Somebody has to be "stuck" playing the healer, and in this party that person was Laura.
Clerics in D&D, though, get pretty awesome abilities that can either cause or heal great damage. The classic cleric dilemma is this: do I spend this turn healing my friends, or do I try to wipe out the threats? Unfortunately, as Ere'sat attempts to work out this problem, she tends to come off as begin reluctant to heal people, which is a problem since, let's face it, other characters just want their cleric to be a mobile, obedient box of Band-Aids. And while other clerics can often explain their non-healing actions in a way that satisfies the party, Ere'sat suffers from a debilitating weakness in that area: a poor Charisma score.