TL;DR: a pug tank is going to be aware of the things that tend go wrong in the dungeon and do their best to mitigate/eliminate these pain points in the dungeon. managing these pain points might have them alter routes and pacing compared to what you have experienced before.
i am a pug tank running into the 2k m+ range. i have gotten each tank class to 2k rating in m+ this season or in DF, except brewmaster. maybe i’ll do that this season just so I can stop saying it
in any event, I am a solid tank running average content.
i’m offering a take on why you might be surprised and/or annoyed that the pug tank isn’t following the route you are used to or at a pace you want to see.
sure, it could be because they are not well informed, or new, or simply a very cautious player.
I would offer that there is a significant difference between tanking with a dedicated group of very strong players who follow MDI strats, etc and a pug tank playing average content with average players.
the MDI-type tank is going to be doing MDI-type stuff with MDI-players. this tank is all about efficiency and optimization, probably pushing the real end game content.
the pug tank is playing with a random group of people. that tank is going to be aware of the things that tend go wrong in the dungeon and do their best to mitigate/eliminate these pain points in the dungeon.
they know the critical kicks that they need to save their interrupt for in case no one else focuses the mob.
they know those extra packs that tend to get pulled by a wandering pet, a bad tab-target, a wandering butt.
they are also going to be managing their own defensive and mob control CDs.
while the comment “know the fights” can be seen in LFG adverts, this comment usually refers to boss mechanics.
the real danger for most of an m+ run is actually the trash.
stonevault is my primary example.
the path to the first boss has multiple “ghastly” mobs that fear. getting more than one of these in a pull is a disaster for most pugs. that first “big pull” becomes the instant deplete.
the hallway to the last boss has a bunch of hard hitting mobs that stun. the multiple totems dropped by the mobs at the very end insta-gib low health players.
the mobs in the last two packs can knock you into the other pack and make a bad time. a coordinated group on comms might pull both of these together and nuke them down with chain cc and big damage. a pug group could much more easily wipe.
anyway, thank you for coming to my tank talk from an average player who might not pull the way you expect because I am trying to keep the run as smooth as possible since I have never played with you before and I want your key to be successful.