Originally Posted by
AnotherPerson
Skiros is actually right here. If the DPS pulls, and the tank doesn't take the aggro off them for whatever reason, it's the HEALER is the one that pays the price for the tank's decisions.
Healers naturally generate aggro from healing on ALL mobs. It doesn't matter if they heal the tank or the DPS, they simply generate aggro from all mobs by healing in general. Plus, a large number of their skills are AoE heals, so that quadruples their aggro generation. A good healer will try to keep everyone alive regardless, because more DPS = safer and higher damage output => enemies die faster, so there will be less total damage and healer won't risk running low on healing resources in a pull.
If the tank doesn't take aggro, that means the tank would:
1. Be burdening your healer by having them heal a second target and risk them dying immediately after the mobs pop the DPS like a balloon because all the aggro transfers over to the healer
2. Risk having the a good healer steal aggro from the DPS and end up tanking enemies - burdening the healer more by having them be forced to heal both the tank and themselves, as well as any AoE the party steps on.
3. force the healer to not heal or use their healing skills to avoid generating aggro (a.k.a. not play their role) - in which you affect their gameplay by making them a useless cheerleader or a gimped DPS...
In all 3 instances, the tank also became a burden to the healer by making their job more difficult to keep the team alive and prevent a wipe. If the healer dies or cannot perform their job, the tank risk wiping the party and slowing down the team's progress. So yeah, the tank would be 100% at fault no matter how you look at it.