DC Universe™ Online Guide

BECOMING A HEALER! for DC Universe Online

BECOMING A HEALER!

Overview

Here are some Basic Information on Healing. Rate,Comment and Favorite if This guide Helped You!Enjoy

What Is a Healer?

Healers are one of the basic roles available in DCUO. Their main task is ensuring that the rest of their group stays alive. Healers have the ability to heal and buff their team mates with high levels of restoration and power. All healing powers specialize in different healing methods and it is therefore preferred that Raids and Operations have two different healing powers. The symbol that represents a healer is a Heart.
(In PVP Healers have a disadvantage against Controllers and DPS but have an advantage to Ice, Rage, Earth and Fire Tankers.)

The 4 Healer Roles

In order to acquire the Healing Role, you must select either Nature, Sorcery, Electricity or Celestial as your power set. Once you reach level 10, you will automatically acquire the Healing Role. In the Healing role (and your natural form) all damage you cause is penalized by 25%. All Health restoration and damage prevention effects you trigger are increased by 65%.

All bonuses from Weapon Skill Trees stack, regardless of what weapon type is currently equipped. Starting at level 10, a player is allowed to spend skill points in multiple weapon skill trees.

The 5 Important Healer Stats

The 5 Important Healer Stats are:

1.Restoration-Restoration increases healing. 4 Restoration = 1% base healing increase. A weapon skill with 45 points provides an 11.25% increase to base healing. For example, if you have a base heal of 200 points and 400 Restoration, you would see a heal of 400 (200+100%).

2.Critical healing Chance-The chance to perform a critical heal. A critical heal directly increases your healing ability by providing an additional 50% output. In other words, a heal that would normally restore 100 health would restore 150 health as a critical. Obviously, the more healing you have from Restoration, the more direct benefit you get from critical healing chance. This has no value past 100% though it is currently impossible to reach this number – 14% appears to be the maximum attainable, plus any found on equipment or ability benefits.

3.Critical Healing Magnitude-Increases the amount of health restored with a critical heal. The bonus is additive to the critical bonus (50%), so that 40% critical healing magnitude equals a 90% bonus on a critical heal. The current maximum appears to be 56%, minus any found on equipment or ability benefits.

4.Power-Power is required to use powers in your loadout, and is drained as they are performed. Without investing here, you will only be able to cast 4-6 abilities before needing to refill.

5.Health-Health measures ability to withstand knockout. As with all classes, this is very important. Increase your health up to 2,500 or more. If you die, don’t worry; just come back and try again. Keep an eye on your armor; if it breaks, make sure to repair it, or repair it regularly before it does break.

Critical Healing Chance vs Critical Healing Magnitude

There is a debate as to which is better and that depends on what statistics you have. The game seems to provide a basic ratio between critical healing chance and critical healing magnitude of 1:4, as clearly seen in the weapon skills and theoretical maximums. When we try to compare both, we’ll keep this ratio in mind.

Let’s say your heal restores 100 health, and you have a basic 10% chance to critically heal. On average, one in every ten heals should critical. In ten heals, this amounts to 1050 health restored, for an average of 105 health per heal. A bonus of 10% critical healing chance brings the total chance to 20%, meaning one in five heals should critical. In ten heals, this amounts to 1100 health restored, for an average of 110 health per heal. Whereas, a bonus of 40% critical healing magnitude (the 1:4 ratio mentioned above), with the basic 10% chance to critically heal, should amount to 1090 health restored over ten heals; an average of 109 health per heal.

The extra critical healing chance is a near linear gain on your heals. Each critical healing chance % increases your damage by 0.5%. Critical healing magnitude is non-linear, since it depends on your spells critically healing. It works out to be your critical healing chance % multiplied by your critical healing magnitude. In the previous case, 10% of 40 is 4.

At maximums of 14% critical healing chance and 56% critical healing magnitude and a base of 100 points healed, your average heal comes to about 223.

Powers/Power Reactions (Healer)

Nature
Nature has five powers that release Pheromones in Healer role in additional to the primary Heal for each of those powers.
Bloom, Cross Pollination and Savage Growth have individual Pheromone stacks while Harvest and Metabolism share a stack.
Harvest and Blossom will produce a large Burst heal based on the number of existing Pheromone stacks. Blossom removes the existing Pheromones.
A Nature Healing Stacker attempts to maintain multiple Pheromone stacks to provide small Heals Over Time along with the primary Heal of each individual power.
A Nature Healing Burster typically uses two Pheromone producing powers to setup Blossom for a larger Burst Heal.
A Nature Healing Supporter typically provides group stat boosts with Hive Mind and Carnage .

Flora
Specializing in Flora grants +5% critical attack damage and +2% critical healing chance.

Blossom : Heals yourself and the most injured group member. If Pheromones exisit, it will remove Pheromones and produce a large heal based on the number of existing Pheromone stacks.
Cross Pollination : Wave effect that Heals up to 4 nearby allies that then may echo Heal up to 8 allies near the originally affected allies. Also establishes 39 small Pheromone Healing ticks.

Savage Growth : Produces 4 Medium Healing ticks to nearby allies and establishes 39 small Pheromone Healing ticks.

Harvest : Heals group members based on the number of existing Pheromone stacks. Also establishes 39 small Pheromone Healing ticks. Shares a Pheromone stack with Metabolism.
Bloom : Produces a large Heal to group members after a cast time and establishes 39 small Pheromone Healing ticks.
Fauna
Specializing in Fauna grants +1% critical attack chance and +5% critical healing magnitude.

Metabolism : Produces 5 Medium Healing ticks to group members and establishes 39 small Pheromone Healing ticks. Shares a Pheromone stack with Harvest.
Swarm Shield : Shield that Prevents Damage up to 125% of your Restoration for yourself and the three most injured group members.
Regeneration : 50% Supercharge that regenerates Health and Power over time for group members.
Hive Mind : Provides +270 Restoration and +270 Might to yourself and three group members.
Carnage : Provides a 45% Precision increase and 10% Critical Chance to yourself and three group members.
Insectoid Form : Flying Shapechange form that provides +3% Critical Healing Chance and +5% Critical Healing Effect.
Roar : Provides 3 Medium Healing ticks to allies within the cone.

Sorcery Sorcery focuses on direct healing and area of effect healing.
The Destiny tree produces the Golden Soul Aura effect which increases your critical healing chance by 10%. It also produces the Bad Karma effect, which causes the affected enemy to heal their attacker.
Summoning grants the Red Soul effect which only really affects one healing ability. You can only have 1 soul active at a time. Since you have enough points to go into both trees, it’s important to manage which souls you are using at a given time.

Destiny
Specializing in Destiny grants +5% critical attack damage and +5% critical healing magnitude.

Rejuvenate – Instantly restores Health to the most injured group mate or yourself. Grants Golden Soul Aura.
Invocation of Renewal – Heals yourself and up to seven nearby allies. Grants Golden Soul Aura. Heals the same amount as Rejuvenate, per target.
Circle of Destiny – In Healer Role, grants Circle of Protection, an area of effect field that heals all members within it over time.
Arbiter of Destiny – Transforms you into the ultimate agent of Destiny by imbuing all Destiny powers with inexhaustible power; weapon attacks are not usable in this form and movement speed is reduced. Provides a new Powerset that you need to configure, and effect lasts 22 seconds.
Shared Fate – In Healer Role, heals you and your allies.

Summoning
Specializing in Summoning grants +1% critical attack chance and +2% critical healing chance.

Conjure Soul Well – Conjure a Soul Well to damage nearby enemies. In Healer Role, will heal nearby allies each time they knockout an enemy. Grants Red Soul Aura by accessing the souls of enemies defeated near the Soul Well.
Summon Watcher – Summons a Watcher. In Healer Role, imbues the Watcher with healing ability. Heals for 250-300, but does not increase in power. Grants Red Soul Aura by accessing the souls of defeated enemies.
Transcendence – Channels a spell that protects you from damage and impulses, while recovering heavy health and power over time for yourself and your allies (50% Supercharge Cost). Heals for a lot per second and about 50 power per second. Lasts 8 seconds.
Sacrificial Offering – Heals allies, restores power to summoned demons, and non-player allies over time – at the expense of your health. Heals for the same as Rejuvenate, per player. If Red Soul Aura is active it is used instead of your health.
Life Element – Summons a healing crystal that releases Health-restoring energy when smashed or thrown. Heals the same amount as Rejuvenate, per player.
Boon of Souls – Summons a barrier to prevent damage to you and up to 3 of your group members. Prevents damage equal to 125% of your Restoration. When Red Soul Aura is active, enemies will take damage when they strike your shield.

Electric Electricity has two emergency Healing abilities that only kick in when the Health of a group member falls below 35%. These emergency abilities are a big life saver when in a hard raid or alert . Electricity has very good direct burst heals, but this comes at a price, being that electricity is the most power hungry healing power.

Voltage
Specializing in Voltage grants +1% critical attack chance and +2% critical healing chance.

Bioelectric Surge – Instantly restores health to the most injured group mate and yourself.
Electrogenesis – In Healer Role, creates a healing aura on yourself and your closest ally (NPC or player) in range.
Ionic Drain – Drains energy from the environment (enemies) to replenish yours and up to 7 group members Health. Provides a large group heal at the end, but is vulnerable to interrupts.
Arc Lightning – Strikes an enemy with a bolt of electricity that can then jump to and damage more enemies or jump to and heal allies.
Electroburst – In Healer Role, Electrified enemies will Heal nearby allies.
Group Transducer – Protects all teammates from damage with electically charged barriers, healing them with each incoming attack while also damaging their attacker.

Amperage
Specializing in Amperage grants +5% critical attack damage and +5% critical healing magnitude.

Bio-Capacitor – Instantly restores Health to the most injured group mate and yourself; also restores Health once each for you and up to 3 group members if their Health falls below 35% within the next 2 minutes.
Galvanize – Creates a wave to heal yourself and all allies within range, growing in strength with every ally healed. In Healer Role, heals over time.
Invigorate – Restores Health and Power over time to you and your allies and protects against control effects. Also restores Health once each for you and up to 7 group members if their Health falls below 35% within the next 2 minutes (50% Supercharge Cost).

Powers/Power Reaction (Healer) (2)

Celestial
Celestial is a combo power like light but is more complex. This power uses some of the same elements from the other 3 healing powers. Having the ability to buff the group, burst heal, Area of effect (AoE) and heal over time (h0t). Although this power is a heal over time it will not conflict with a nature healer in a group. Celestial uses stat buffs and shielding spells like nature and sorcery also. Being a combo power celestial can be the hardest healing power to master. An advantage of this power is that it is the least power hungry of the 4 healing powers.

BlessedEdit
Specializing in this tree grants +5% critical attack damage and +2% critical healing chance.

Renew – Instantly restore Health to you and the most injured group member
Combo: Tap Melee, Tap Range: Curse (Cleansed)
Corrupted: Instantly restores Health to you and the most injured group member. Your target will take damage each time you are healed by super powers in the next 6 seconds
Admonish – Judicially deal enemies divine justice, damaging and knocking them down
Combo: Tap Melee, Hold Melee: Blight (Cleansed)
Corrupted: Condemn enemies with dark magic, damaging and knocking them down. Also increases your critical healing magnitude by 5% for a short time.
Healer Role: Heals you and up to 3 nearby group members
Sacrifice – Sacrifice your own protection to help nearby allies with healing over time, power over time, and protective shields while taunting enemies to attack you. If you are knocked out while taunting, your sacrifice will heal nearby allies over time. (50% Super Charge)
Benediction – Imbue yours and up to 3 group members’ weapon attacks with sacred power, increasing the chance to cause more damage.
Combo: Tap Range, Hold Range: Malediction (Cleansed)
Corrupted: Imbue yours and up to 3 group members’ weapon attacks with dark power, increasing the chance to cause more damage. You and up to 3 group members receive healing equal to a portion of the damage dealt to enemies from your weapon attacks or Celestial combos.
Blessing – Envelop yourself and the most injured group member in a protective shield that prevents damage.
Combo: Tap Melee, Hold Melee: Death Mark (Cleansed)
Corrupted: Envelop yourself and the most injured group member in a protective shield that prevents damage. When the shields are depleted they explode, damaging nearby enemies.
Gaurdian’s Light – Become bathed in a sanctified light, pushing enemies away from you and healing you and up to 7 group members.
Divine Light – Create glyphs of virtuous light that deal damage to enemies or heal allies depending on your role.
Combo: Tap Melee, Tap Range, Hold Melee: Plague (Cleansed)
Corrupted: Create glyphs of corrupted light that deal damage to enemies or heal allies depending on your role. Enemies that have touched the light of the glyph will spread Purification to other enemies they get near.
Power Interactions: Purifies enemies causing their attacks to heal a small amount.
Anoint – Through the power over divine words, increase Precision and Restoration for yourself and up to 3 group members.
CursedEdit
Specializing in this tree grants +1% critical attack chance and +5% critical healing magnitude.

Curse – Curse your enemy, causing it to damage itself when attacking others. When the enemy is knocked out, you are healed over time.
Combo: Tap Melee, Tap Range: Renew (Corrupted)
Cleansed: Cause your target to damage itself when attacking others. When the enemy is knocked out, you and the most injured group member are healed over time.
Blight – Erupt a dark energy explosion at your feet, dealing damage over time and knocking down nearby enemies. Increases critical healing chance by 5% for a short time.
Combo: Tap Melee, Hold Range: Admonish (Corrupted)
Cleansed: Create a divine energy explosion at your feet, dealing damage over time and knocking down nearby enemies. Increases your critical healing chance by 5% for a short time and heals you and up to 3 group members over time.
Cursed Idol – Create a cursed totem that damages all nearby enemies and heals you and nearby allies over time. Enemies that are knocked out while in the idol’s influence explode and deal damage to other nearby enemies. (25% Super Charge)
Malediction – Torment your target with a bolt of dark energy, dealing damage over time and stunning it. You receive healing over time equal to a portion of the damage dealt.
Combo: Tap Range, Hold Range: Benediction (Corrupted)
Cleansed: Condemn your target with a bean of divine energy, dealing damage over time and stunning it. You and up to 3 group members receive healing over time equal to a portion of the damage dealt.
Life Drain – Drain the life force from nearby enemies, dealing damage over time and stunning them. You and up to 7 group members gain healing over time. (35% Super Charge)
Consume Soul – Feed on the soul of your target, dealing damage over time, stunning, and pulling it toward you.
Combo: Tap Melee, Hold Melee: Wrath of the Presence (Corrupted)
Cleansed: Purge spirits from nearby enemies, dealing heavy damage, pulling them toward you, and knocking them down.
Healer Role: Soul consumption or freeing souls restores health over time to you and nearby allies

Iconic Powers

There are two tiers of Iconic Powers available: those that unlock at level 10 and are usable abilities and those that unlock at level 22 and are passive bonuses. The active ones do not provide healing benefits. The passive ones are best acquired in the order below:

Empathic Healing: +3% Critical Healing Chance.
Wisdom of Solomon: +50 Vitalization and +100 Power.
Miracle Worker: +10% Critical Healing Magnitude.

Single target Burst Heals

This ability heals yourself and your most injured group member. All healing powers have this ability. It is mainly used if one member in the group has low health or in emergency situations.

Nature>Flora>Blossom

Celestial>Blessed>Renew

Electricity>Voltage>Bioelectric Surge

Sorcery>Destiny>Rejuvenate

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