Awhile back in the CharOps forums I asked for opinions regarding how to optimize my LFR-legal (and played) Heal-centric Paladin. Litigation in particular only saw it as a theoretical exercise on maximizing heals, rather than an actual character in play. So I tried putting that theoretical into practice, and here are the things I've learned so far:
1. Superior Will is an absolute must, before getting Pacifist Healer.
These two feats go side-by-side, because as a defender primary you're still required to hit, and getting stunned for an entire round isn't a good thing. Power of Love isn't so bad an alternative, but granting 5 tempHP at-will isn't exactly going to help much, especially in the long run when you *have* to take out opponents.
2. Heal-adins make the leader's life much easier.
2.1 Heal-adins have awesome healing abilities.
2.2 Heal-adins can't effectively replace leaders.
With SO much healing granted by Heal-adins (mine currently grants a minimum of 2d6+43 hit points [+1d6 on one target]), Strikers in particular are very happy that they get HUGE mileage on their healing surges AND there's a reserve source of healing [Lay on Hands] in case they run out of healing surges, and Leaders worry less about healing abilities and more on enabling abilities. The catch is that when she's the primary leader, she doesn't have that much on enabling abilities (aside from Aid Another, Heal checks and Knack for Success), so the party overall is reduced in effectiveness significantly -- no surprise, given the impact of the leader role in a party.
The scary part is the fact that most of her healing is party-oriented -- her only self-heals are Bastion of Health, Lay on Hands, Healer's Word, and Second Wind (maybe Potions of Vitality if I get hold of some) -- so there isn't much she could do to save herself if the enemy decides that her mark punishment mechanic is too powerful to be ignored (12 damage to the enemy + 9 hit points recovered by ally) and starts attacking her relentlessly. In fact, just last night, when two party members were dying, she was about to heal them when one opponent removed her from play (save ends)... real FUBAR moment that one, although fortunately she got to get out of that predicament rather easily.
3. Heal-adin positioning is wierd at best.
Life would've been far easier if I just dropped the 2d6 + CHA of Pacifist Healer and kept with the basic healing of the Paladin, since that's still 1d6+37 with Healer's Gloves, then stayed in the frontline, marking and attacking and being the damage-absorbing defender that I'm supposed to be. And frankly, even with the Pacifist Healer feat, I'm still able to do that. The problem comes when I become the only leader of the party: when I go down, everyone else shortly follows, so I become less a frontline defender, and become more of a middle-row heal-granting leader, with the rest of the group insisting HEAVILY that I stay alive and away from danger.
Not that I can't take care of myself; it's just that my offensive capabilities is heavily neutered by the stun effect of the Pacifist Healer feat. I can't heal while I'm stunned, so I often have to restrain myself from attacking minions or bloodied opponents unless I'm willing to sacrifice the next round for healing now [not too hard a decision really, given my character's personality, but this is just me playing devil's advocate or something to that effect].
Long story short, I need to be in front because I need to defend, but at the same time everyone wants to be in front of me because they want to defend me (unless there's another healer in the group, but still...).
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Overall, it's a VERY fun -- albeit complicated -- character to play, both mechanically and role-playing-wise