Quote Originally Posted by Mercuito View Post
While I don't totally blame the players...SE should develop their game so the apparent best tatic to use isn't "mass pull -> AoE" rinse and repeat
Have you ever wondered why Qarn Hard has locking doors that you need an item to open? Or why in Sastasha Hard has doors that require you to kill all of the monsters in the room to progress, or why Hullbreaker has a big drop after the second boss? Pretty much all of the dungeons after the first set are riddled with mechanics to slow down speed runs and reduce bulk pulling like this.

On the other hand, as a healer, I actually quite like the challenge. I asked my tank to pull all the way from the second boss to the last boss in Toto-rak Hard a while ago. That was quite fun, if one of the more stressful minute in recent memory. It's a question of awareness and intuition. The tank should always be calibrating his or her expectations to the current party.