Double Healers... seriously?
Okay I am sorry but this is totally ridiculous. Healers should not be together. They heal everything for 200, making every monster in their range (which is also overly large) basically invincible until the healers themselves die. Plus they resurrect all their gremlin friends, so gremlins are literally invincible. Even if I am somehow lucky enough to take down one of the healers, guess what? The other one resurrects him right away. Oh my.
This goes for Solo, by the way, depth of 20+. I'm sure with good coordination two players could take them down, and most definitely 3 or 4.
I have wasted 30 minutes and over 200 CE to justify this: it is ridiculous solo.
Please disallow healers to heal each other, or make the healing rate a lot lower (both would be nice). At the very least, Healers should die for good when killed, not be resurrect-able.
Actually it was a Battle Arena, forgot to mention that sorry. I can survive for as long as I want (running in circles with a gun), but it doesn't get me anywhere. Anything else gets me killed.
Figures.... no one goes to jade skull now.
Still, mech tunnels does have this pattern a lot.
I have found healers to be quite easy to kill now.
Before the 1st rebalance or during last balance, having more than 2 healers was a nightmare. But now I have killed about 3 healers with little effort.
Apparently they are easy to kill if you have a Spike Needler or some form of 1 hit KO, at least for deep battle arenas. However, I've found it virtually impossible with a sword and alchemer. I suppose with the needler one could take on an army of them the same size as any normal non-healer goblin army.
Try going solo on 2 to-tier healers and a bunch of other top-tier goblins with an Alchemer MKIII. It doesn't really work, as I exemplified in my original post. I've tried separating them, I've tried bottles, I've tried a lot of things. Perhaps I was just very unlucky?
You must have been very unlucky, since it is possible though. For the Alchemer bit, I don't know how much damage you do, but my Shadowtech Alchemer does a bit over 100 damage per shot. That's quite sufficient to kill them faster than their recovery rate. There's even a knock-over when you hit both shots quickly after eachother.
With swords it's also very doable. I think they only have around 500 health anymore, which is something you reach quite quickly? First a charged attack, and then finish it with a few hits. I fight with the Cold Iron Carver and didn't have problems with killing healers in arena's way below Emberlight anyhow :P
The issue with using a sword was that I'd die after I managed to kill one and then he'd resurrect the other if I was to even revive myself. It's basically because there's a bunch of Thwackers, too, who are always close to the Healers, whom are always close to each other. I think I just have the wrong set of Equipment and some bad luck, after considering tactics people have mentioned.
I just got crushed in the third round of the 4th depth below Emberlight arena lol. The problem there was rather the amount of enemies at the arena than the healers there. I could barely run around because of the gun puppies blocking the way with either themselves or bullets, or because of those double flamethrowers, or because of those alpha stone wolvers popping up in front of me all the time. That was just harsh :p

Does anyone purposely keep certain monsters alive to block the spawning of the next round? I regularly keep a single Ironwood or Skelly alive because they are slow and I can deal with them at my leisure. This allows me to proactively target more annoying enemies like Gun Puppies or Healers.
Yeah I do aswell. But for some reason at some stages the gate already opens before the Ironwoods of the 2nd or 3rd wave (not sure which is the one before the last wave) and sometimes also the next wave already spawns before those are down lol. Have seen it outside the Arena too when Ironwoods were involved.
to my guild it's starting to look like you need one guy guy with you that has a toxic vaporizer mk2/3 to get past the second stage of battle arenas below emberlight, since multiple healers spawn at once and they do that absolutely hax area-heal thing
Remember that giving them the poison status disabled their healing, so weaps like vile striker should b used often
We lack a poison gun really :P

There's a poison bomb (toxic vaporizer), but the recipe is bugged- the price is a bit high, and learning the freezing vaporizer recipe overwrites the toxic recipe. Both of those will probably be fixed soon.
The real downside, though, is that the toxic vaporizer mk I has a really tiny blast radius, especially for a binary "yes/no" status effect like poison. In some practical testing, I had a really hard time keeping enemies in position long enough to be affected; you really need a third weapon slot if you want to use this weapon, and even then, try to upgrade it asap when the new recipes (mk II, mk III) come out. I'm looking forward to seeing how the blast radius of the MK III looks, because poisoning everything at once could be EXACTLY what's needed to take on groups of healers.... as long as the haze radius is large enough to actually catch those speedy little critters in time!
There's a fire bomb too, yet the firotech alchemer exists. So a poison gun has just as much right to exist in-game :P

I have the Toxic Vaporizer MKIII. Yes, it works very well against healers, and the blast radius is much much larger than MKI (slightly larger than MKII).

There's also a 5* version of the toxic vaporizer now, called the venom veiler. (recipe is on the wiki) I'm still a ways from crafting and testing it yet, though.
Ahhhh, mech tunnels.
Tis be thy death.
Try triple healers next time. With 2 demo no less.