Leaders are not healers, though, that isn't the conceptual place they have in 4e. Leaders are force multipliers.
====== Created Using Wizards of the Coast D&D Character Builder ======Kali, level 12Tiefling, Paladin, Questing KnightTheme: Noble AdeptFINAL ABILITY SCORESSTR 11, CON 17, DEX 9, INT 11, WIS 17, CHA 22STARTING ABILITY SCORESSTR 10, CON 14, DEX 8, INT 10, WIS 14, CHA 17AC: 31 Fort: 26 Ref: 21 Will: 28HP: 98 Surges: 13 Surge Value: 24TRAINED SKILLSDiplomacy +17, Insight +16, Intimidate +20, Religion +11, Streetwise +17UNTRAINED SKILLSAcrobatics +1, Arcana +6, Athletics +2, Bluff +14, Dungeoneering +9, Endurance +5, Heal +9, History +6, Nature +9, Perception +9, Stealth +3, Thievery +1POWERSBasic Attack: Melee Basic AttackBasic Attack: Ranged Basic AttackNoble Adept Feature: Adept's InsightTiefling Racial Power: Infernal WrathPaladin Feature: Divine MettlePaladin Feature: Divine StrengthPaladin Feature: Divine ChallengePaladin Feature: Lay on HandsBard Feature: Majestic WordFeat Utility: In Death, LifePaladin Attack 1: Ardent StrikePaladin Attack 1: Virtuous StrikePaladin Attack 1: Valorous SmitePaladin Attack 1: Majestic HaloPaladin Utility 2: VirtuePaladin Attack 3: Hold FastPaladin Attack 5: Hallowed CircleBard Utility 6: Revitalizing Incantation (Acolyte Power)Paladin Attack 7: Divine ReverencePaladin Attack 9: Ray of ReprisalPaladin Utility 10: BenedictionQuesting Knight Attack 11: Strength of TenQuesting Knight Utility 12: Quester's DisciplineFEATSLevel 1: Imperious MajestyLevel 2: Bardic DilettanteLevel 4: In Death, LifeLevel 6: Devout Protector ExpertiseLevel 8: Acolyte PowerLevel 10: Superior FortitudeLevel 11: Superior WillLevel 12: Hero's PoiseITEMSPotion of HealingMagic Longsword +2 x1The Raven Queen's Shroud (level 8)Black Feather of the Raven Queen +2 x1Greaves of Maldeen x1Diamond Cincture (heroic tier) x1Periapt of Cascading Health +2 x1Crest of Vigilance Eternal x1Greater Storm Shield Heavy Shield (heroic tier) x1Savage Plate Armor +3 x1====== End ======
I think that is one area where they made a mistake in the early 4E design, giving all the Leaders a healing class power. I understand the reasoning, if you give the healing for free it lets players pick other more interesting powers,