from what i've heard bows are practicly useless. As for scouts tanking , i really would have to say no. They don't have the HP or the mitigation capibilities that a fighter has. as for Healing i hope this list helps you a bit
Archetype (Common to all Priests)
Ethereal Salve (Heal) - Instantly replenishes health to a party member
Ethereal Mending (Heal) - Replenishes Health over time to a party member
Ethereal Ward (Heal) - Prevents damage to a party member. At the end of the duration, the ward instantly replenishes the party member with any remaining prevention amount.
Crest of Devotion (Buff) - Increases Health and shields against physical attacks for the entire party.
Cleric (Templars and Inquisitors)
Aegis of Merit (Buff) - shields against Divine attacks and grants an additional increase in Health to a party member.
Soothing Sermon (Heal) - Instantly replenishes Health to the entire party.
Provenance of Life (Cure) - Returns all dead party members to life; usable in combat or non-combat situations.
Templar
Ephemeral Aid (Heal) - Instantly replenishes Health to a party member, without a casting time.
Quell (Damage) - Uses Divine force to damage and reduce Physical protection on a target.
Sunray (Control) - Calls forth a ray of bright light (pure sunlight) that renders all opponents stunned; any opponents that are undead take additional damage.
Inquisitor
Harrowing Inquest (Damage) - Places all opponents within the area of effect in excruciating pain, causing damage over time and reducing Strength, Agility and Stamina.
Agonizing Confession (Damage) - Causes damage, interrupts actions on the target, and spreads to more opponents.
Acquiescence (Debuff) - reduces the target's protection versus Divine, Mental and Magic attacks.
Druid (Wardens and Furies)
Skin of Clay (Buff) - Grants an increase in Health and Power and protection from Heat and Cold attacks to a party member.
Favor of the Fox (Buff) - Grants Agility and Wisdom to the entire party.
Blaze (Damage) - Calls forth a raging fire that damages all opponents within the area of effect; also deals additional damage to opponents of Other-planar origin.
Warden
Verdurous Journey (Utility) - Allows the party to escape a dangerous situation by transporting them to a safe area.
Cold Snap (Damage) - Causes a wave of Cold to envelop the target, causing damage over time and reducing damage output; causes additional damage to opponents of Other-planar origin.
Tranquilizing Spores (Combat Buff) - Places a reactive shield on a party member that occasionally activates on successful attacks to that member. This shield replenishes Health to the party member and reduces the damage output of the attacker.
Fury
Spray of Quills (Damage) - Causes an explosion of spiny quills, damaging all opponents in the area around the Fury. If any opponents are of Other-planar origin, the quills cause additional damage.
Peerless Predator (Combat Buff) - Grants the Fury a feral form. This form grants enhanced Strength, Agility and Wisdom, as well as other benefits.
Bloodlust (Combat Buff) - Places on offensive trigger on a party member. Whenever that party member successfully attacks, there is a chance that this spell will increase their damage output for a short duration.
Shaman (Mystics and Defilers)
Grim Memento (Buff) - Grants an increase to Health and Power as well as additional protection from Poison and Disease attacks to a party member.
Umbral Coterie (Heal) - Summons forth a protective barrier around all party members. This barrier wards against all damage for a short duration, and any warding left is used to replenish Health on the recipient.
Legacy of the Eidolon (Cure) - returns all dead party members to life; usable in both combat and non-combat situations. (Ed Note: I have read elsewhere that clerics are the only subclass that can rez during combat; so something is inconsistent)
Mystic
Umbral Favor (Buff) - Grants the ability to see invisible entities, increases Agility, and increases protection versus Disease attacks for a party member.
Heroic Potential (Combat Buff) - Places an offensive trigger on a party member. This trigger occasionally activates on a successful attack, granting an increase in Strength, Dexterity, Stamina, and damage output for the spell's recipient.
Eerie Salvation (Combat Buff) - Places a reactive shield on a party member. This shield activates when the recipient reaches a "death state," quickly replenishing Health and warding against further damage for a short duration.
Defiler
Fulginous Sphere (Damage) - Summons forth a sphere of corruption that causes damage and interrupts any actions on the target.
Rancor (Debuff) - Damages the target any time they successfully attack.
Cryptkin (Damage) - Summons spirits of the dead to attack opponents.
to sum that all up ...
The Cleric Subclasses are more focused on straight healing
The Shaman Subclasses are more Focused on " wards " which prevent damage for a certain amount of time. Any Damage remaining on the ward after it expires will heal the HP directly
The Druid Subclasses are focused on Regens.
hope this helps ya.