I feel strongly that we have an issue being overlooked or ignored for some time, which is really hurting non-raid Warriors. This is that mercenary healers are terrible, and real healers are vanishingly rare unless you're willing to box your own. I know there are myriad reasons why so many of us have resorted to multi-boxing our own groups, with the lower player population and plummeting reliability of "randoms" one might get the chance to group with. However, knights have been immunized against this concern by their compounding abilities to support themselves and/or their groups via self-healing options and the interactions between their healing AAs and available gear. Warriors, on the other hand, are expected to remain impossibly tough and overcome wildly inflated hp values of incoming damage effects through "brute force" alone. This simply does not work if one hopes to rely on a mercenary alone to fill the role of healer. Rare NPC spawns and "progression" tasks within Night of Shadows have been reasonably - or even slightly forgivingly - balanced, and I take no issue with the challenges they've posed. However, from the Ring of Scale when it was current, on into The Burning Lands and forward, the "Hero" missions *demand* a live or at least Player Character healer if the main tank is a warrior. A Warrior's inability to provide their own supplementary ("patch") healing the way that knights passively do means that the underwhelming values of mercenary healer spells are simply not enough; there isn't enough time to cast all the spells that would be required at that power level to support a group and their Warrior tank through the area effects, rampages, multiple enemies, and damage spikes in these missions. At times, "control" utilities can offset these things of course, whether it be via slows and cripples, separation through deft pulling, or mesmerization. Indeed, *sometimes* these overwhelming moments can be averted with clever manipulation of the events' mechanics. I'm not talking about "being smarter," or "doing everything right," I'm talking about the times when everything being done to optimize the strengths of a group without a live/PC healer is simply not enough - where it would've been if the tank were a knight rather than a Warrior. To my mind, it would be best addressed by a few simple changes in itemization. There are different options, but according to the trends of game development I've seen over the life of this game the ones which stand out as obvious or logical to me are as follows, in no particular order: A line of Warrior-only weapon augmentation options, which match or exceed the rune values associated with knight 1H weapon proc effects. These could even be made available to knights or all melee/hybrids, allowing some flexibility to players who wish to assume unconventional roles with their character. Knights might continue to be better served by things with direct heal procs, or stun procs, or lifetap procs, that would remain their option to determine. We miss our Energizing Attachment options It is reasonable to restrict this approach to 1H or even Primary-only, so that the character wishing to employ it is limited in their DPS output. (Sorry, Berserkers) Also, feel free to make this line of procs not useful for the maintenance and generation of 'AE' aggro, if you felt that was the overpowered facet of the Energizing Attachment rune proc. A line of Warrior-only shields or shield augmentations, which provide a much higher base healing amount for 'Vector of Health' than the one currently present on the "tank-only" shields (WAR/PAL/SHD/BRD). At a minimum, this would be available to Warriors via group content to match what is presently available on those same tank-only shields in raid content. At a more reasonable maximum, the group version would be eight to ten times the current group values and remain in that relationship moving forward. Likewise, the raid version for Warriors might be adjusted somewhat ahead of the group one but by a limited margin to avoid making a raid-geared Warrior capable of soloing content without any reliance on a healer. A line of weapon augmentations to continue and/or expand the effects of Wurmslayer's Guard from Empires of Kunark. I see this one as a remarkable itemization opportunity, because you could easily attach a minimum delay to these augs and establish a baseline control versus your content to hamstring the damage output of characters employing them. Whether they included hefty (if resistible) damage types to promote aggro generation at a high delay like the Wurmslayer, or leaned into a slightly lower delay such as the 1HB options available to most martial classes and carried a damage value appropriate to them, the choice is yours. Simply adding an effect similar to Wurmslayer's Guard to all Warrior-only 1H weapons. Obviously this would require establishing a stacking preference to allow only the highest equipped version of this line, or restricting items with this effect to the primary slot, but that's a simple thing. A line of Warrior-only shields or shield augmentations, which include an effect similar to Wurmslayer's Guard. Although intensely logical for shields to satisfy this function, this is my least favorite approach. I don't know that solely padding the mitigation of Warriors versus incoming melee damage is the best way to address their current shortcomings, and I also feel that this approach is the most likely to garner the ire of players dedicated to other classes - because there's no obvious reason why this should be necessary, in this way, from their perspectives. (Hyperbole follows) If I tell you, "Warriors need a higher heal amount than you, because you're able to heal for 100k hp from a 10k base heal, but they only get 10k hp from it," that makes some immediate sense. If I tell you "Warriors are already tougher than you on paper, but we need to make them tougher still, because it's just not enough," you're going to say something like "That's not fair, why aren't you making me tougher too then?" Adding a Wurmslayer's Guard style effect to all Warrior-only chest items when equipped. I dislike this approach for the same reasons as the one above, but it has the advantage of not requiring the creation of any *new* items, just a change to the class-specific chest items for Warriors. For any of these "Wurmslayer's Guard" style approaches, it would be absolutely fair to incorporate either or both of these changes to the original: Only absorbing the amount indicated from attacks *below* a certain threshold, and/or only absorbing a finite portion of that value indicated, less than 100%, for hits not great enough to meet the full value when multiplied by the coefficient offered. "Wielding this item protects you against 50%(??) of incoming melee damage up to 5000 points of damage per hit, from hits *less than* 15000." This is only an example, of what it might look like with an iteration of both limitations imposed for level 120. This is easily nullified in raid content if so desired, by having the minimum net damage from current-level hits with current-level raid buffs exceed the call-out limit present on these items. There are non-item-based solutions, to be sure, but it seems to me that this area is the most lacking of thoughtful design, and holds the greatest immediate potential to address the current shortcomings without wildly compounding out-of-hand when combined with new ranks of existing AAs, disciplines and abilities. What are your thoughts?