Team healers, make sure their Healing Hands position is not put directly into the fight, as they'll be lost pretty quickly. They need Sprint in order to reposition themselves if caught slacking or to follow up on another front (regular sprint will do, they don't necessarily need mobility V, all for alchemists? Yeah..). They tend to eat up ranged sometimes though, so having piercing resistant doctrines are a must.

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Resist Arrow Doctrine
Reduces damage taken from arrows by 100. Increases damage dealt to ranged units by 100
Health & Defence Doctrine V (Piercing)
Increases health by 440 points. Increases piercing defence by 125 points.
Mobility Doctrine V
Increases movement speed by 7% Unlocks Sprint: increases movement speed by 15% for 12 seconds.
Alchemists Mobility Doctrine
After using Blinding Smoke, movement speed is increased by 10% for 8 seconds.
Alchemists First Aid Doctrine
Unlocks First Aid. Alchemists give first aid to nearby allies, who will then slowly recover their health for 20 seconds.
