See the problem with this is sometimes the healer decides to heal them letting them get away with their bad habits.
And even worse is when the healer joins their side.
Printable View
You know, once upon a time we tanks were lazy. A bard or a thief would run off into the great beyond and come back with a monster hot on her tail. We'd provoke it off her, and the party would go to town.
Of course, things change and now we are in a modern mmo dungeon, but whenever someone runs off and pulls some mobs back I remember those days fondly and just pull them off. You can try to "Teach Lessons" all you like, but the fact remains that monsters aren't very dangerous in lower level dungeons (and even some higher level ones) and DPS aren't as squishy as they might be in other games. Plus sometimes healers like a little challenge and spamming Cure II isn't what I would call a challenge. So that's why you'll see them healing the rest of the party members - nowhere in the healer manual doth it say thou shalt heal onry the tank.
That behavior doesn't generally carry over into serious raids.
The Vault is the absolute worst for this, since the mobs aggro on you from 3 miles away.
It's because there is almost zero challenge in 4-mans. I'm not going to say it's right(it isn't), but people just feel no danger in doing it. Mostly because they just want to finish faster, or feel you aren't moving fast enough. As a tank, you control the pace of the group. If you are slow and methodical in doing things, people are going to do a lot of standing around, and get impatient. This thinking is a pain in the ass for newer players of course. If you are newer, just express that to the group and hopefully people will chill.
If you are a veteran, you really have no excuse though. When a group is almost dead, you should already have an eye on what you are pulling next, and be ready to grab it to keep things moving along. Rarely should you be standing around.
As a Tank, I died several times for not having my teammates there *_*!!! I think either I am moving too fast ( chain pulling, ain't nobody got time for resting) or the rest of my teammates are just too slow.....
And if they decided to go ahead of me and pull mob, I sit back and watch them die. They can kick me but I don't give a damn. I get back in Dun faster than they can find a replaced tank. Ha!!!
If you don't want to play a tank play a DPS.
We could simply get over it... I don't mind my DPSs pulling, as long as they run to me afterwards. That's challenging, and they're not that different : If they think you can handle it, they often have some kind of experience in tanking, they know what a tank is capable of, you gotta try and handle it. If You can't, explain them, or tell you're not confident in doing massive pulls... If they have never played HL tanks but pull anyway, then you're free to tell them to stop pulling... But managing that kind of behaviour is our duty as well
This is why I trained myself early on to, if I do get aggro, run straight INTO the mess of mobs around the tank so that hopefully I'll be able to position it somewhere their AoE enmity generation moves will hit it, and at the very least they won't have to chase me down. As far as I'm concerned this is like rule 3 of dpsing (rule 1 being "don't stand in the fire", and rule 2 "watch your aggro", actually doing damage comes quite far down the line xD)