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Докладване на проблем с превода
The human healers on the other hand are much more powerful. You need to consider the fact that every time you get hit and heal off you are basically negating damage, no matter how much, it is still buying your units maybe 1 - 2 extra turns of dealing damage of their own. If you are getting hit for 150, it may be worth changing your tactics, using the defend button to half the damage to that unit for a single attack and also attempting to split attacking enemies across multiple front line melee units, so that there is less damage to heal per unit.
In the early levels this is easier said than done, but in later levels the Empire healers are basically what allow you to take down enemy capital cities. The target-all line of healers specifically, allows you to basically negate most if not all damage done
If you are playing on Easy, perhaps healers aren't required as much, but on normal and hard I would say they are more than required. Even if the simple fact is that I can end a battle at a higher health than I would without them means it may change the outcome of a battle a few turns from now. If you plan ahead with certain tactics, e.g. spin turns defending in battle while a single weak enemy remains, you can nearly end every encounter at full health, turning encounters directly to your advantage.
TLDR: Empire healers: Highly advised you use 1 if not 2 (if you decide on the single target line) alongside Inoel, especially in later acts. Elven Healers, you can nearly forgo them altogether in favour of Level 4 Life Water, or use 1 for the buffs they provide. But then again it depends on your playstyle so it's all a bit subjective.