dansari wrote:I couldn't imagine tanking in a pug warband. You *need* a voice in your ear saying "OK, time to fall back" if you're pushed too far forward. You will also have an inefficient time tanking if you have a)No melee to guard while pushing, b)Not many tanks near you to push. That's why warbands are built in certain ways. I guess I'm not helping much... basically: focus on CC, HTL is your friend, Guard is your #1 priority, keep your head on a swivel.
I've only ever tanked in pug WBs, never in a premade/coordinated one, so my experience is a bit one-sided. I'm sure once I start joining premade WBs, I'll probably be like "Oh my god, so this is what its supposed to be like!"
That being said, with Pugs, Guard is used a lot less. When you're tanking in a pug, you're basically the one calling the shots whether you're the lead or not (this is also why, in my experience, at least 75% of pug WBs are led by tanks, because they control the tide of the fight). People won't push into an enemy unless you're in front of them. So its important to be the first one in to show people that its time to fight. You essentially have to steer the WB by your actions, rather than by communication. Its pretty inefficient, but not that bad. Of course, it backfires pretty quickly. Since you're the one leading the charge, and pushing forward, the moment you die, your zerg gives up. Guarding an ally makes you die much faster, so a lot of tanks spear-heading the WB charges drop Guard. There's usually 4+ tanks, so there are a few others who can Guard. But there's usually 1-2 prominent Tanks that are the ones directing via action. Because the zerg is following your movements, you don't want to be shifting your own movements to stay within 30' of your Guarded target. Otherwise you'll never move past the frontline, which I would consider to be really important for breaking an enemy WB.