@youssef
I try to explain Runic Curse better:
a player with defensive runes lv8 hits another player with defensive runes lv6.
The difference between 8 and 6 creates the runic curse.
So..if you try to heal the player with lv 6 defensive runes, part of your heals will be reflected.
The higher this difference is, the less you can heal your target.
Runic curse is everywhere. I don't know how it works on pve, probably there a sort of fixed %, or maybe depends on how big is the mob you're fighting (normal mob, elite, crowned, raid elite, boss, etc), what's its level (under/same/above yours?) and where it is (normal maps, astral, raid istances, etc).
But as I said I'm not sure the runic curse works in this specific way. I haven't found so much about it :/
I think it's a strategy to spur the players on to increase their rune level.
It's hard to say if your runes/equip are enough, t lv 56 your leggy equip should still be better than the green 56. .
I don't know how difficult legendary sectors are, but it depends also on how "bigger" than you are your mates, if you have the right stats, if they're high enough.
Now, without relics, there is no critical hits, so it's more difficult than before.
@Dracias
I think you like far more to beat the others up :p
Your build is very intersting and I want to thank you to share it (aw...a lot of rubies ç_ç).
As I said above I play usually FH, but in the pre-patch I was a lot lower in gear than my guildies during raids (I prefer PvE to PvP ..but the Italian server was another world and absolutely I'm not the ideal player of MMO..but I'm trying to go beyond my stupid mental problems XD) so I was one of the little healers trying to heal the lesser geared while the mains were healing the most important chars.
Now I'm trying this one (too bad my Droplet of WoD are almost outdated ç_ç):
http://en.allodswiki.ru/calc#!4!121..33.…C!uhehlnd/OOHIB
I've not reached Greatness yet, so if it become my real build I can't optimize it until that day :/
I need some skills, like VI and Healing Shield (maybe r3 is too much, but I find it comfortable).
Usually I take Dark Pact r3, because have an automatic blood refill up to 10 drops, and generates 5 drops with only 15% hp lost. I've always been squishy so 30% was too much <.< I'm unable to use Vampirism so, I don't use it very often to refill blood :/ I know it's stupid, but it's a fault of its CD ç_ç
For the gameplay I think to be quite classic: I precast Blood Shot and spam Dark Renawal on everyone who can need it most like tank/warrior and all those who take too much damage or less geared.
If this is not enough I use Reanimation.
If this is not enough I use Blood Shot (if I must use it more than a time, I take advantage of the 5 stacks of Necropotency)
If all the party is in difficulty I obviously use PoM..
..and if this is not enough it means there is more damage dealt than I can bear and I deserve to die unhappy :<
I'm only in doubt about r2 Master Summoner or r2 Shadowy Reach (I really need Greatness ruby <.<).
By instinct I find more logical to penalize Master Summoner, because I have also Dark Pact, Wandering Fever and Vampirism to retrieve blood in case of emergency. To penalize Unstable Antidote and the range of heals it seems worse to me ò.O