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You can use a arbalest as a healer or / and you can make teams with lots of self heals, many possibilities.
The alternatives are always harder, having a dedicated healer is the save way to play but you dont have to :P You need the real management skill but i guess you dont have that yet. Keep it up^^
Also occultist is clearly superior if used correctly bc of both synergies and healing potential.
i also tend to find playing with a vestal pretty boring.
Obviously Vestal and Occultist both heal better than anything else while bringing plenty of other useful skills to the table. Occultist has tentacle rain, marking, some other debuffs, and of course a no-ambush after camp skill. Vestal has the only AoE heal, several debuffs including stun that also raise torch level, and of course some great camping skills.
I don't think you need dedicated healer at all, depending on your composition and synergies, healing with just food and tactical camping seems to be very much viable.
I will respectfully disagree with this part.
I always run my Vestal with 2 +heal trinkets so that her party heal at level 6 is 5-7 which is amazing to replenish health pools, and I will usually start the healing on the first turn merely to reduce the odds of a bad focus or an untimely crit that brings you to death's door (and because Vestal is often among the last to play). It is so frustrating to risk losing a character, especially at high levels, that I feel it is a good thing to start outhealing an enemy encounter's damage ASAP so that by the end of the batlle you are in a good position to start the next one. It also saves me some food on longer runs.
I had my heroes smacked from 100 to 0 % health in one crit from a Treebranch Smackdown and I now heal every time the whole party is hurt or someone got beat up bad. Of course, if you stack defensive stats like PROT and DODGE then this may be different.
The most common (re. safest) choice is to bypass that and go with a dedicated healer.
A solid alternative is to opt for self-sustaining heroes who can manage themselves without relying on a dedicated healer. An example of this would be a comp such as Arb>HM>Hel>Leper/Crusader. The Arb can perform off-heals if required, but for the most part, your HM / Leper can self-heal themselves (which can also be complimented by the Arbs +Healing buff from bandage in desperate situations, or +Healing received trinkets if you really want to take it up a notch), or even use Guard to pump damage into a single target to reduce need for mass-heals. Crusader can also off-heal if you'd rather a bit more versatility compared to self-heals-only. While the Hel's own heal won't actually be all that noticeable until levelled up and/or with a trinket or healing buff, it is a self-cleanse and can get her off deaths door without interference. It can be quite decent with the likes of the blue coral +SelfHeal trinket, though obviously that's not as optimal compared to slapping on a DPS focused trinket. Comps like these may be a bit riskier compared to dedicated healer comps, but they function just fine.
The lesser played but somewhat viable alternatives are high dodge or high prot/guard comps and/or those that can survive using food and camping buffs alone. Jesters, Guards (MMA/HM/Antiq's spring to mind here).
As far as I'm concerned, whenever I'm in "I want to 100% complete X", I will always bring a dedicated healer. The safety is invaluable -- but also not a guarantee. I'd recommend you just experiment while playing. Do short runs with dedicated Arbs + a few self-healers and see for yourself. It's not hard to guage whether you'd be comfortable taking them into longer/harder areas.
You generally want at least a tiny heal just to get people out of death's door. Even something like Battlefield Medicine is OK for this. This game usually isn't too kind to strategies that rely on a lot of healing, but it's also pretty unkind to setups that don't have any, especially given how crits work in this game.
For the record, my most commonly used healer for my last playthrough (admittedly a while back) was Crusader. Then again I had about 6 Crusaders. So that might have been a huge factor.
Technically nooooo? I recently did a Long Veteran run in the Warrens with no healer, so it's definitely possible. (Comp: 2 Arbalests, 1 Crusader, 1 Hellion) I just REALLY REALLY REALLY recommend having a Vestal/Occultist always ready for EVERY difficulty (at least 1 in lvls 0-2, 3-4, and 5-6).
If you're having problems with Occultists/Vestals, I'd recommend looking for some +Healing% trinkets so their heals are actually worth something.
My favorite Vestal setup: Judgement (self-heal and a bit of damage), Illumination (bit of damage, -20+ Dodge, +Torch), Divine Grace (obviously), and Divine Comfort (party heal, anti-Death's Door).
My favorite Occultist setup: Abyssal Artillery, Wyrd Reconstruction, a Hex (usually Vulnerability), and either Daemon's Pull (for those pesky stressers) or a second Hex.