i d o more like this (no 4567890-=) but some tanks need a 3(crimson)4(dp)3(cc)9(bene)5(erupt)6(blizzard) when emp is on to solidify their treat.
and then after this some mobs topple, reset agrro, with a low haste that could be bad, sometimes dogma aint enough and cauterize is 90secs(40secs)cd , i could live with a haste nerf i wont leave the game for sure but you suggest something that would make healer have finger cramps lol.
I know that with some teams i only pop a spirit protect the tank and keep dpsing, but not in all cases and mostly with fully geared tanks, and not some cases especiallly when mobs/bosses aoe i want you to heal melees nicelly without haste in those cases sometimes i am forced to use FN as soon as i see anyone with less then 50% hp.
Its still undestandable and now i am running for fabled set just to say i have it so yes nerf haste drops.
Originally, this was supposed to be a long post about how Eldevin dungeons are too easy compared to other games. All a tank has to do is tank (which is easy btw, if 2 of the main aggro tools of templars are not bugged), all a healer has to do is heal (that's all they CAN do what with shitty hp bar that can't be moved/resized and only shows hp/mp), and all dps have to do is dps. There is no need to actually be skilled in the classes you play, and whether you can do something or not is more a matter of gear check, than actually being good in the class you play (with exceptions of course, there are players who are clearly better than the rest). But I realized I'm comparing this game to other games I've played before so I'll leave it at this.
Instead, I will ask. If you are able to respec your build as much as you want, do you feel that it is impossible to heal ASV/ARG with only 40% haste? Just because haste is too readily available, I feel healers have become lazy, and instead of trying out different builds, different gear, they just have to max haste to have all their skills available all the time. In the first place, all a healer is supposed to do is heal (and buff party/remove debuffs/debuff enemies, but that's neither here or there), not dps or create aggro. Sure there will be deaths. Sure there will be moments where you have "OMG, if only I hadn't used cauterize on the warrior, I could have used it on myself, I wouldn't have died, and we wouldn't have wiped". But this is all part of the risk in running dungeons. But I'm sure a 40% haste prophet would still be able to run through ASV/ARG (as much as is completable right now).
Earlier today, I ran ARG for the first time (not including one attempt weeks ago where several group members were laggy and we all called it quits without even defeating first boss). We had a first time ARG running tank too. I only had 40% haste +10% with think fast proc. Yet, aside from several wipes where there was nothing I could have done even with 80% haste, we did the run quite smoothly. And I was carrying on 3 different conversations via private whispers the entire run, so there might have been 2 or 3 deaths I could have prevented if I were actually concentrating more. So I think it's possible to heal end game content without 75% haste perfectly fine.
As for sapphires being "too weak", compared to emeralds/topaz/ambers, sapphires have +20 more healing power / level. And the formula to derive healing/second is the same as that to compute damage/second for offensive spells. You don't see dps complaining that "emeralds are too weak, they only boost my overall damage by 2%". Dps classes have the same available haste rolls available to them, but you don't see them clinging to old BT gear because their spells do not have as long a cooldown as prophet spells. But even so, you can see some people choosing to use haste rolls over attack power/damage rolls before upgrading to fabled gear.
So my suggestions are
1. Add haste gems for build variety
2. Nerf the %haste value you get from random mod rolls (and gems should not be overpowered)
Long post short, nerf haste on blue gear, and add a haste gem to make it a VIABLE (not op, or the clear winner) alternative to other healer gems - heal power/crit/weapon damage. Buff only adds 5%, pot only 3%. Gems should NOT add 6% PER gem (like the random mod rolls are giving now).
Edited by Alteration, 10 June 2014 - 18:31.