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If you don't use them then you got to use camping or curative WAY more often.
Taking Sorcie as an example, Levin potentially paralyzes mobs (you can then do follow-up strikes) while Seism definitely does some crowd control. But if you can sneak close and let off a big one (SPELL not smell) you can make the fight easier and shorter.
That said, I usually hire a Mage (typically I have one Fighter, one Mage and two Sorcies - therefore only one sorcie needs 'those' rings) because of Paen and Celerity (they boost Stamina, Stamina Regen and speed - both attack and movement). Two sorcies also mitigate the 'always interrupt' effect of Calm inclinations (or you can go with Simple)
Mages also get Empyrean. It's a low-damage, large radius AOE that gives a long lasting lantern effect (Paen has an even bigger lantern lighting effect) but it really does a number on undead with decent CC.
I prefer Mages that have Empyrean, Paen, Celerity and either Solemnity / Halidom, i.e. no healing weapon skills (you have Anodyne). Preferably with Endurance / Augment / Subtlety augments too
Later on you can play a warfarer and have a mage staff equipped for pocket heals as well, since Anodyne is core skill.
One that gives some for killing enemies. Another that heals you if you take a lot of damage. I haven't needed to use them so I cant vouch for their utility, but I prefer using knockback rings myself.
I personally like having a mage. I don't get damaged often that much, but their stamina field ability, cure debuffs, and healing comes in handy considering I do good damage myself.
You do need to pick up a habit of looting/gathering all plants in sight though, or you'll be camping a lot. The healing spellbook (I forget the name) has been pretty MVP too.
It's very effective. At full charge it aoe heals and instantly revives. You can partial charge to fully heal individuals. It heals you at the same time.