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Thing is, healing isnt very effective in general. On purpose. You're only going to get so much out of it.
Max int to 40 points, get memory to around 20 points (the skills you need) then max wits (very important 1 wits = 1% crit chance).
Take savage shortilage (makes spells crit), hot head (more crit chance), glass cannon (more ap), elemental affinity (always stand in water skills).
With items int most important followed by crit chance/wits (remember crit chance at 4% is better then an item with 3 wits). Your weapon means nothing because you dont use it so 2 wands WITH 10% crit hit chance and int (a wand with 1 damage and 10% crit hit chance is better then a wand with 1000 damage and no crit hit chance).
You can now pretty much control any fight. Wet (from rain skill) + ice or lightning skills will freeze or stun enemies. So you basically keep 2-4 enemies stunned/frozen while the rest of the party focuses on bursting down the others.
With all the extra AP you can easily use one of the many healing spells you get from hydro,