
One of the things that people forget is that too much magic can be a bad thing. In the conjurer's quest line there's a lot of emphasis on the idea that nature lets you heal when nature wants, and that's not all the time. Plus over use can be a problem as well. It's one of my favorite ways to play up healers honestly. Though as a healer player also, there's the counterpoint where you want to be useful and do what you're skilled to do in roleplays at the same time. I personally enjoy playing up that reality a healer has to pick and choose in roleplay when to heal to make sure nature stays happy.Â
For actual healing, I tend to think healing spells, like cure and psychik being more 'combat' ready spells. Hammersmith covered a lot of my opinion on it. There's ways to play a healer up in ways to help their team without completely autofixing problems or being nerfed. Healing deepest parts of wounds to help keep their team stable, healing openings that will scar over to stop bleeding. Their magic giving the target an energy rush. There's a lot of balancing ways to play it.
For actual healing, I tend to think healing spells, like cure and psychik being more 'combat' ready spells. Hammersmith covered a lot of my opinion on it. There's ways to play a healer up in ways to help their team without completely autofixing problems or being nerfed. Healing deepest parts of wounds to help keep their team stable, healing openings that will scar over to stop bleeding. Their magic giving the target an energy rush. There's a lot of balancing ways to play it.