Pack Cycling
The individual movement of shuttling between the front line and health packs — take damage, heal, redeploy — to hold the line without ever breaking off.
The main purpose is efficiency: self-healing off health packs preserves the supports' healing resources and frees them up for another teammate. Holding the front line for long stretches while dribbling or anchoring is premised on designing a cycle route — heal at a pack after taking damage and return, instead of fully leaving the fight. Managing and securing packs first serves you and also creates situations where the enemy flanker cannot use them. It is a different concept from Ult cycling or poke; it strictly refers to designing the movement lines of individual HP management. Timing when to tap a pack, the distance of the round trip, and staying at the edge of support healing range are what make sustained front-line presence possible by combining heals and packs.
So flankers and front-line tanks do not overconsume support resources, pull back once after taking damage, tap the health pack behind cover, and immediately redeploy. Know pack spawn locations in advance and build them into your movement routes.
Not knowing where the packs are, fully leaving the fight after taking damage, and letting the front line collapse in the meantime. Or backing out so far for healing that you fall outside support range, taking too long to return and leaving holes in the front line.
Dribble
Tank repeatedly steps in and out to bait cooldowns and ammo without ever committing.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.