No, that’s Tassadar, Uther’s actually great on the stats, the problem is that it’s all burst. He has no real continual heal option, so the enemy just needs to mind his 12 second cooldowns and time bursts in the massive gaps. He can heal quite well, the problem is he takes a massive amount of skill to actually keep people alive with that healing because it’s so sporadic.
It has effect with literally no other Heroes hit by reducing the cost by 5 mana and the cooldown by 1 second. The value of it is largely in the latter, being a way to shrink burst windows to a degree disruptive to enemy ability to exploit and making Uther’s actual overall rate of healing improve significantly.
…Uther actually has almost exactly the same health as ETC at 1st level, and 2 more health at level 1 than the Butcher. Also like ETC, Uther has reliable armor access via his healing, meaning his effective health is often more in line with Arthas, and the fact every method of healing he has affects him means he’ll be outdoing Arthas in the self-healing without actually pumping it all into himself.
He’s remarkably durable, literally classified as part Warrior by the game (no, really, he’s the only non-Warrior with the damage taken statistic tracked as a positive). His fundamental flaw for trying to use him as a tank is the absence of an engage or escape. The one thing he can’t Talent into is the former, which is why you bring along Alarak for a pull or Jaina for slows. As for escapes? Speed self up, slow them down, and lay down a near-second-long-stun on a rather small cooldown.
Hammer of the Lightbringer is for when you have a painfully overkill frontline and want to capitalize on it. Wave of Light is for when you have Samuro, The Lost Vikings or another extra body generator around to give extra Heroes to hit, or you need grotesque burst healing. Silver Touch is at its most useful when you’re up against a lot of high-tickrate damage to get the Quest done quickly and desire reliable pokes, synergizing quite annoyingly with Holy Shock for 181 (+4% per level) damage at the cost of 5 mana, healing yourself for the same amount.
Uther’s a pain in the rear to kill when the player knows their limits and has a team able to peal for him. His biggest balance issue is that his healing offers too much armor, so giving him consistent non-burst healing is a recepie for nigh immortal frontlines that are completely inescapable. Uther’s kit synergizies wonderfully with several other healers. Him and Tassadar are nearly ideal for double support, filling in common gaps, one way or another, while having good alternate roles for when healing is being handled well.
Both of them handle burst damage wonderfully, both of them offer a hard to get rid of backup healer, both of them let the team have a low-risk diver, both of them make it a larger pain for the enemy to escape. Both of them have problems dealing with sustained damage, both of them are very timing sensitive, both of them are somewhat dependent on other teammates to handle basic tasks for them. Though vastly less so with the pro playstyle Tassadar, who’s alternate role is the healing, with his primary role being continuous double-soaking.
The problem is that, in both cases, they’re so utterly reliant on having gaps filled for them to work properly that they’re not actually working properly outside well-made team compositions. And Tassadar is utterly screwed because he’s an off-healer Specialist that most people try to play as a Healer with waveclear, while Uther’s an off-tank Healer that can at least function on his own as a healer, even if his vulnerability to enemy coordination is practically auto-lose at high enough skill levels unless the team is built to handle his flaws.