Chaosmancer
Legend
I don't say it is good enough. This is why I suggest allowing to spend hit dice, when you are healed (not unlike 4e, where you spend a healing surge). This way you get meaningful healing without dragging out fights forever.
Healing needs to be handled with care.
Sure, it needs to be handled with care, but it also needs to be improved. However, many people claim that it is already too powerful and actually needs to be nerfed. So, clearly there are a lot of disconnects going on in the discussion around healing.
No. Whack a Mole is healing after the tank goes down. I spoke about healing before they go down. This is usually better for the tank's action economy.
I have not encountered whack-a-mole healing in 8 years of play, but hey, maybe I am doing it wrong.
Right, but consider the Scenarios
50/60 hp, you aren't going to heal.
40/60 hp you might heal, but it doesn't make a difference if you heal now compared to healing at 30/60 because +10 hp is +10 hp. It is the same net effect.
However, at 5 to 10 / 60 healing before the attack is pointless. The tank is going down whether you heal them or not, unless you get lucky and roll high while the enemy rolls low on their damage. (If they miss, then your healing didn't matter, because they didn't hit them anyways)
And this is an utterly bizarre thing that shouldn't be true. You can have such low-hp that the best healing a healer can dish out does not matter and will not keep you up. You can only buy one turn if you are lucky enough the damage randomizes to put you on that edge. So, the timing really doesn't matter, as long as you don't overheal and you don't wait until your healing is worthless, healing will have the same effect regardless. And that is the majority of the time that you COULD choose to heal.