I think there was a misunderstanding on what I was saying I do; I don't precast it, I prep it. Because Salted Earth is a targeted ground AoE it takes two clicks to place it unless you are using a macro. So when I am getting close to where I am stopping my pull, I press Salted Earth to bring up the ground target and basically just have it moving along in front of me as I go. Then when I am going to stop I actually drop it right as I hit the point where I am stopping, basically dropping it right in front of me as I run through it to the far edge of its area. Within the slight delay of it registering and being placed, I should already be through it and all the trailing mobs should be just entering it. No ticks wasted, no GCDs or spaces for OGCDs wasted and it makes it very apparent when and where I am stopping.
Yes, it is pretty much impossible to avoid all damage when pulling but with proper pathing (i.e. choosing the best route to run during the pull), not stopping or slowing down and proper utilization of Sprint you can negate most auto-attacks to where even in a long pull what damage you do receive is barely more than a tickle.
I have personally found the above to be far more effective for reducing damage during a long pull than popping defensives.
If I have the choice of using Anticipation while pulling but not having it available for when I stop to fight, or not having it available during the pull because I am using it while I am actually fighting the mobs, I will always go for the latter since it will prevent far more damage.
Also, your concern about using Sprint in PUGs is precisely why I said " Just keep in mind where the rest of your party is and ask them to use sprint as well if they keep falling too far behind." I have had very little trouble with PUGs keeping up when I hit sprint since even if they don't use it they tend to only be a few seconds behind and if it ever does become a problem I just communicate with them.
I will agree that using Anticipation while pulling could help a tank that is having trouble taking too much damage during that time, I just know that there are other ways to avoid damage during pulls that don't require using a defensive ability that could be better put to use elsewhere and that they will likely be better served simply getting better at making long pulls quickly and effectively.
The one time that I would maybe recommend using it during the pulling process would be when killing the packs of mobs is taking so long that it is available for both the pull and the fight, but if that is the case there are likely bigger problems going on with the group.
What exactly isn't true?
While it sucks that DRK doesn't get any new defensive abilities between 50 and 70, they have more than adequate defenses to take anything the game is going to throw at them at that point, even when mass pulling.
If you mean that it isn't necessary to take on large groups, I meant more necessary to effectively take on big groups. Yes you can take on big groups and use AoEs without TBN but it feels terrible in comparison to when you have it. You of course need to use your other abilities to build resources without it but it feels like fighting in molasses.
The interplay between TBN and Quietus was obviously designed as the linchpin of the way DRK fights large groups, hence my opinion of the lack of that interaction being the worst part about not having TBN for mass pulls. The lack of extra defense is easily overcome with proper ability usage but having your resource generation slowed to a relative crawl just plain sucks.