Healing mancer idea i had been thinking on
You sacrifice too much in order to do that and do too little for your party.
Transfusion on Blood Magic, is a very nice heal. It’s your DS4 to heal party. As you use it AoE, it’s in the aoe burst dam times so perfectly timed to help. Problem being, your in DS so it won’t heal you at all.
For support type, your much better off with wells instead of minions. You only have a little combo finisher on staff, so again it wont benefit you like it will the party.
If you were to move your Death Magic, upto Spite, you will do more damage that will help the party, and 5% power go’s to heal power. Regen from staff, is based off the person it hit’s heal power. So the only thing heal power really gives you is slightly bigger ticks on your heals well. I can highly recommend skiping heal power on gear.
To be honest healing/support mancer is not that amazing idea
as i remember the two abilites that take a use of healing power and benefit the allies
1- Well of Blood
2- Staff #2
- Transfusion (2600 for each ally NOT affected by healing power)
- Deathly Invigoration (each time you leave DS you do AOE heal: 267 + 0.32 x healing power for each ally, you are healed also)
so what you should do as healing mancer (Staff #2 – DS #4 – Healing Skill – go in DS then leave then again Staff #2 and so on)
but i won’t advice you to take healing power, although you could actually take Transfusion always with you to help your party, 2600 is fixed amount, i used to equip Transufusion for some Dungeons like CoE, not a bad idea to invest 10 points on it
as you see nothing really impressive about healing mancer
anyway if you still wanna play as healing mancer, you can watch this video for Namesis explaining almost everything about healing mancer : http://www.youtube.com/watch?v=v6pnXc_Rp3k