Quote Originally Posted by SoloNightlock View Post
One of the biggest issues i see with tanks unfamiliar with this games mechanics is positional dps; mnks, drg and to a lesser extent ninjas all have attacks that have higher potencies when executed on the bosses rear or flank. When i play mnk nothing makes me more irritated than a boss thats spinning for no good reason. >_>
Piggybacking off of this, as a tank, when you move out of an aoe, try to move back to where you were so that the mob orientation doesn't change too much, if at all possible.

Open a pull with your ranged pulling skill, then follow with a Flash/Unleash/Overpower series equivalent to the number of mobs in the pull (so four mobs = four back-to-back Flash/UL/OP). Substitute Dark Passenger, Steel Cyclone or Circle of Scorn for one use of Flash/UL/OP. That should give you a solid threat lead over the healer, and gives you plenty of time to build aggro on the first kill target before you start comboing the other mobs. Add more aoe skills as necessary to hold aggro if, say, you're aoeing down the pack of mobs, or if you note the healer had to use a big heal of some sort (aoe or otherwise).

Please, please use cooldowns. You don't need to save them for the boss. For example, a WAR doing a big aoe pull (say 8-10 mobs) using Vengeance with Bloodbath, SC and OP, as well as Equilibrium, can keep themselves up for quite some time before needing intervention from the healer. Less time healing = more time spent helping with damage = faster killing = faster dungeon run.