A good group works in unison . If anything falters its not just on the DPS

The DPS should run with the tank within a few feet , the healer a little behind but it doesn't really matter (think diamond formation) but if you move closely to each other accidental body pulls can be grabbed by a tank faster if your running together . Generally the way we are funnelled along corridors/walkways DPS generally dont have to use their range attacks to help the tank yet they can do


The tank fails the group if it allows enemies to continually attack the DPS or healer roles in the party resulting in one or more of them dying , regardless if the DPS/healer body or ranged pulled enemies that tank stopped too far away from . If the DPS are over doing it and the tank and healer are struggling due to nerves , internet performance , or lack of experience ( it happens to us all BUT WE MUST LEARN and ENDURE IT) then the persons behind the DPS characters are at fault for not accessing the situation and making matter worse , unless if the tank and healer are comfortable and complacent DPS should help grab as much and burn them down once brought to the tank , if tank hasn't already run at the new threat already after the previous pull was dealt with.

The DPS fail the group if they are so slow at using their DPS abilities properly that the tank takes and soaks up too much damage over a longer period of time due to enemies taking too long to die, for its own mitigation tools to be rotated effectively and this then places stress on the healer. DPS fail the healer when they are clumsy and fail mechanics causing them to take unnecessary damage , which should improve with combat experience, if not they are failing the healer.

The healer fails the tank , if it sleeps on its fast recovery utility's if the above scenarios are not in play , and it fails the group if it refuses to contribute to the damage of the pull thus making the time to kill longer and increases the damage the tank soaks for each damage GCD not used.
Tanks do not need to be constantly healed , they just need to be kept alive. This means healers have plenty of GCDs to use for damage instead of healing when healing is not required.

When you all move together and all use the mandatory rotations of your spell/ability set then a few pulls by DPS here and there wont effect much . Check you r surroundings . Big pulls in Antitower should be the norm ( it usually is ) , pulling all the dragons in the first few corridors and rooms to the first boss in Stone Vigil (lvl41) is a terrible move and will kill everyone with the sheer lack of utility synced or not tanks and healers have and dps with basic aoe