Assuming you are similar gear to your party, that is really overkill. Better safe than sorry though i suppose. The flash is unnessesary and just hurts your damage. Two aggro combos also should not be needed.
The aspect i feel a lot of people forget is that you need to do damage if you want to drop tank stance. You must be fluent in your tanks proper damage rotations. Every point of damage is enmity. The opener is just to get a lead and make up for your lower damage than a regular DPS. You start with a big lead and through the fight the other DPS should be slowly catching up once you drop tank stance because they do more damage than you. But the more damage YOU put out the longer it takes for them to catch you and the less aggro you need up front to ride out to the end of the fight. Also, more damage is shorter fights=less time for dps/healers to catch your enmity so your initial boost doesnt need to carry you as long.
Part of aggro management is learning to put up big numbers yourself. More damage you can do, the less aggro you need to fluff up your enmity bar up front. Tanks have pretty simple damage patterns compared to DPS. Work those into muscle memory so you dont let it slip during real fights and you can focus your active mind on the fight itself. Positioning, CDs, etc while the damage just pours out like water.
Sometimes the solution isnt to do more enmity combos, but to do more fell cleaves(insert class specific damage actions).


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