Rad/Fire Brute
By: Jeff
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
----------------------------------------------------------
Level 0: Fissure
- Positron's Blast: Chance of Damage(Energy)
Level 0: Fissure
- Exploit Weakness: Accuracy/Damage
----------------------------------------------------------
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
----------------------------------------------------------
Level 8: Fissure
- Accuracy
----------------------------------------------------------
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