Escaping and then running? Let me explain the number of debuffs and skills thrown on you when caught out by a proper BattleSquare team: (Priest, Summoner, Sorc, Sentinel)
- Heaven's Wrath stuns
- Spark Rock electric flinch
- Chain Lighting electric flinch
- Z-stuns from Summoner
- Golgon stuns
- Rolling Stone Stuns
- Fire Symbol electric flinch
- Snow Blues
- Freeze trap
- Archer Z-stuns
That's 16, 16 movement halting debuffs and flinches all whilst under repeated and rapid x-spam and other dps skills. Give or take depending on attendance. We can throw in more; (Let's add a Ninja and Twin)
- Rocket Punch stun+slow
- Wood Rush
- Other Ninja stuns/flinches
- Ring from Hell slow
- Training Time (It's essentially a 2nd Barbarian)
- Ghost Fighter Stuns
- Twin Infinite kicking flinches and flinches from their other skills
About 23, give or take, stuns, flinches and debuffs combined. Whilst under heavy dps. Unless you're wearing GM armor and have maxed quad-element resist with over 300k hp, you're not gonna survive more than 20 seconds even with Slow Heal and HP Battery on you as a priest. Unless you have something witnessed in Battlesquare where players ignore all stuns and freezes and move normally.
And about Wide heal? You'd need a damn brilliant team to allow it's long cast time, even with casting acceleration, to pull it off immediately after escaping.
Healing currently is very manageable in BattleSquare considering what the popular classes are. Coordination can catch-out, shred and destroy anyone that isn't doing suspicious acts. It's when said mages been caught out multiple times without successful kills that becomes a problem. Even with all that, at a good 3-4 deaths an Invoker/Sorceror can be stalled until rescue due to their max hp being super-charged.
The target, once again I can't believe I'm bringing this up, is not healing now, it's Death Buffs.