When running the W2W routes in the DT dungeons (the default behavior on tank), more often than not your character will fail to get agro on one of the mobs in the first pack before running off to agro the second. After engaging the second pack AD seems to path the player back to a mid point between the two packs, which makes sense when you have agro on all the mobs.
The result of this when the final stopping point is out of range of the allied NPCs (which are caught fighting the singular mob you failed to get agro on in the first pack) is that you die from lack of healing and have to reset. There are quite a few places where this can happen, but a good example is the final trash pull in Vanguard which has you end through a hallway around a corner.
If nothing can be done to ensure the player has agro on every mob in the first pack before moving to the second, I suggest making the final stopping point of the pull be where the first pack started, rather than half way between both.
When running the W2W routes in the DT dungeons (the default behavior on tank), more often than not your character will fail to get agro on one of the mobs in the first pack before running off to agro the second. After engaging the second pack AD seems to path the player back to a mid point between the two packs, which makes sense when you have agro on all the mobs. The result of this when the final stopping point is out of range of the allied NPCs (which are caught fighting the singular mob you failed to get agro on in the first pack) is that you die from lack of healing and have to reset. There are quite a few places where this can happen, but a good example is the final trash pull in Vanguard which has you end through a hallway around a corner.
If nothing can be done to ensure the player has agro on every mob in the first pack before moving to the second, I suggest making the final stopping point of the pull be where the first pack started, rather than half way between both.