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Sorc aggro issues?
Now I'm not sure if it's just me, but has Sorc got a super high chance of stealing the aggro? bc I can't seem to get a break during LKNM and occasionally SSNM, but I'm in full +12 guile, not necessarily even the best rolls on my gloves or weapon and or even on my accessories, and I'm STILL taking aggro and screwing myself over with every Brawler I instance match with. I mean, gg for my damage, BUT I see it as a partial problem during gameplay, having to focus on trying to save my own behind, but end up sacrificing my characters life doing so 
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If you are worrying about stealing aggro too much then party with an archer he will steak aggro way often than you do LOL.
Archer best IM tank and so-called sustained DPS kappa.
Not so much as needing a "skilled" tank, but not needing one that is simply put, really bad. In the case of Brawler, many make a Brawler because they are told it is a brain dead easy class that plays itself, and they get to 65 with that expectation. In the case of Lancer, it's mostly just, I can't explain the cases of Lancers losing aggro honestly. Tested this in an LK run, did nothing but Shield Counter, held aggro 95% of the time. Warrior is just not as strong as a tank until their revamp. I would comment on Berserker, but even as a dps they are rare.
Yeah true. I just guess my expectations of Brawlers are high bc I used to main one when Slaughter was the next best thing to Imp. Only reason I quit was bc of aussie ping lol.
That said, while keeping aggro is like 90% on the tank, there are some areas where DPS can greatly affect the smoothness of a fight. A few things to consider might be whether or not you're opening a fight with your hardest hitting skill before the tank's had two seconds to buff the party and start hitting the boss; whether you're playing with skilled tanks or people in an IMS gearing dungeon who still need better equipment and more practice; whether or not you, as a ranged DPS, tend to go all out during mechanics that make it temporarily impossible for the tank to maintain threat (example 1: the horse runs away in LK, and while the tank helps keep the adds contained, you're casting a big spell on the boss instead. Example 2: any boss, at any time, sits in a poison pool or on top of a corpse or in some area that it is not advantageous for the boss to stand in, but instead of letting the tank move it away you continue to attack); whether or not you or your party members die regularly, etc.
Shouts guarantee aggro long enough to buff, and a single Shield Counter means you won't lose aggro anyways. If the dps is impatient don't buff right away, just enrage and SC or Shout then buff. It also depends on the boss, and the group. Brawler has it a little easier for the start up since the shout can be used while moving and they can cancel enrage quicker easier too. There's 0 reason for a Brawler to lose aggro at the start, and a Lancer doing so is mostly failing to stop their bad habbits. If you lost aggro with your start up 100 times, then maybe it's not a good start up.
All those things you stated, are things stupid dps do tbh, not many people start their rotation off with their hardest hitting skills. And the example 1/2 are just completely idiotic on the dps's behalf if they were to do so