Celestial Healer Guide
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Celestial players command dark powers to restrain and overwhelm their enemies. This power is available by buying it from Marketplace with 600 Station Cash.

Celestial Healer guide is updated to GU73. You can check videos from DCUO Youtubers below to learn more about other loadouts and rotations.


This Loadout is focused on Hybrid or Superpowered Playstyle allowing your character to use a mix of weapon and super power attacks attacks. Players must unlock these stat points after unlocking required Weapon Combos and Movement Innates (7 Skill Points)

  • Focus: Hybrid (Recommended) or Focus: Superpowered – Use 1 Skill Point
    • Unlock Weapon Combos, and Movement Abilities before unlocking this Stat
  • Critical Healing Chance – Use 20 Skill Points
    • Required: 10 Skill Points – Suggested: 15 Skill Points – Recommended: 20 Skill Points
  • Critical Healing Magnitude – Use 40 Skill Points
    • Required: 10 Skill Points – Suggested: 30 Skill Points – Recommended: 40 Skill Points
  • Restoration– Use 175 Skill Points
    • Low Skill Points (less than 60): Spend Required skill points in Criticals before unlocking these Stats
    • Mid Skill Points (between 75 and 90): Spend Suggested Skill Points in Criticals before unlocking these Stats
    • Proper Skill Points (more than 100): Spend Recommended Skill Points in Criticals before unlocking these Stats
  • Might and Power – Improve your power pool once all Restoration is unlocked
    • Spend 5 Skill Points before going Full Restoration to gain Power percentage increase


Click Power Icons to display their Tooltip






  • Renew [1] is your primary Heal allowing to restore Health to yourself and the most injured group member
    • Tap Melee, Tap Range: Curse (Cleansed) – When the enemy is knocked out, you and up to three group members are healed over time.
  • Admonish [2] is your secondary Heal. Use it for healing you and up to three nearby group members.
    • Tap Melee, Hold Range: Blight (Cleansed) – heals you and up to 7 group members over time.
  • Consume Soul [3] restores health over time to you and nearby allies
    • Tap Melee, Hold Melee: Wrath of The Presence (Corrupted) – deals damage over time to nearby enemies
  • Virtuous Light [4] creates glyphs of virtuous light that heal allies
    • Tap Melee, Tap Range, Hold Melee: Plague (Cleansed) – deals damage over time to your target. When a recently syphoned enemy is knocked out the affliction spreads to nearby enemies, and they leave a damaging glyph at their last location
  • Blessing [5] envelops yourself and the three most injured group members with a protective shield that prevents damage
    • Tap Melee, Hold Melee: Death Mark (Cleansed) – dealing damage over time to your target. Marked enemies explode when knocked out, healing you and up to three group members and dealing damage to nearby enemies.
  • Guardian’s Light [6A] pushes enemies away from you and healing yourself and up to seven group members over time (Vulnerable to Interrupt).Group members below 50% health will be healed more quickly




Players can replace Guardian’s Light [6A] with these supercharge powers:

  • Curse Idol [6B] heals you and nearby allies over time
  • Consecrated Ground [6C] prevents most incoming damage to you and your allies while standing within the area of effect.
  • Sacrifice [6D] help nearby allies with healing over time and protective shields while taunting enemies to attack you. This taunt is weaker than standard Tank Role taunts

celestial healer Tips

  • Don’t use all your Heals at the same time. Mastering their cooldown will prevent your group from dying and increase your survival chances against powerful Bosses
  • Keep your Blight (Cleansed) and Consume Soul [3] healing over time always active.
  • Consume Soul [3] and Virtuous Light [4] will only heal allies within range, it is imperative to coordinate the location of this heal with your allies
  • Guardian’s Light [6A] is one of the best Healing powers . It allows you to heal yourself and up to seven group members over time but it is Vulnerable to Interrupt so you must use it carefully
  • Keep your Blessing [5] and Guardian’s Light [6A] ready for emergencies. Using them when not necessary will be catastrophic in Bosses or Multiple NPCs fights

Tactical MODS

    • Restorative Adapter: Weapon attacks heal you and three other group members a small amount. This effect may only occur once every 20 seconds
  • NECK
    • Fortified Restoration: Increases your Restoration by 5% until you are hit by an attack. This effect is reapplied every 10 seconds
  • BACK
    • Breakout Regeneration: Gain Health regeneration for 4 seconds after using the Breakout ability
    • Breakout Protection: your Defense and Toughness is increased by 10% for 4 seconds after using the Breakout ability
  • FEET
    • Explosive Block: Your Block Counter knocks enemies much further away and increases their helpless duration by up to 1 second
    • Quick Healing: Gain an additional 2% bonus to Healing Received
    • Reserve Tank: Increases your maximum Power pool by 5%
    • Regenerative Shielding: Heal yourself when using a Shield super power
    • Empowered Channeling: Channeled super powers are no longer Vulnerable to Interrupt, prevent standard control effects and increase Defense and Toughness by 5% while active.
      • This mod affects: Guardian’s Light [6A] 

Equipment MODS

    • Restoration & Might
    • Restoration & Power
    • Restoration & Dominance
    • Restoration & Health


Celestial Healer | Hursman Plays
Celestial Healer | Hursman Plays

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154 comments on “Celestial Healer Guide
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  1. When I combo renewing it does not give healing over time but when I combo corrupted I get healing over time. What’s up with that

    • DCUO Bloguide Post author

      Hello X625, thanks for your comment. Renew doest not give healing over time but it instantly restore Health to you and the most injured group member. Curse (Cleansed), which is Renew Celestial combo is the one that heal over time to you and the most injured group member

  2. Why don’t celestial healers use the beautiful mechanic of “damage to heal” healing? My stat priority would consist of Crit healing chance, crit healing magnitude, crit damage chance, crit damage magnitude, precision, restoration then power. I don’t have to spam powers, I just do the Malediction to benediction combo and then spam my weapon ranged attack (hand blasters– hold range, tap range), if I use anoint before it, my precision peaks at 1,200 and the blasts heal for about 1,200 non crit…

    *(it could crit damage wise and reach 2,300, then crit as a heal and heal for near 5,000, the odds of this are slim(11% chance), but critical healing and critical damage statistics say that they’ll heal for 2,300 approximately 66% of the time. Keep in mind, this is just a weapon combo and requires no power whatsoever.

    My emergency heals suffer for this decision, and if I am ever crowd controlled (stunned or knocked down), getting up and dealing damage to heal leaves a more significant gap before members can be healed, but overall, the healing is more consistent (healing from my damage goes into a pool that lasts for maybe 1-2 seconds, if a teammate loses any health before then, they receive the healing in the pool), whether there are trollers or not.

    I figure the capacity for a character to deal damage is far greater than it is to heal (if you look at some of the numbers DPS do in raids compared to the numbers healers do, there is a significant difference), and even though healers get a damage debuff of about 40%, the capacity to deal damage is still greater.

    • dcuobloguide Post author

      Hello Libran, thanks for your comment, this is another way to heal that i will be glad to try. In fact, celestial healers were created to heal by doing damage. Thanks again for your incredible advice 🙂

  3. So I see you have the Cursed build all the way to plague. Is that really necessary or can that point be used somewhere else?

    • dcuobloguide Post author

      Hi mike, i dont consider Divine light / Plage really necessary. It might help you to heal but it is not considered an indispensable power for your rotation

  4. ProfSushi

    And the Blessing shield does’nt protect you an 3 other members. It only protect you and 1 most injured member..

    • dcuobloguide Post author

      Hi ProfSushi

      Blessing shield protects you and 3 most injured group members and it appears as a Yellow protective bubble. Blessing (Corrupted), activated as a combo after Death Mark, is the one that envelops yourself and the most injured group member in a protective bubble and it looks like a Dark bubble.

    • ProfSushi

      Sorry in german is only me and one other member in the description. My fault.

    • dcuobloguide Post author

      No problem profsushi we are here to help

  5. ProfSushi

    Is this guide for range heal or am i supposed to be near my enemys? And which Combos should i use in which situation?

    • dcuobloguide Post author

      Hi ProfSushi

      As Celestial Healer, you will almost spam Renew (heals you and the most injured group member), Admonish (Heals you and up to 3 nearby group members), and its combo Blight (Cleansed) (Increases your critical healing chance by 5% for a short time and heals you and up to 3 group members over time).

      Use Admonish and its combo to increase your critical healing, after that keep spamming Renew. When you see most of your group is injured spam Admonish until they are ok and get back to Renew. For emergencys use Blessing which envelop yourself and the 3 most injured group members in a protective shield that prevents damage.

      Benediction and its combo Malediction (Cleansed) needs to be active all the time to secure your allies receive healing over time equal to a portion of the damage dealt.

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