Ok, I'm an enormous fan of this game, and I played WoW before this one, but one thing I've encountered on 2 different bosses has been too much damage. I've been working on going through the HM operations, and I've noticed that both the Zorn and Toth fight as well as the Writhing Horror fight on TFB HM can be basically bugged by doing too much damage. In Zorn and Toth, you can push too many phases too quickly and have him jumping during a red circle phase, and for the Writhing Horror, you can rip aggro off a tank in the first 20 seconds of the fight, causing the adds to spawn prior to the red circles dropping on the flowers.
Now, my character has full DG and the other 3 dps in the group had minimum of BH gear with some DG, so we weren't even fully geared, but we have had these issues on both of these fights. How can you create a fight on HM that has a short enrage timer but you can mess the fight up by dealing too much damage too quickly? This has to be optimized to handle the highest level gear. This is an unacceptable bug, even if we were still able to just hold off doing certain abilities.
Bug? You mean you ought to learn how to play right?
First of all, we always push Zorn & Toth, and he doesn't jump during a red circle phase if you go beyond the treshold, but he instantly jumps the moment it ends. It's a non-issue, simply have your tanks anticipate and directly swap along. You can easily time it. Sure there's no big, red, flashing text on your screen indicating it, but little tact comes a long way.
As for the Writhing Horror, also, working as intended. The little adds spawn based on the debuff on the tank getting lost. The red circle spawn coincidental with the spawning of the add. So usually that's where a tank swaps, adds come in on a number based on the stack count the tank had, and you go on. If however tanks swap prematurely, or a tank loses aggro and fails to retake aggro prior to his stacks run out (which by the way is roughly 5 ~ 10 seconds or so) you WILL get the adds early.
In both scenarios, it's just a matter of learning to tank. Throw guard on your highest threat pulling DPS as both tanks to reduce their threat. Make effective use of your taunts within your rotation. Do a high aggro opener, do your short CD taunt, about 7 seconds later your high CD taunt followed by the short CD taunt directly after the jump. If your group still manages to pull threat, let them more effectively use their threat reduction skills as DPS.