DCUO Powerset Loadout Guide - Sorcery

Regardless of which powerset you choose to play in DC Universe Online, understanding your powers is vitally important.  It goes beyond just knowing what's on your hotbar into knowing what could be on your hotbar.  Understanding your role and optimizing your loadout is all part of playing the game and we have good advice that can get you started. 

The Sorcery powerset is nothing short of challenging.  Paper thin and at the mercy of anything that packs a punch, it can be quite the trick to get leveled high enough to take advantage of the most beneficial powers.  If you are steadfast in getting through the low levels, you will be rewarded with one of the most useful powersets in game and a healer that will be the savior in group gameplay and PvP.

I'll shoot you with my laser beam! Pew Pew.

Sorcery powers are broken down into two trait trees. The Destiny traits hold the bulk of the powers that you will use if you are focusing on leveling and damage potential. This tree gives you damage powers, curses, stuns, and heals. Summoning traits focus more on pets and protection spells that aid in survivability in groups.  As a healer, you will need powers from both trees, as a damage/solo player, you might want to utilize powers from more than the other.

For weapon choice, I made the mistake of trying out dual wield and it has been a serious flop.  I suggest something more conducive to ranged combat because the goal with this powerset will be to kill it before it gets to you.

Damage Dealers

This powerset is undoubtedly a healing class, and as such it is not really suited to being played as a damage class.  The Sorcery powers are clearly more defensive and as such, if you are looking for something that does fair amounts of damage you probably want to look elsewhere. Of course, there are plenty of players that either want to level quickly in solo play or would like to occasionally contribute damage to a group, in those cases there are some loadout options that will work okay. 

Starting out, you want to make use of the power interaction you get from using Condemn and Vengeance.  I'm not terribly fond of how long it takes to cast Condemn so it's not the sort of thing you want to use if you have mobs all up on you, but it's great if they are still some distance away.  As you gain in levels, you'll want to work towards Weapon of Destiny, which adds damage to your weapon, and Final Ruin, which works somewhat as a lifetap. If you want a supercharge power on your loadout, go with Arbiter of Destiny if you tend to rely on your powers more than your weapon skills, otherwise I'd skip the supercharge powers for a damage spec.  You'll also want to have a direct heal on board, simply because you're a healer so wasting cash on soder colas is downright silly.  Rejuvenate and/or Invocation of Renewal both work fine for this purpose.  I like Rejuvenate a bit better for solo gameplay.

There are a few powers on the Summoning traits that would be nice to have as part of a damage spec, such as Wrath and Soul Storm, but I'd work on the Destiny traits first and come back to the Summoning side of things for these powers later on.  The summoned pets aren't really helpful in any aspect of gameplay so I wouldn't bother with them.

Healers keep reading! We've got group heal specs on the next page.

Group Healers

Where Sorcery lacks in damage ability, it more than makes up for it in healing usefulness.  I absolutely hated soloing this powerset, but it was downright amazing in groups which, I suppose, is how a healing class should be. 

Need a friend? You can summon your own!

For a healing build, you will be working mostly with the Summoning traits. Again, the pets don't really contribute all that much in this regard but there are some powers here that you absolutely cannot live without.  First, grab Boon of Souls.  This power protects you and your group. More protection equals less need for heals!  Transcendence is your 100% supercharge power that recovers health and power for you and your group.  You'll need it, especially for big battles. At the end of the Summon traits tree is Life Element which works much like the health barrels you find in instances.  It's kinda cool to have but I wouldn't worry about going after it until you have the other heals already and have extra points to burn.

From the Destiny traits, you need to work down the left-hand side to pick up Rejuvenate, a good basic heal, Invocation of Renewal, which is a handy AoE heal, and Circle of Protection, another AoE heal.  If you are casting AoE heals to take care of group members, it frees up your focus so you can keep a solid eye on your tank.

Group healers (especially in a well balanced full group) don't really need any damage powers. I think that if you're doing damage, you should be doing it with your weapon skills.  If you absolutely would like to have a damage power, go with Final Ruin so you can pull double duty doing damage and still get a heal out of it.  It'll be helpful in smaller groups.

Have you earned your way up the ladder as a master healer?  Be sure to share your hard earned wisdom with other players!  Post you own loadout advice on our forums below to give newbies a boost.

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