Actually it does. How else does the tank compensate in this situation? A tank shouldn't be tanking in DPS stance if any of their icons in the enmity list are not red. And in this situation, not only are they not red, these mobs aren't even on their enmity list! If they are focused on taking hate onto themselves, especially if someone else in the group has it, they have to focus on enmity gain instead of damage, so it relatively goes down. This isn't the worst of it though.
As was pointed out to you, a tank's long range skill tags only one mob out of a pack. All the others, however many there are that link, will beeline the healer. Not only does the tank's DPS go down in this situation, the DPS who are aware go down as well. If they start blasting, the tank will be forced to stop, which completely puts the pull to a halt, as a result, less dmg per gcd is going out because they're spent on three mobs opposed to 6+. If the DPS don't attack so the tank can take the hate off of the healer, again, the DPS of the entire group goes down. All because the healer wants to maximize their damage. Something that isn't even required of them, as the expectation of an optimal/ideal healer is one that keeps everyone alive, while tossing out damage when heals aren't needed.
Even in a situation where you have a good tank that can effectively erase the inconvenience, it's sloppy, it's clunky, and most tanks can't and won't be bothered to cancel it. If you want to start damaging early, it would be more optimal to observe the tank to see if they AoE the pack, and then alternate the mobs pulled by hitting them with an insta-skill like Aero2/Bio2; hell, even swiftcast and Aero3 if the pack is tight enough. You can't do any of this, if you grab the initial hate, because you have to wait for the tank to get that hate off you. How are you maximizing damage when you have to spend gcd/ogcds on yourself?
Now, against bosses, you are talking about one mob. So casting regen here does nothing disruptive assuming the tank doesn't just run-agro the boss. I suppose in four-man, this could be optimal considering the tank will start getting auto attacked immediately after being targeted. In everything else, they will likely have a shield up, and your GCD might be better spent elsewhere, otherwise the first several 1-2 ticks of the regen will all be over-heal. We are quite honestly not required to heal until after damage is dealt. Pre-emptive regens, really just aren't necessary if they are going to cause you to get hate.



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