I have:
a capped halfling cleric15/monk3/pally2
a capped WF pure FvS
a WF cleric18/fighter2 i'm levelling (currently cleric8/fighter1)
a 2nd WF pure FvS i'm levelling (currently level 11)
a half elf cleric17/monk2/fighter1 i've just started working on
I can honestly say i've never played a healer. OK, a lot of my characters CAN (and will) heal, but its only 1 aspect of their capabilities.
OP, regarding your tips, they're mostly pretty good & a +1 to you for covering a lot of the basics & being willing to help out your fellow players- though a few of them have aspects that are very dependent on the person playing them, gear available etc.
4 - Being in combat isnt a bad thing, as even without particularly high DPS you can still use status-effect weapons like paralysers, stat-damagers etc. Being in over your head is where it can get messy. With radiant servant (and soon Angel of Vengeance for FvS) being in the middle of the fight & healing from there is both easier (just self-target mass heals, use bursts & aura) and beneficial to the party (the new FvS PrE will be a debuff on enemies nearby). When you get level 8 spells, i'd also very much advise taking the Holy Aura spell & keeping it perma-prepped then jumping into the thickest part of the fight to use it - AoE blindness on anything evil that doesnt make their SR check? 50% miss chance means 50% less damage being taken, and less healing thats needed!
5 - depends a lot on the specific guard... damage guards can indeed draw unwanted aggro especially at lower levels when the less healing you have to do for self & others the better, but once you get higher up and have access to crimson chain (haste guard), gorgon docent/armour or the Stalwart trinket (stoneskin guard) they can be very useful for personal survivability - and at high levels, dragontouched or greensteel with earthgrab, freezing ice, enervation, air or radiance guards can all be very good to have.
7 - at low levels, Divine Healing can be very handy.. it doesnt get reduced for warforged which can make keeping them alive a bit easier (and cheaper), also it can work through walls & other barriers (so long as within range) - though best to use your judgement.. if someone stupidly zerged ahead & got themselves shut off, its their own problem to deal with.
8 - use your judgement with combat raises - especially when you have only the basic Raise Dead, which will leave them with only a small number of HP as they could end up dying again pretty quickly & it might be easier to keep the rest of a decent group alive to finish or thin out the fight then raise afterwards (higher levels, clerics can & often will just BB them to death then raise at leisure). Also be aware of the death penalty which gives an effective 2 negative levels once theyre raised... in a fight or area with enemies that are using spells etc, the newly-raised person will be more vulnerable to them. Death penalties also STACK on multiple deaths in a short period which can be very nasty. The only ways to get rid of death penalties are a) shrining, b) waiting for them to disappear (1min per instance of penalty gained), or c) Unyielding Sovreignity (usable once per 10mins).
9 - honestly, although i always make sure to carry wands, i rarely ever use them, or scrolls for that matter - especially with radiant servant, a quick "hug for heals" & burst healing, or regenning in the aura is usually sufficient. However, i'm not a primary caster cleric, i tend to be more melee with spells situationally so it'll vary for different people. To make your healing go further, find a Superior Ardor clicky (or buy pots, but they can be expensive for the higher level ones) and use that before firing off your heals.. it'll also boost your aura & bursts, and can save SP by using a lower tier of cure spell (maybe even making a lower level spell that IS within the scope of your ardor efect actually more powerful than a higher level spell).
11 -multiclassing is a divisive one... for clerics, the main benefit of being pure is the capstone, which will make sure a tank in a raid wont die on reaching -10HP... however, if you're going to be doing other stuff in addition to healing then a 2 or maybe 3 level splash (typically monk or fighter, maybe barbarian) can bring some nice benefits to the table. Though the most important advice when multiclassing is ALWAYS plan it out ahead of time & make sure you're fully aware of both the benefits & drawbacks involved (including later spell access etc). Favoured souls gain a lot more for being pure (especially if more healing focussed, the unlimited CLW capstone which in a good group can often be sufficient for most of the time).
edit: spent so long typing this cardtrick already made most of the points i did.. hehe![]()