Instance grouping guide for a puller Back to the Instance grouping guide See Pull for a more technical overview of pulling . The Puller . In most cases , the most experienced group member should call the pulls . Classes : Hunter , Rogue , Mage ( for tricky pulls ) , tank of all varieties , any other CC - skilled class . ( situational ) This role might best be suited to a Hunter with their various abilities . Many tanks prefer to be the puller as well . This may lead to problems if a run has 2 pullers not working together . Tanks , Hunters and other pulling classes may find that working together leads to better instance runs . Timing can be difficult . Ventrilo helps , but that ' s often not available . A goal is a controlled pull , with the strengths of each class complementing each other . Some tanks and Hunters perform less than optimally and have caused problems as they do not agree on how the pulls should go . Competent Hunters and tanks have seen incompetent tanks and Hunters . Both are appreciative of competent players . How to pull . Don ' t pull from the middle of a group . Each mob has an aggro radius . Other mobs crossing this radius ( or in any other way chained to the pulled mob ) will pass their ( nominal ) aggro on and follow into the melee . So always pull the mob closest to you . Try to pull as few mobs as possible . If you are not the tank , keep the group well away from you so that if you have a bad pull , the rest of your group don ' t fall into the aggro radius of the pulled mobs . If everything fails , it ' s better to take the death and have the healer resurrect only you , than to wipe the party . Bring the mobs to the party , not the party to the mobs . If you ' re pulling a ranged mob or caster , make sure you bring him within melee range of the group by going back beyond the group . In that situation it ' s also particularly useful to do a " line - of - sight pull " , whereby you run around a corner or behind an obstacle immediately after attracting the mob ' s attention : leaving their line of sight forces them to follow you around the corner , which means that you do not have to run very far to get them where you want them . This requires discipline on the part of all other party members , so that they don ' t pull aggro early from the puller , especially if the puller is the tank . The tank should never do such a ranged pull unless it is by LOS . Only pull mobs specified by the leader and only once he has given you permission to pull . Request that the party leader use Lucky Charms to designate who you should pull , and who should be CC ' d , to ensure that no one in the party will accidentally target and attack the mob that is designated for crowd control . Warrior or Druid Charge . Warriors should not use Charge when pulling unless you are familiar with the pulls and know by personal experience that it is acceptable . Even so , it is something you will rarely want to do . In those cases where Charge would be unacceptable , and you are pulling as the tank , use Defensive Stance ( with shield ) , and a ranged weapon to do the actual pulling . It is important to bring the enemy back to you , rather than plunge into it , as this greatly reduces the likelihood of extra add s joining the fray . There are times , however , where it may be the best course of action to use it . If there is no danger of unwanted adds , Charge is an exceptional tanking ability when done correctly . It places the tank far enough into the mob to achieve the Perfect Zone of Ultimate Safety if the charge draws more mobs than foreseen . The initial rage generation is huge when it comes to gathering up aggro ; speeding up the nuking of tough encounters . It is certainly not appropriate to initiate every pull with a charge , but there are quite some situations where a charge is a good idea ; especially on Boss Fights . A warrior tank can charge into a mob , immediately use Demoralizing Shout and a Sunder Armor , quickly switch to defensive stance and apply another sunder or revenge . This takes only a fraction of the time needed to build up enough rage for 3 sunders in defensive stance , and it makes it nearly impossible to pull the aggro off of the tank . The casters , cc and healers can almost immediately begin to do what their roles suggest .