Rad/Fire Brute
By: Jeff
Overview
Respec guide
Shopping list
Primary powerset
Radiation Melee
Contaminated Strike

Contaminated Strike

Melee, Light DMG(Energy/Smash), Foe -Def, Special

You charge your fist with harmful radioactive particles and quickly strike your foe dealing Light Energy and Smashing damage as well as reducing their defense. Affected enemies have a small chance to be affected by the Contaminated effect. Hitting Contaminated foes with single target Radiation Melee powers cause a small burst of damage to foes near the target. Damage: Light, Recharge: Very Fast
Radioactive Smash

Radioactive Smash

Melee, High DMG(Energy/Smash), Foe -Def, Knockdown, Special

You channel a greater amount of radiation into your fists and deliver a hard hitting blow that deals Moderate Energy and Smashing damage to the target as well as reducing their Defense for a short time. Affected targets also have a chance to be knocked down and have a moderate chance to be affected by the Contaminated effect. Hitting Contaminated foes with single target Radiation Melee powers cause a small burst of damage to foes near the target. Damage: Moderate, Recharge: Moderate
Proton Sweep

Proton Sweep

Melee Cone, Moderate DoT(Energy/Toxic), Foe -Def, Special

You release a cloud of deadly radioactive particles in front of you inflicting Moderate Energy and Toxic damage over a short time as well as reducing the targets' defense. Affected enemies have a moderate chance to be affected by the Contaminated effect. Hitting Contaminated foes with single target Radiation Melee powers cause a small burst of damage to foes near the target. Damage: Moderate, Recharge: Moderate
Fusion

Fusion

Self +DMG, +To Hit, Special

Fusion boosts your damage and chance to hit moderately and also causes your next few attacks to have a 100% chance to inflict Contaminated on your enemies. Recharge: Very Long
Radiation Siphon

Radiation Siphon

Melee, High DMG(Energy/Smash), Foe, -Def, -Contaminated, Special

You pummel your foe with a deadly smashing attack dealing High Energy and Smashing damage and reducing their defense. Hitting Contaminated targets will also heal you for a large amount of health over 3 seconds and remove the Contaminated effect from the target. However, uncontaminated targets have a moderate chance to be affected by the Contaminated effect. Hitting Contaminated foes with single target Radiation Melee powers cause a small burst of damage to foes near the target. Damage: High Moderate, Recharge: Moderate
Taunt

Taunt

Ranged (Targeted AoE), Foe Taunt

Taunt foes to attack you. Useful to pull enemies off allies and keep them attacking you to raise your Fury. A To Hit check is required to Taunt enemy players, but is not needed against critter targets. Recharge: Fast
Irradiated Ground

Irradiated Ground

Toggle, Minor DoT(Toxic) Patch, Foe -Def, Special

While active you will scorch the earth beneath you leaving toxic clouds of radioactive gas in your wake. Foes that enter these clouds will suffer Minor Toxic damage, have their defense reduced and also have a tiny chance of being Contaminated. Hitting Contaminated foes with single target Radiation Melee powers cause a small burst of damage to foes near the target. Damage: Minor, Recharge: Moderate
Devastating Blow

Devastating Blow

Melee, Extreme DMG(Energy/Smash), Foe -Def, Disorient, Special

You hammer your foe with a brutal smashing attack charged with a lethal dose of radiation. Your target will suffer Extreme Energy and Smashing damage, will have its defense reduced and will be disoriented for a short time. Affected enemies will be affected by the Contaminated effect. Hitting Contaminated foes with single target Radiation Melee powers cause a small burst of damage to foes near the target. Damage: Extreme, Recharge: Slow
Atom Smasher

Atom Smasher

PBAoE, High DMG(Energy/Toxic), Foe -Def, Disorient, Special

You charge up a dangerously unstable amount of radioactive energy into a single fist before driving it into the ground and causing a small explosion. Foes caught in the blast will suffer High Energy and Toxic damage and have their defense reduced. Enemies also have a moderate chance to be disoriented for a short time. Affected enemies have a small chance to be affected by the Contaminated effect. Hitting Contaminated foes with single target Radiation Melee powers cause a small burst of damage to foes near the target. Damage: High, Recharge: Slow
Secondary powerset
Fiery Aura
Fire Shield

Fire Shield

Toggle: Self +Res(Fire, Lethal, Smash, Cold, Disorient)

While this power is active, Fire Shield gives you good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage as well as protection from Disorient effects. Recharge: Very Fast
Blazing Aura

Blazing Aura

Toggle: PBAoE, Minor DoT(Fire)

While active, you are surrounded by flames that burn all foes that attempt to enter melee range. Damage: Minor(DoT), Recharge: Fast
Healing Flames

Healing Flames

Self Heal, +Res(Toxic)

You can concentrate for a few moments to heal yourself. The power of the flames can also protect you from Toxic Damage for a while. Recharge: Long
Temperature Protection

Temperature Protection

Auto: Self +Res(Fire, Cold, Slow)

Temperature Protection gives you strong resistance to Fire damage, some resistance to Cold damage as well as some resistance to slow effects. This power is always on and costs no Endurance.
Plasma Shield

Plasma Shield

Toggle: Self +Res(Energy, Negative, Fire, Hold, Sleep)

While this power is active, you are surrounded by pure plasma. The Plasma Shield gives you resistance to Energy, Negative Energy, and Fire damage. Plasma Shield also gives your protection from Sleep and Hold effects. Recharge: Very Fast
Consume

Consume

PBAoE, Minor DMG(Fire), Self +End

You can drain body heat from all nearby foes in order to replenish your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage. Damage: Minor, Recharge: Very Long
Burn

Burn

Location (PBAoE), Moderate DoT(Fire), Self Res(Immobilize)

You can ignite the ground beneath you, freeing yourself from Immobilization effects. Foes that enter the flames you leave behind will take damage. You must be near the ground to activate this power. Damage: Moderate(DoT), Recharge: Slow
Fiery Embrace

Fiery Embrace

Self +DMG

Significantly boosts the damage of all your Fire attacks for quite a while. Also increases the damage of all your other non-fire based attacks for a short while. Recharge: Very Long
Rise of the Phoenix

Rise of the Phoenix

Self Rez, Special

If you are defeated, you can rise from the ashes. The fiery resurrection blasts nearby foes with an explosion and knocks them down and Disorients them. You will revive with about half of your Hit Points and Endurance. Rise of the Phoenix will actually leave you invulnerable for a brief time, and protected from XP Debt for 60 seconds. Recharge: Very Long
Power Pool 1
Speed
Flurry

Flurry

Melee, Moderate DMG(Smash), Foe Disorient

Unleashes a super fast Flurry of punches to pummel your foe. Flurry is so dizzying that it has a chance to Disorient the target.
Hasten

Hasten

Self +Recharge

You can reduce the recharge time of all powers for 2 minutes. Although Hasten does not cost any Endurance to activate, you can tire easily since your Endurance does not recover more rapidly. After Hasten wears off, you become tired and will lose some Endurance.
Super Speed

Super Speed

Toggle: Self +Speed

You can run at super-human speeds! While running at such speeds, you are a blur, and many foes will not even notice you as you speed past them. As you run, you build momentum, allowing you to jump great distances, but only for a limited time. If you attack a target while this power is on, you will temporarily be slowed to normal speed. Super Speed also increases your maximum run speed by 30% and gives you access to the Speed Phase power whilst it is active.
Burnout

Burnout

Self +Recharge

Burnout allows you to instantly recharge all of your Primary and Secondary powers. Burnout is very expensive in terms of endurance, and reduces your maximum endurance slightly for 60 seconds after use. You must be at least level 14 and have two other Speed Powers before selecting Burnout. Recharge: Extremely Long
Whirlwind

Whirlwind

Toggle: PBAoE, Foe Knockback

You spin around at an amazing speed to create a Whirlwind around yourself. Any foes that enter this Whirlwind will be tossed into the air. You must be at least level 14 and have two other Speed Powers before selecting Whirlwind.
Power Pool 2
Fighting
Boxing

Boxing

Melee, Light DMG(Smashing), Fighting Synergy, Foe Stun

You strike your opponent with a strong punch that causes light smashing damage and has a small chance to stun foes. If you have also trained Kick, this power's damage is increased by 15% and your chance to stun increases. If you have also trained Cross Punch, this power's damage is increased by 15% and will fatigue the target, draining some endurance and lowering recovery slightly. The synergy with Kick and Cross Punch stacks. Damage: Light, Recharge: Very Fast
Kick

Kick

Melee, Moderate DMG(Smashing), Synergy, Foe Knockdown

You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to knock opponents down. If you have also trained Boxing, this power's damage is increased by 15% and your chance to knockdown increases. If you have also trained Cross Punch, this power's damage is increased by 15% and will fatigue the target, draining some endurance and lowering recovery slightly. The synergy with Boxing and Cross Punch stacks. Damage: Moderate, Recharge: Very Fast
Tough

Tough

Toggle: Self +Res(Smash/Lethal)

While active, you are tough and slightly resistant to Smashing and Lethal damage. Purchasing Tough requires the user to be level 14 and possess Boxing or Kick.
Weave

Weave

Toggle: Self +DEF(All), Res(Immobilize)

While active, you bob and weave, increasing your Defense to all attacks, as well as your resistance to Immobilize. You must be at least level 14 and have two other Fighting Powers before selecting Weave.
Cross Punch

Cross Punch

Melee (Cone), Moderate DMG (Smashing), Fighting Synergy, Foe Knockdown, Stun

You execute a sweeping right hook that can strike multiple targets in your frontal arc. This attack causes moderate smashing damage and has a chance to both knock down and stun foes. If you have also trained Boxing, this power's damage is increased by 15% and will improve your recharge and accuracy briefly. If you have also trained Kick, this power's damage is increased by 15% and will improve your recharge and accuracy briefly. The synergy with Boxing and Kick stacks. Damage: Moderate, Recharge: Moderate
Power Pool 3
Leadership
Maneuvers

Maneuvers

Toggle: PBAoE, Team +DEF(All)

A good leader knows how to protect his team. While active, this power increases the Defense of yourself and all nearby teammates to all attacks.
Assault

Assault

Toggle: PBAoE, Team +DMG, Res(Taunt, Placate)

While this power is active, you and your nearby teammates deal more damage and are resistant to Taunt and Placate.
Tactics

Tactics

Toggle: PBAoE, Team +To Hit, Res(Confuse, Fear), +Perception

While this power is active, your chance to hit and that of all your nearby teammates is increased. Your advanced Tactics also protect you and your team from Confuse and Fear effects, as well as your Perception so you can detect Stealthy foes. Purchasing Tactics requires the user to be level 14 and possess Maneuvers or Assault.
Vengeance

Vengeance

Ranged (Targeted AoE), Teammates +DMG, +To Hit, +DEF(All), Res(Effects)

The loss of a comrade enrages the team. When a teammate is defeated in combat, activate this power to grant you and your teammates a bonus to chance to hit, Damage and Defense to all attacks. A Vengeful team has no fear, and Vengeance protects you and your Teammates from Fear effects. It also gives you and your team great resistance to Sleep, Hold, Disorient, Immobilize, Confuse, Taunt, Placate and Knockback. You must be at least level 14 and have two other Leadership Powers before selecting Vengeance. This power does not stack with multiple castings. Recharge: Very Long
Victory Rush

Victory Rush

Ranged (Targeted AoE), Team +Recovery, -End Cost

The defeat of an opponent gives your team a rush of adrenaline. The excitement of your victory increases the recovery and reduces the endurance cost of your powers. This effect extends to your teammates as well. The total strength of this bonus is dependent upon the rank of the enemy on which this is cast, with Archvillains and Giant Monsters providing the greatest benefit. This power does not stack with multiple castings. You must be level 14 and have trained at least two other Leadership powers before you can train Victory Rush. This power's Recharge Time cannot be reduced. Recharge: Very Long (To Select Rank, Sub-Minion = 0, Minion = 1, LT = 2, Boss = 3, Elite Boss = 4, and AV/GM = 5,
Power Pool 4
Leaping
Jump Kick

Jump Kick

Melee, Moderate DMG(Smash), Foe Knockdown

A good jumping kick attack that may knock foes down. Good if you are looking for another attack power.
Combat Jumping

Combat Jumping

Toggle: Self +Jump, +DEF(All), Res(Immobilization)

While active, Combat Jumping increases your Defense to all attacks, and adds resistance to Immobilization. Moderately increases your jump height and distance while providing good air control.
Super Jump

Super Jump

Toggle: Self Long Jump

While this power is active, you can leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! If you attack a target while this power is on, you will temporarily be reduced to a normal jump height. Super Jump also increases your maximum jumping speed by 35% and gives you access to the High Jump power whilst it is active.
Acrobatics

Acrobatics

Toggle: Self +Res(Knockback, Hold)

While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be at least level 14 and have two other Leaping Powers before selecting Acrobatics.
Spring Attack

Spring Attack

PBAoE Superior DMG(Smashing), Foe Knockdown; Self Teleport

You leap into the air and smash down among ranks of foes in the blink of an eye. Using this power allows you to jump to a selected area to deal significant smashing damage to all foes near the location you teleport to, most foes that are struck by your Spring Attack will be knocked down. You must be at least level 14 and have two other Leaping Powers before selecting Spring Attack. Damage: High, Recharge: Very Long.
Epic Power Pool
Mu Mastery
Mu Lightning

Mu Lightning

Ranged, High DMG(Energy), Foe -End

You can send a large blast of Mu electrical energy at a foe, dealing heavy damage and draining some Endurance. Some of this Endurance may transfer back to you. Damage: High, Recharge: Fast
Electrifying Fences

Electrifying Fences

Ranged (Targeted AoE), Minor DoT(Energy), Foe Immobilize, -END

The Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some energy damage over time as it slowly drains some Endurance. Damage: Moderate(DoT), Recharge: Slow
Ball Lightning

Ball Lightning

Ranged (Targeted AoE), Moderate DoT(Energy), Foe -End

Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must be level 41 and have Mu Lightning or Electrifying Fences before selecting this power. Damage: Moderate(DoT), Recharge: Long
Static Discharge

Static Discharge

Ranged (Cone), Moderate DMG(Energy), -END

Hurls multiple bolts of Mu Electricity in an arc that deals damage and drains Endurance from all affected foes in the area. You must be level 41 and have Mu Lightning or Electrifying Fences before selecting this power. Damage: Moderate, Recharge: Long
Summon Striker

Summon Striker

Summon Mu Strike: Ranged Moderate DMG(Energy)

Scirocco has shown you how to call upon a mystical Mu Striker to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts. Your access to this Striker is very limited. You can only summon him once every 15 minutes and he will leave after 4 minutes, or if you exit a zone or mission. You must be level 44 and have two other Mu Mastery Powers before selecting this power. Recharge: Extremely Long
Description:

Rad/Fire Brute

Powers Level 1: Radioactive Smash Level 35: Psionic Dart Level 50: Fissure Level 50: Heal Other Level 50: Web Envelope
Enhancements
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Level 0: Fissure - Positron's Blast: Chance of Damage(Energy)
Level 0: Fissure - Exploit Weakness: Accuracy/Damage
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Level 1: Fissure - Accuracy
Level 1: Fissure - Superior Blistering Cold: Accuracy/Damage
Level 1: Fissure - Accuracy
Level 1: Fissure - Blessing of the Zephyr: Knockback Reduction (4 points)
Level 1: Fissure - Accuracy
Level 1: Heal Other - Obliteration: Accuracy/Damage/Endurance/Recharge
Level 1: Heal Other - Run Speed
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Level 8: Fissure - Accuracy
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Level 12: Fissure - Accuracy
  • 5 Accuracy
  • 1 Blessing of the Zephyr: Knockback Reduction (4 points)
  • 1 Exploit Weakness: Accuracy/Damage
  • 1 Obliteration: Accuracy/Damage/Endurance/Recharge
  • 1 Positron's Blast: Chance of Damage(Energy)
  • 1 Run Speed
  • 1 Superior Blistering Cold: Accuracy/Damage