I'm going to disagree with Griton here on an all healer party group being the weakest single archetype. While their skills will find less use than the other archetypes, they'll have more actions to spend attacking overall because they will simply never die. Several of the healer classes gain skills that are useful for attacking (concoction for the apothecary in particular is quite potent), and the fatigue regeneration the group has, if played correctly, will allow for more ability usage than almost any other party. The all healer group will also be in substantially less competition with each other for shop cards, because they can all equip anything for the most part: healer classes are the least restricted gear wise. Their abilities don't force melee weapons or ranged weapons, and they can wear pretty much any armor as well as the warriors, so on and so forth. If a rune weapon drops, they can use it. If a crossbow drops, they can use it. If the bearded axe drops, they can use it. The support that the spiritspeaker and prophet provide combined with the raw healing of the apothecary and disciple would actually make a pretty scary party.
Their primary weaknesses would be an inability to do the huge amounts of damage of the warriors, the mobility skills of the scouts, and the lack of situational versatility of the mages, but they're not that far behind in all of these regards.
Healers, when they don't have to spend all their actions to heal, can be played much like slightly weaker warriors.
Edited by Whitewing, 09 April 2014 - 10:30 AM.