Nature Healer Guide
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Nature wield poisonous botanical powers to restrain and overwhelm your enemies and to soothe the wounds of allies. This power is available for all players for FREE during Character Creation.

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

STAT POINTS PRIORITY

This Loadout is focused on Hybrid 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 , Weapon Mastery Combos and Movement Innates (7 Skill Points)

  • Focus: Hybrid – Use 1 Skill Point
    • Unlock Weapon Mastery 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

NATURE healer LOADOUT

Click Power Icons to display their Tooltip


1

2

3A

4

5

6
  • Blossom [1] is your primary Heal allowing to restore Health to yourself and the most injured group member.
    • Restores additional health when used on allies with Pheromones
  • Metabolism [2] is your secondary Heal. Use it for healing you and up to three group members. Great for healing enemies damage over time inflicted on multiple allies
    • Releases Pheromones endowing allies with healing over time
  • Cross Pollination [3A] creates a wave of pollen to heal yourself and allies within range over time, growing in strength with every ally healed
    • Releases Pheromones endowing allies with healing over time
  • Flourish [4] heal yourself and allies instantly and then deploy additional healing over time
    • Spreads and refreshes  Pheromones on allies.
  • Swarm Shield [5] is your emergency shield. This Shield will surround you and up to three group members.
    • This is perfect for protecting allies from NPCs when the Tank is unable to grab their aggro
  • Regeneration [6] should only be used on emergency situations. This superpower heals over time  to yourself and your group members
Alternate Healer Powers

3A

3B

3C
  • According to the situation, players are able to choose between the two three superpowers.
    • Cross Pollination [3A] is great for healing allies when they are always in range
      • Releases Pheromones endowing allies with healing over time
    • Savage Growth [3B] adds an additional healing over time
      • Releases Pheromones endowing allies with healing over time
    • Bloom [3C] is great when you need to heavy heal all your allies in range fast.  However, it requires channeling and it is Vulnerable to Interrupt
      • Releases Pheromones endowing allies with healing over time

nature 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 Shields ready for emergencies. Using them when not necessary will be catastrophic in Bosses or Multiple NPCs fights
  • Flourish [4] spreads and refreshes Pheromones on allies. This is great for keeping your Pheromones active all the time without reusing other healing superpowers
  • Cross Pollination [3A] will only heal allies within range, it is imperative to coordinate the location of this heal with your allies
  • If you choose Bloom [3C] for your loadout, it is recommended to equip Empowered Channeling (tactical mod)
    • This mod will make Bloom [3C] no longer Vulnerable to Interrupt, prevent standard control effects and increase Defense and Toughness by 5%

Tactical MODS

  • WEAPON
    • 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
  • CHEST
    • Quick Healing: Gain an additional 2% bonus to Healing Received
    • Reserve Tank: Increases your maximum Power pool by 5%
  • HANDS
    • 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: Bloom [3C]

Equipmend MODS

  • RED SOCKET
    • Restoration & Might
  • YELLOW SOCKET
    • Restoration
  • BLUE SOCKET
    • Restoration & Health

VIDEO GALLERY

Nature Healing Loadout | Empathize
NATURE HEALING | Tokyo Flocka
Nature Healer | CoDextraPerformance

Post Gallery
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