I wont be the first, and I certainly wont be the last to say it... The state of the group game is abysmal. You've got tanks with 10,000 AA who are falling to group content in Dead Hills with everything you can imagine stacked, including disciplines - Hell, Their stats (STA being a major offender) aren't even maxed out after they get about 3/4 through the planar lines, even with best in slot group gear from the new expansion. Warriors are coded to only take damage from damage interval 1-19. Every other class is coded to take damage from 1-20. This code already exists in EQ and has been around for a VERY long time. Why the heck cant we just set 20 damage intervals to mobs, and re-code warriors to take DI 1-15 and knights 1-16 or 17 or so? This would give the tank classes back their role, and reduce the burden on the awfully group geared tanks that we are dealing with now. Can't use the "Oh, well the ancient EQ Spaghetti Code doesn't allow it" excuse, becuase it's already coded into warriors. Give the tanks back their mitigation. I don't see why this could potentially even begin to be a problem, Unless we're going back to 2005 when we had Druids tank Anguish mobs (Ture) for funsies. Bottom line is, wearing plate SHOULD give them an advantage above other classes in mitigation. Why in the world wouldn't it? I understand the way AC works, but it only works to a point before it diminishes to a roll of the dice tanking with a wizard in a robe vs a battle tested full plate warrior surviving for 9 seconds between heals. I'm not sure why this hasn't come across the table in the first place. Think about it. War gets hit for a max of 20k, pal/sk 22k, everyone else, 28-30k. 1. Why would that be an issue? There's a tank shortage in the group game because of the huge curve to begin with. Why not lessen it? 2. The other classes really shouldn't be tanking anyway!