When I am grouping for a harder quest mob, I will usually cast a heal over time spell on the puller and/or main tank the very moment before they head out to pull.
That way, if the mob hits them and is grinding them into a pulp on the way back to our group, I don't have to launch a large heal and pull everything onto me as an effort to save them before they have properly established aggro.
This saves me, the healer, from being ground into a pulp, as a dead healer = unhappy group!
Also, it works for those casters in your group who seem to be pulling aggro right away. This is expecially true with classes who have "slowing" spells. If you're a nice healer who wants them to live, it works pretty well for them as well.
I like these spells, because I can get my power back pretty quickly.
That way, if the mob hits them and is grinding them into a pulp on the way back to our group, I don't have to launch a large heal and pull everything onto me as an effort to save them before they have properly established aggro.
This saves me, the healer, from being ground into a pulp, as a dead healer = unhappy group!
Also, it works for those casters in your group who seem to be pulling aggro right away. This is expecially true with classes who have "slowing" spells. If you're a nice healer who wants them to live, it works pretty well for them as well.
I like these spells, because I can get my power back pretty quickly.