Quote Originally Posted by Sigred View Post
We've been doing this since before 2.1, and saw the exact same thing as we see now. The behavior of the mobs is the same as pre-2.1. The behavior of players, however, tends to change as time goes on. The less time put into a fight, the less likely non-tanks are to jump the gun. You're probably only seeing it now because the rest of your group is more likely to start hitting abilities in that first 1-3GCDs.

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The only thing that may be a bug is if an add does literally go directly to a player that has done absolutely nothing at max range. I say may because it would be more likely to simply be an algorithm determining priority of targets when the aggro table is active, but no player is actually on it.
I've been doing this since before 2.1 as well, and there is definitely a difference in aggroe pattern from before and after. As noticed by everyone in my group. Every single person doing the same thing on the same job. No abilities used, even stand still with pets away it still went to different people in the group. You are simply wrong. Our whole pull method was changed based on the change in aggroe pattern from after 2.1.

I like that you tout you've been downing it for so long. If anything your "farm" of T5 shows your lack of experience to groups who sit and wipe face on it constantly and have to pull multiple times, compared to your *one and done*. Either way, there is no explanation for mobs going after a stand still no buff party member, that is no where near the pull. Aggroe is obviously borked on this fight, and the fact a single buff from the pulling tank fixes the issue is more proof something is amiss.