Originally Posted by
Yaffy
One issue though is that a playstyle like this relies on a good puller who can actually survive for a decent number of time against multiple enemies. Not only are tank players uncommon, but "viable" tank builds are very limited. Because of the addition of enemy crits, now you need a very good tank build and/or support in order to reliably survive for very long. Plus, even if someone does have the ability to tank multiple mobs, I rarely see tanks pulling more than one enemy at a time just out of habit. If you do have a group with someone tanky enough to survive bigger pulls, then DoT builds get significantly better.
Even without a good tank though, if your group is killing mobs so fast your DoTs don't have time to do anything, groups should be trying to pull an extra mob right after killing their original pull with bursts to reduce downtime. Even if that one extra mob dies slower because all the burst damage builds ran out of steam, it should make the dungeon go much faster overall. This way you don't need a good tank since you're still only fighting one enemy at a time, and MOST builds should be able to survive against one enemy for long enough for DoTs to kick in outside of a Infiltrator critting you for 1000 damage.