With changes made during this patch lowering the uptime of the shield from 100% to 75% has turned a tricky to heal game using a crosshair to target on top of the shield heal and targeted AOE into a very unsatisfactory mechanic. With the games overuse of hard hitting trash mobs groups are being murdered at times in the tier 2 dungeons from the overwhelming mess of time juggling time and targeting with cooldowns.
Before in CN for instance even with Astral Shield you had to use Forgemaster's Flame and Bastion (Insert whatever you use) to cope with it as a single healer. With two clerics and the stacked AS, yes it at times was easy. Removing that should have been enough, not making it even harder on the one remaining healer that will fill groups as healing in this game is currently very weak.
I do not have the highest GS in the game. I do however happen to be above 10.5k and I'm well above competent as a healer. This change is a bit much and with the way gear drops and the blind learning curve of the game this might drive off those in PVP sets or starter gear from ever being able to reach a higher level than 8300-9200 to keep them around to do content. Two things are needed, a tank and a healer. Not a tank and a frustrated healer.
Changing this back would be a boon for all classes in the game. One healer can still be easily destroyed in PVP without the stack from two DC's. I feel if left unchanged less DC's will be in PvP making it simply a TR/GF spamfest.
Thanks for reading,
Guild Leader - Drunkenheroes.com (130+ members)