attacking.
In other words, we DPSers have little control over our tank and how much threat he generates, but we have complete and total control over how much threat we generate. Losing aggro is not something the tank does, it's something we do to the tank.
Bad Tanks Are Bad
Without question there are bad tanks out there. Lot's of them in fact, even some that aren't death knights. There are tanks that do far, far less threat than they should be doing. And if we're good players, that forces us to do far, far less DPS than we could be doing. If we're bad players that means that we'll be pulling aggro constantly. Once you realize you have a bad tank, here are your options:
- Quit the group: usually by the time you wait for your debuff to wear off and requeue and wait for another tank (who may be no better) you'll find that it would have been more time efficient to just stick out the group. The only real reason to bail on a tank is if they are taking more damage than the healer can heal (usually meaning they aren't crit immune) or in specific fights where high dps is required to win, and it's literally not possible to do with your tank's threat. These situations are very rare.
- Vote to kick the tank: while satisfying, this is pretty much identical to #1 above. Odds are you're hurting yourself more than the tank, who will instantly get in a new group.
- Yell at the tank: a very popular option is to yell at the tank and insult him and call him a noob. Sometimes this will dro nothing to change the situation, but every now and then your tank will actually pull a large group and then quit the group, leaving you to wipe.
- Do less DPS: a surprisingly unpopular option is to just suck it up, do your job, and don't pull aggro. This may mean spreading your attacks between enemies, doing lower damaging attacks, auto-attacking, or even pausing your attacks from time to time. It will certainly mean waiting a bit before starting your attack. It's also likely to mean you should dust off your CC skills to help your tank limit the number of enemies he needs to generate threat on at a time.
There are certainly exceedingly rare occasions when I'd judge it okay to pull aggro, although I can only think of two.
- Your very first auto-attack pulls aggro. Assuming you don't have a threat meter like Omen to know how much threat the tank has, you can accidentally pull aggro with one attack before realizing just what caliber of tank you have. Thereafter, of course, you should be giving the tank more time to build threat and it shouldn't happen again.
- Pulling a mob off a healer. The tanks with bad threat generation also are often oblivious to the mob that's eating your healer's face. If you don't have a CC option, it is certainly valid to pull the mob off the healer and kite it to the tank. Note however that one you have aggro you should stop attacking it in hopes that your tank can pick it up once you deliver it to him.
Let me be clear here that I hate bad tanks just as much as you do. I spend a lot of time honing my DPS skills and working to do as much damage as possible. It's immensely frustrating to have to curb my death dealing ways because of someone who doesn't even appear to be trying.
And like you, I have on occasion just gone ahead and went all out on a mob I knew I could burn down before it reached me. I feel dirty every time I do it, because it goes against the first tenant of being a good DPSer: never pull aggro.
In the end a tank who can't generate much threat is usually a bad tank. But a DPSer who consistently pulls aggro is also a bad DPSer. Again, tanks don't just lose aggro -- DPSers take it from them. Every time I'm in a PUG with a DPSer who pulls aggro every other pull and then yells at the tank, I throw up a little in my soul. So before you accuse someone of being a bad player, first take an honest look at yourself and make sure you aren't one too.
Filed under: Analysis / Opinion
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 5 of 16)
Gaurth Jan 14th 2010 9:45PM
It's because you play a warrior.
no, really, I'm not trolling, as a warrior if you want AoE threat you either work twice as hard as the other tanking classes or you do some serious spec shuffling and cleaving, but on the plus side theres no way in hell a dps of equal gear level is about to pull a single target off you.
that being said I wouldn't trade my warrior for any pally or dk in the world
FoxOfWar Jan 15th 2010 3:18AM
Warrior, or a druid. We fuzzy tanks are often in equal amounts of doo-doo when it comes to being a bit undergeared compared to the dps and aoe aggro...
Thankfully I geared my tank druid before 3.3 hit. Now that I'm at almost 7k ap(in bear), 40% crit, hit capped and almost expertise hard cap, it's not that hard. But boy would it stink if I was just dinged and had about half of those stats... aoe-happy dps would pull off me faster than I could blink.
Now that I am vastly overgearing the instances and often the dps I am with as well, I don't mind if someone pulls off me few seconds after I've pulled; it only happens if they do enough dps to kill the mob before it can do much damage anyway.
On the other hand, if someone pulls a pack of mobs I haven't even touched... they can keep it. I'll pull the mobs off healer afterwards.
ResumeMan Jan 14th 2010 7:28PM
With tanks that have bad threat generation, as a hunter sometimes I will just pop Viper on and do the whole instance in that aspect. Obviously my dps goes all to hell, but then I don't even have to *think* about aggro, and in heroics the mobs still go down more than quick enough.
If I still regularly pulled aggro after that, I'd seriously start thinking about #1 or #2...
zymry Jan 14th 2010 7:43PM
wouldn't a non vipered misdirect and volley solve the aggro issue for a trash pack and MD + 1 regular priority rotation (assuming either MM or a LnL proc) for a single target ?
Then again I am probably over simplifying the case.
ResumeMan Jan 14th 2010 7:47PM
"wouldn't a non vipered misdirect and volley solve the aggro issue..."?
When I say "bad threat generation" I mean reeealllllyyyy bad threat generation. It is bog-standard for me to open up with a MD before I fire a single shot, every fight (unless it's on CD in which case I know I need to be extra-careful). 99% of the time that will get me at least a minute into a fight before I need to start thinking about a FD. I'm talking about brand-new tanks, or perhaps if I'm running in a non-heroic dungeon with a sub-80 tank.
mark Jan 14th 2010 7:27PM
another reason to pull threat - patrols/spawned packs
i do this a lot in VH when the groups spawn and split
1 wanded for minimal threat
1 CS on the caster (240 threat)
then move CLOSE the other side of the tank - and frost nova when they get there
even a bad tank can normally pick up stuff you drop in melee range
Kooshi Jan 14th 2010 7:39PM
the flaw with that is that i'm pretty sure there's something called "pull aggro", meaning you get additional aggro for being the person who first attacked the mob(s)
Aureliusz Jan 14th 2010 8:39PM
@Kooshi: 'Pull Aggro' is when your toon moves in sight range of a mob, body pulling it. You get 1 threat to start with - that's all the 'pull aggro' you get. An enh shammy opening with Storm Strike can pull other mobs from the mana 'heal' if they're too quick on the draw. DKs can pull off this 1 threat with a Horn of Winter, even.
I can't tell you the number of times I've body pulled and the DK has instantly used Horn of Winter, and EVERY SINGLE MOB has gone straight to him. I haven't had the problem tanking grouped with an enh shammy, since I throw a thunderclap down as soon as every mob is in range, but when I played MY enh shammy, there were a few tanks slow on the multimob threat I had trouble with.
paul Jan 15th 2010 5:21AM
Not quite how Kooshi says it but...
if say dps has aggro then to gain it without a taunt the tank needs to get 30% (or 10% if in melee range) more aggro on it than the dps. Conversely, if the tank pulls, and starts with aggro, ranged dps need to do 30% more than the tank to pull.
www.wowwiki.com/aggro
Anjelle Jan 14th 2010 7:53PM
This is coming from a healer's view..
My groups rarely have issues with the DPS pulling aggro OFF the tank, when they are doing THEIR job properly. I am speaking of more than simply watching the threat meter. The biggest problem I have run into is the DPS simply rushing to DPS SOMETHING... ANYTHING.. even if the Tank hasn't even smacked it yet. It is rare night when the Tank I run with doesn't feel the need to remind the group to attack his target(s)... or to even tell me to let them die if they keep it up (which I refuse to do!)
While I agree there are bad tanks. There is bad dps as well. We all have a job to do. Yes, the dungeons are faster and easier than ever. But that doesn't mean we should rush around like idiots that have forgotten the very basics. (Let the Tank pull! Don't run ahead of the group, especially the Tank. DPS the Tank's target. If you do get aggro, STOP or use your aggro dropping abilities..and run TO the tank.. not run away squealing. The tank has to chase you to try to get the mob off you, meaning you will prolly die... LOL!)
Jay Jan 14th 2010 8:04PM
I agree with this. I am tired of being rushed through instances without having time to loot, drink or even scratch myself.
Yep, it is nice to actually loot those trash mobs, especially if you need infinate dust.
nieboh Jan 14th 2010 7:30PM
This is all particularly important to keep in mind in light of the fail healers I keep getting grouped with who absolutely refuse to heal anyone but the tank (and their own ass, I suppose). Thank goodness my rogue is an herbalist and can self heal every 3 minutes. My favorite is to stand right next to the healer after a fight and bandage.
It would be one thing if I was pulling agro and had the mobs beating on me for my mistakes, but there's an awful lot of aoe damage out there that I can't really avoid.
BubblePriest Jan 15th 2010 3:51AM
Given the relatively low amount of damage in heroics these days, I'm guessing there is a reason the healer isn't healing you.
Here is why I may decide not to heal someone:
(1) If you pull aggro off the tank or are standing in the fire. I assume that's fairly self explanatory.
(2) If you start trashing someone's gear the minute you set foot in the instance.
(3) If your name has the letters p-w-n anywhere in it. Or if it is equally obnoxious.
(4) If you spam meters every 5 seconds to show off how leet you are.
(5) If you asked me if I was a girl irl.
Q Jan 15th 2010 9:32AM
In addition to BubblePriests reasons I'd like to add
(6) You channeled refreshment table for the full duration while the rest of the group was in combat.
(7) You refuse to corpse run
Rachael Jan 15th 2010 11:14AM
(8) You refuse to eat after a wipe and instead wait for me to heal you while I'm eating and drinking.
(9) You're one of those obnoxious people who are constantly telling the tank to "gogogo." I know how much that gets on my nerves when I tank, and it's starting to get on my nerves when I heal.
TallMan Jan 15th 2010 4:20PM
"(7) You refuse to corpse run"
Good LORD I'm constantly amazed by how many people will pull aggro at the start of a fight, die, then sit back and watch while the group 4-mans the pull. 3 minutes later when I'm drinking myself back from zero mana, they have the gall to say, "OMG REZ PLZ". I'm tempted to leave them there, but I just don't want to be rude to the rest of the group.
Docp Jan 14th 2010 7:32PM
I would like to point that healers mana is not infinite (unless they really outgear it) therefore there is a minimum DPS needed to kill stuff before the healer goes OOM, if the tank cannot handle even auto-attacks stopping DPS completely is not an option and therefore it is completely the tanks fault. (seriously, how can you not outaggro auto-attacks, I've seen it happen and it's just damned weird)
Felix_NZ Jan 14th 2010 8:22PM
I would just like to point out that as a Holy Pally, I can go infinitely longer healing one (or two) target(s), than healing 3-5
dyre42 Jan 14th 2010 9:42PM
I've run across one tank like that. I MDed and volleyed for an opener and and pulled aggro off the tank with the first arcane shot. Then got aggro again with an autoshot crit. Long story short had to change my rotation to MD/Volley/Tab spam Serpent Sting while using aspect of the beast.
Ozzard Jan 15th 2010 3:37AM
@Docp: I've got a dual-spec bear and tree. Sort-of average gear if you've been pugging for a while, 3T9 on the bear, 4T9 on the tree, all just from farming emblems. My MP5 on the tree is high enough that, yes, I can generally keep tank and healer alive for an indefinite time against most of the trash and bosses in the "old" heroics. Clearly there are exceptions if it's a DPS race (for example, if the boss spawns adds that we can't DPS down). But otherwise it's possible to just sit there and keep two of us standing.
If the tank's keeping aggro well, and the DPS are only occasionally out-aggroing the tank (a crit chain can happen to anyone), it's entirely possible for me to go through the entire 5-man instance without dropping more than 5k mana off a full mana bar, without needing to hit Innervate, and with keeping a Rejuve on the 'lock at all times so they can Life Tap to their heart's content. Makes for a fast, smooth, pleasant run for everyone.