Here's an example of how bad things are. Had some recent runs of E2S. Healers and tanks did job to the best they could, group saw hard enrage at 10:30. Doesnt sound too bad right? Well, each dps died at least one time each and were only a couple levels above minimum. The boss had about 35% hp left. Why not remove most hard enrages and actually give healers and tanks a challenge. We had zero problem surviving all the soft enrages to that point. Dps were all still punching out more damage than the tanks and healers. Problem is you can survive great and heal great all you want, you will NEVER clear a fight at item level if all 4 dps die one time. The dps of tanks and healers should equate to the level of 50% damage of dps damage+5% of whatever dps is required to clear fights with hard enrages. So E2S that would be a bump of about 810 for each healer and tank. Dps get battle raises, heal buffs, and damage mitigation tools. Healers get damage mitigation tools as well. No reason tanks and healers cant have a tiny bit of dps carry potential. As it stands, fights at item level requirement have almost ZERO room for dps error, while a healer or tank dieng in savage content is easily recoverable (oh tank died before tank busters in E2s? Let me just cover+hallowed+tank cds. A healer died? Guess that healer that was mostly dpsing before can just take over healing for a second until a raise goes out)