DM: The yawning expanse of the Royal Palace of Canterlot's entrance hall is before you. The golds and purples and blues of the Palace architecture have been adorned red with a carpet leading to all areas of the party. Ponies of all statures mill about, each one of them having earned (or bought through back channels) an exclusive invitation to tonight's Gala. At the top of the stairs leading to the upper floors of the Palace, Princess Celestia herself stands, waiting to personally welcome each and every guest.
Twilight Sparkle: I guess I make a beeline straight for her, then.
DM: Princess Celestia greets you warmly, proud to see her personal student.
Twilight Sparkle: Well, Twilight... time to face the music...
DM: Your character mysteriously gets the sense that she should chill a little bit.
Actually, the other Gala episode was used during a crossover with Steven and the Crystal GMs. That might technically be a non-canon guest-strip, but I dunno... I think it counts.
They are
Doctors
Clirics
White mages
Healers
They are the ones that say "I won't let you die today"
Give us stories about why they deserve the Class of the year.
With healers, it's often not a single event and more daily usefulness. My level 7 oracle has only fired her crossbow three times because she was too busy healing folks. Although I do have a funny story about a time she wasn't healing exclusively.
Our party of 4 got attacked by 4 dragons. Our fighter got mauled by one, our wizard set trees on fire instead of hitting any of them, and our gunslinger killed one. My oracle, with a string of good rolls, made two of the dragons go permanently blind, doused the fires the wizard started, and healed everyone so excessively that they ended the battle with bonus hp. Divine casters are OP.
I remember throwing a big dragon battle at some PCs and they ended the fight in better shape than going in. Yeah, a player who knows their cleric class can easily keep the party rolling. ^__^
In our current game, our best Cleric is, amusingly, a Sorcerer. Use Magic Device + Wands of Cure Light Wounds replaces a dedicated healer rather nicely.
The real value I'd put on divine casters is not their healing, but their utility. Buffs, debuffs, battlefield control, and summoning. All of these tend to be more effective than healing by preventing damage the party would take.
Battlefield control can be ridiculously useful for a tactical party.
Our Pathfinder party sort of fell into a 'majority ranged' slot somehow (though now we're getting more brawlers) early on, and so my dedicated CC Deep Earth Sorcerer dwarf (who's only spells are ones that move or use rock and stone and dirt and stuff- think Earthbender) turned out to be very, very useful. Tripping enemies, putting up barricades and walls to prevent charges and provide cover, all that good stuff. It's really fun, too- though I wish that there were more 'earthmoving' spells at lower levels.
At the end of the dungeon, our party came to the boss's lair. An Elder Brain.
First round, the rest of the party fails their will save. Now it is the cleric against the Elder Brain and the rest of the party.
So I summon a Celestial Lion. With spells, fighting, and a celestial lion, I beat both the Elder Brain and the rest of the party - without killing them.
I'm glad you added "Without killing them" because I would have felt bad for the party. Heck, still feel bad now because of everyone failing that 'save or suck' ability right off the bat.
I play a battlefield healer in a LARP. It is my job to fight myway to the side of a downed comrade, heal their wounds, and then stand between them and danger while they get back on their feet. Then duck back behind the line. Some foes have learned just how capable I am at all aspects of this procedure.
I absolutely adore 5e Life Clerics. They are, I believe, the best in-combat healers of the game, and they have enabled parties to take on some absolutely insane stuff I've thrown.
The moment for me that stands out to me is when the Life Cleric helped their level 5 party survive a whole two rounds of combat with a not-debuffed beholder. Granted, it was partly due to luck that the beholder didn't roll its Death Ray until the 3rd round, but that's still something. The moment for that player, I think, was when I told them that Channel Divinity: Preserve Life wasn't a spell, so they could stack that with Healing Word.
And, to clarify, this particular game was a gonzo, intentionally wacky and unfair oneshot. The players got into it knowing the game would end one way or another in that session. I would NOT recommend pulling a beholder on a level 5 party in an ordinary ongoing campaign. Unless the beholder is non-hostile, I suppose, and really doesn't feel like fighting.
On the other hoof, GMs are super appreciative when they don't have to do any work because indulging in player speculation results in a far more eventful adventure than would have happened otherwise.
... Not that I'm saying I ever did any of these things or whatever. >.>
On the other hoof, if they still overthink too much after the GM is that direct, they're definitively the ones to blame.
Because the GM shouldn't be giving those kinds of hints if there IS much to worry about.
What's that? I have to survive a really awful summer heat wave to get there? Uh-oh.