DCUO Player Loadout Guide - Fire

Updated Thu, Jan 20, 2011 by Savanja

As one of the most popular powersets in DC Universe Online, the Fire powerset offers a lot and appeals to many.  Not only do you get some stellar defense and excellent damage potential, but Fire wielders also get minor health skills that lend to this powerset's versatility.  Whether you play solo, aim to lead up groups, or spend your time player killing, it is likely that there is a spec that will make the most of the powers that Fire has to offer.

Like all powersets, Fire is broken down into two trees in which you may choose from.  Both Immolation and Ignition offer damage over time, area of effect, stuns, and heals. Neither tree will solely offer everything that you need so you'll probably find yourself cherry picking from both trees.  You will want to give consideration to which powers you pick based a bit on what weapon skill choice you make.  Ignition leans towards long ranged abilities whereas Immolation deals with more short ranged powers.  If you've chosen  weapon skills such as Hand Blast that will allow you to spend more time fighting from a distance, you'll want a solid portion of your powers to mesh with that by picking plenty of ranged abilities.  On the other hand, if you have picked up a melee weapon skill, having the close ranged powers available would be very helpful.

Damage Dealers

Pew, pew. Feel the burn!

For most people who choose the Fire powerset, they are looking to achieve an impressive amount of damage while enjoying defense as a backup.  Deciding on a loadout can be complicated, though, because your damage powers aren't the only ones you need.

Melee players:

One slot should either have Backdraft or a movement skill to draw your enemies to you.  You can get it from a variety of sources, including Lasso from the Iconic Powers line or Grapple Line Attack from the acrobatics line.  Being able to pull mobs to you when you need to battle close range is important.

Another slot should be a healing power.  Fire powerset gets Reignition at level 8, Consume Objects at level 12, Stoke Flames and Burning Determination at level 16.  Stoke Flame is an outright heal over time while the others are either reactives or damage/heal combinations.

Your other four slots should pack as much damage into them as you can manage.  First up is Absorb Heat.  If you don't have this power, get it.  At lower levels it can nearly one shot a mob if you aren't interrupted and at higher levels it still does an amazing amount of damage.  Snuff Out is a good all-around damage choice.  Fiery Weapon is another great option to have, especially for melee players.  It increases your damage and critical strike as well as gives a chance for a healing effect if your target is burning.  Fireball Barrage is a supercharge power and makes a nice additional particularly for those who rely more on their weapon skill combos and less on their powers.  Volcanic Calamity is a 100% supercharge and does a sinful amount of damage.  You should have at least one of the supercharge powers on your loadout.

Ranged players:

Like melee players, ranged players will also want to keep a slot free for one of the healing powers and another for a supercharge power (Volcanic Calamity or Fireball Barrage). 

After those are filled, the goal is to keep your enemies at a distance by making good use of the knock backs that you have available to you.  Absorb heat does awesome damage plus it stuns your target.  Flashpoint gives a great AoE damage plus an AoE knockback.  Fireburst does nice damage plus additional if you have used a burning power plus it knocks down the target.  Snuff Out is the perfect finishing move. It blasts your enemy and adds heavy damage if that target is less than 35% health.

Looking for defensive advice? Keep reading on page two!


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