Quote Originally Posted by Seraphor View Post
The tank should have no issues holding enmity in a boss fight. So long as they start in tank stance and use a few enmity combos, with the odd top up, there should be no trouble whatsoever. There's nothing wrong with a tank doing this in most dungeons, their damage isn't a crucial factor like endgame raids.

Pulling mob packs however is quick, and depending on enemy placement you don't always have enough time to use all your enmity skills before they disperse and then you're playing a game of cat and mouse chasing them around. That's when you want your DPS to use their enmity cooldowns.
I suppose that's one way of looking at it, although if you do end up having to use Diversion, etc, on a pack of mobs it might not be off cooldown for the next pack. Positioning and dispersing mobs shouldn't be an issue if the DPS wait for the tank to establish aggro on everything.

Quote Originally Posted by Canadane View Post
Between pulls? If it's just dungeon mobs, the tanks likely going to stay in tank stance anyway. If it's a boss, skills are reset on death. If you're farming wins on a primal or savage or something, the tank shouldn't require much assistance for enmity by the end, so usually timers aren't a consideration there either.
I was referring to dungeon mobs yeah. Ideally tank stance should be enough but I have found myself in situations where I had to use enmity reductions to keep mobs on the tank. Gear will play a part in this, so it might not be the tank's "fault", but if the DPS are consistently able to gain on the tank on the enmity list then cooldowns won't comeback fast enough to be used for every dungeon pull.