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What you may be missing is the fact that heals suck not just because they're not especially strong, but also because HP sucks in general. You accomplish extremely little by investing in constitution or attempting to heal incoming damage, because once you're taking vitality damage, you're susceptible to enemy crowd control and other status effects. Armor is infinitely more relevant than HP, and proactively disabling enemies is better than stacking armor.
Abandon healing as a concept in this game. Your wizard should be using their abilities to stun, freeze, and outright kill enemies to protect the party, as well as utility spells like teleport and uncanny evasion to further disrupt enemy plans. It's okay to have Restoration prepared as a backup, but never rely on it.
Invest less in Constitution and more into damage. I'd suggest to put in only the bare minimum, enough for your mage to equip a shield.
Geo 1 Fortify, Hydro 1 Armor of Frost, because restoring armor and canceling negative effects is way more useful than healing.
They scale with level and not with int, so you can give them your fighters, too.
If they can't attack, you don't need to tank hits. If you don't need to tank hits, you don't need to restore armor, if you don't need to restore either armor, you won't need to heal. Each step prevents the next from being needed, and if they are knocked down/frozen/stunned, then you will never need to heal.
I will say, if you are having trouble with burst damage, a low damage, 4AP (and 1 SP) opening turn to lock down a small area of enemies is worm tremor and black shroud. With torturer, they will 100% be rooted, and black shroud will block their view. Saves an AP from a smoke grenade, but that one costs no SP. If you have adrenaline/glass cannon, you can teleport or netherswap an extra enemy in the area.
If you do want healing, use some Necro points to gain passive lifesteal.
The only strength weapon and shield setups I use are typically stat stick swords on a mage. Even then, my mages typically use two handed uniques with high crit chance.
How many source points can I get in act 2? I’m at three but I heard that there are six.