Table of Contents

Nature Healer

The attribute (or statistics in DCUO terms) choice for a "Healer" is, as in any other MMO, a trade-off between Power (mana) regeneration and Power quantity (for example, in World of Warcraft you have Spirit (Vitalization in DCUO terms) and Mana (Power in DCUO terms)).

The attributes to look out for are:

The choice between Power and Vitalization is a difficult one to make, there have been cases where Priests in World of Warcraft have chosen Mana (quantity) over Spirit (mana regeneration) with efficient results (this was before the boilerplate state of World of Warcraft where you cannot experiment anymore).

Loadout

The mapping to keys is intentional, for solo, Savage Growth can help interrupt enemies, followed by Regeneration and the rest of the skills for healing.

Weapon Choice

Any weapon that has upgrades based on Restoration, Critical Heal Chance, Critical Healing Magnitude or Power and Vitalization is a good choice, providing that it is a ranged weapon that will allow you to stay out of combat and accumulate power.

The Hand Blaster is a good example. If you look at the skill tree, you will notice that most skills affect healing:

The tactic is to stay away and shoot randomly at mobs in order to regenerate Power and then heal.

Iconic Powers

Three iconic powers are important:

Combat Rating

The only thing that matters when it comes to Combat Rating, is the gear that you have in your possession. It can be acquired through drops, or just bought at a set-vendor. In any case, the gear has to be in your possession (either inventory or bank) but it should not be necessarily worn.

Each piece of equipment is given a different combat rating depending on the slot that it is equipped in. The DC Universe Wiki, hints to the following distribution of Combat Rating multipliers per gear piece:

When shopping or looting, you should pick the gear items in sequence that have the highest Combat Rating multipliers.