Good point smoochie as a plate wearer i can normally take 2 hits and be left with some life ( will need a heal from a neighbour as will be suffering from silence)but will put some arcane on and maybe last for 3

. None of my warnings are working with this guy now , might be that my addons are screwed up but was getting caught other night where i dont normally . Part i think was the addon warning not working and me not realising that till late on and part i think was tank positioning(at least from my point of view) I have never had to run inside the circle to tank heal before could always do it part up the slope ( easier to observe balls and more time to react), and i noticed that in the circle i was being subject to a lot more arcane balls( got 3 within seconds one time , and yes i moved back after first hit ) , i guess the wedge is narrower closer to the center you get, in any event closer you get to center more balls you get .
Anyway tanks it would help if you stay central , the healer you move out of range of will inevitably run in to try and heal and will invariably die the healer you have moved nearer too will have no problem and if he is alert might in fact move back and have increased survivability he will however be more strained healing you .
Another observation( hope i am being helpful and not appearing a know it all) is that ranged dps is favoured for this fight 3 tanks and one or 2 melee is probably enough to contend with in what is a healing challenging fight and a high DPS rate is preferred to beat enrage timer , i dont know what our mix was the other night but I think we had more melee classes in than 2.
I look forward to our next attempt and hopefully the orb warner will be fixed by then