The following is a partially objective, partially subjective guide to Fire Blast/Thermal Radiation Corrupters. My character build has been included, along with notes and reasoning behind decisions. The build is a PURE build, meaning this is a no stamina build. The idea is to incorporate all 18 powers from the primary and secondary, as well as two powers from a travel pool. Ive included numbers when and where I can, but Ive not verified the accuracy of such numbers, however I will amend the guide with numbers that others may post. Also, I three slot Rest for recharge, as with the recent changes to its recharge, I very rarely need to wait for it to recharge when I need it.
Without further ado
PRIMARY: FIRE BLAST
Fires secondary effect is extra DoT on top of the initial hit. In my opinion, Im not sure how useful this is given that Fire is probably the most resisted damage type in the game. The Fire Blast primary has many AOEs, and has a tendency to draw a great deal of agg. I, personally, only solo on Villainous, as anything harder ends up leading to a lot of debt. Duoing and in groups, though, makes murder FLY!
Flares
A quick attack that throws Flares at the target. Little damage, but very fast.
Damage: Minor (Fire)
End Cost: 3.692
Cast Time: 2.17
Recharge Time: Very Fast (2.18)
Area of Effect: Single Target
Accepted Enhancements: Accuracy, Damage, End Cost, Range, Recharge
Personal Note: This power is a good, basic, quick attack. It doesnt do much damage, but assuming a build without recharge enhancers, its the attack most often used while other powers are recharging.
Personal Enhancing: 1 Accuracy, 3 Damage
Fire Blast
Sends a blast of fire at a targeted foe and sets the target on fire for a short period of time. Slower recharge rate than Flares, but more damage.
Damage: Moderate (Fire)
End Cost: 5.2
Cast Time: 1.2
Recharge Time: Fast (4)
Area of Effect: Single Target
Accepted Enhancements: Accuracy, Damage, End Cost, Range, Recharge
Personal Note: More damage than Flares, until you get Blaze and/or Blazing Bolt, this is the attack used most often to begin a chain against single targets. Pretty good damage, and a pretty fast attack to boot.
Personal Enhancing: 1 Accuracy, 3 Damage
Fire Ball
Hurls an exploding fireball that consumes targeted foe, and all nearby enemies. Anyone in that explosion is burned and set ablaze.
Damage: Moderate (Fire/Smash)
End Cost: 15.184
Cast Time: 1
Recharge Time: Slow (16)
Area of Effect: 15 Sphere, 16 Targets Max
Accepted Enhancements: Accuracy, Damage, End Cost, Range, Recharge
Personal Note: This is the power that I use to initialize AOE attacks. Its quick, its large, and its a good way to piss off a lot of enemies. Compared to the other AOEs, it doesnt do as much damage, but it has a quick trigger.
Personal Enhancing: 1 Accuracy, 3 Damage
Rain of Fire
Summons a rain of fire over a targeted location, burning foes within a large area.
Damage: Moderate DoT (Fire)
End Cost: 26
Cast Time: 2.03
Recharge Time: Long (60)
Area of Effect: Location
Accepted Enhancements: Accuracy, Damage, End Cost, Range, Recharge
Personal Note: As an AOE, its a doozy. It covers an enormous area, and does some massive damage. The downside is that mobs scatter as soon as the rain hits. I could swear that theres an unenhanceable slow component to it. RoF is a good oh crap button, since if enemies are running away, they arent attacking you. In a pinch, throw it down over yourself and youve given yourself a good zone of zero melee. Generally, I only use this if the mobs are locked down or near death already, otherwise it just scatters them all to crap. In an ideal situation (mobs locked down or already suffering), this is the third power I use in an AOE chain.
Personal Enhancing: 1 Accuracy, 3 Damage
Fire Breath
You can breathe forth a torrent of fire that burns all foes within its narrow cone. Very accurate and very deadly at medium range.
Damage: Moderate DoT (Fire)
End Cost: 15.184
Cast Time: 2.67
Recharge Time: Slow (16)
Area of Effect: 40Cone, 10 Targets Max
Accepted Enhancements: Accuracy, Damage, End Cost, Range, Recharge
Personal Note: This is the second power in my AOE chain. I just position myself for maximum effect and let loose. Fire Breath has some great damage, I would almost say double of Fire Ball. I occasionally use this to take down single targets when I have endurance to spare.
Personal Enhancing: 1 Accuracy, 3 Damage
Aim
Greatly increases the accuracy of your attacks for a few seconds. Slightly increases damage.
Damage: -
End Cost: 5.2
Cast Time: 1.17
Recharge Time: Long (90)
Area of Effect: Self
Accepted Enhancements: End Cost, Recharge, To Hit Buff
Personal Note: Aim is a godsend. Unenhanced, it provides a huge buff to accuracy, and with three recharge enhancers, I can use it at the beginning of every fight, just about. Its an excellent way to begin an AOE chain. I also slotted mine with To Hit Enhancements, when Im in a group with mobs substantially higher than myself, I like to hit them. After all, its my job.
Personal Enhancing: 3 Recharge, 3 To Hit Buffs
Blaze
A short range, but devastating flame attack.
Damage: High (Fire)
End Cost: 10.4
Cast Time: 1
Recharge Time: Slow (10)
Area of Effect: Single Target
Accepted Enhancements: Accuracy, Damage, End Cost, Range, Recharge
Personal Note: If I dont have the room to snipe, this is the power I use to begin a single target attack chain. The damage is very slightly less than the snipe, you just need to be near the mob to strike it. When performing an AOE chain, I usually end it with a Blaze on the closest enemy, as Aim lasts just long enough to get a single strike in if you opt to not use Rain of Fire.
Personal Enhancing: 1 Accuracy, 3 Damage
Blazing Bolt
A long range beam of fire that blasts your foes. Like most sniper attacks, this power has a bonus to accuracy, but is best fired from a distance as it can be interrupted.
Damage: Extreme (Fire)
End Cost: 14.352
Cast Time: 1.67
Recharge Time: Slow (12)
Area of Effect: Single Target
Accepted Enhancements: Accuracy, Damage, End Cost, Range, Recharge, Range, Interrupt
Personal Note: Sniper attacks are tricky things. Theyre near impossible to use in large groups, as AoE damage inevitably interrupts the attack. For soloing, though, theres no better power to start a single target attack chain. Even con minions will generally die with the chain of Blazing Bolt, Fire Blast and Flares. Natural resistances and scourges will change that, but you get the idea.
Personal Enhancing: 1 Accuracy, 3 Damage
Inferno
Unleashes a massive fiery explosion to devastate all nearby enemies and set them ablaze. Inferno deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of endurance and unable to recover endurance for a while.
Damage: Extreme (Fire)
End Cost: 20.8
Cast Time: 3
Recharge Time: Very Long (360)
Area of Effect: 25 Sphere, 16 Targets Max
Accepted Enhancements: Accuracy, Damage, End Cost, Range, Recharge
Personal Note: I have mixed feelings about the ninth tier powers after ED. I cant really even kill even con minions without using extra damage inspirations. Leaving a corrupter enduranceless for 10 seconds isnt fun neither. I generally only use this power under two conditions, the first being a last resort KABOOM, the other being that I have enough buffs/inspirations to do the job right the first time, that includes defense inspirations to survive long enough to get the Inferno off, as well as run away from survivors. I dont slot it for accuracy, I ALWAYS wait for Aim to recharge before I use this bad boy.
Personal Enhancing: 3 Damage
SECONDARY: THERMAL RADIATION
TR has its ups and down. My initial thoughts about Thermal Radiation is that it is a primo grouping set. The AOE heal and single target buffs are a welcome addition to any large group. Its not so hot for soloing, with one minor exception (Ill get to that in the personal notes).
Warmth
You can use Warmth to heal some of your wounds, and the wounds of your group. This power has a small radius, so your allies need to be near you if they wish to be affected.
End Cost: 13
Cast Time: 2.03
Recharge Time: Moderate (8)
Area of Effect: 25 Sphere
Accepted Enhancements: Recharge, End Cost, Heal
Personal Note: Warmth is one of the few powers that a Thermal Corrupter can use soloing, that alone makes it an important power. Fully enhanced, I believe it will heal a little less than 1/5 of a corrupters life bar. Its not much, but its saved my rump on more than one occasion. Something to note, activating Warmth roots you to the spot during the casting time. This is unlike Radiant Aura in the Radiation Emission set. Masterminds will love you for this power.
Personal Enhancing: 3 Heal
Fire Shield
Casts a fire shield on one of your allies and grants him damage resistance to Lethal, Smashing and Fire Damage. Fire Shield also provides minimal resistance to Cold Damage. You cannot stack multiple Fire Shields on the same target, however the shield can be improved by another ally using the same power. Can also be used in conjunction with your Plasma Shield. You cannot use this power on yourself.
End Cost: 7.8
Cast Time: 1.17
Recharge Time: Very Fast (2)
Area of Effect: Friend
Accepted Enhancements: End Cost, Recharge, Resistance, Range
Personal Note: Fire Shield is quick and easy to use. It lasts for, I believe, about 4 minutes. I could be wrong though. I usually just stack Fire Shields on allies as soon as time permits. It looks pretty neat, to boot. In fact, why the hell cant I make this aura on myself in the tailor shop? The fire aura in there looks like crap!
Personal Enhancing: 3 Resistance
Cauterize
Heals a single targeted ally by cauterizing their wounds. You cannot use this power to heal yourself.
End Cost: 13
Cast Time: 2.27
Recharge Time: Fast (4)
Area of Effect: Friend
Accepted Enhancements: End Cost, Heal, Recharge, Range
Personal Note: Cauterize is approximately double the heal strength of Warmth, though its single target, but rapid fire. This power will make you a Brutes best friend, since it takes some of the edge off of the damage they take maintaining Fury.
Personal Enhancing: 3 Heal
Plasma Shield
Envelope an ally in pure plasma. The Plasma Shield gives your ally resistance to Energy, Negative Energy and Fire Damage. You cannot stack multiple Plasma Shields on the same target, however the shield can be improved by another ally using the same power. Can also be used in conjunction with Fire Shield. You cannot use this power on yourself.
End Cost: 7.8
Cast Time: 1.17
Recharge Time: Very Fast (2)
Area of Effect: Friend
Accepted Enhancements: End Cost, Recharge, Resistance, Range
Personal Note: Plasma Shield is the natural progression after Fire Shield. It has the same duration, just resists against different damage types.
Personal Enhancing: 3 Resistance
Power of the Phoenix
Revives a fallen ally. The fiery resurrection blasts nearby foes with an explosion and knocks them down and disorients them. Your ally will revive with most of his hit points and endurance. He will also be invulnerable for a brief time, as well as protected from XP Debt for 90 seconds.
End Cost: 49.4
Cast Time: 3.2
Recharge Time: Very Long (300)
Area of Effect: Dead Friend
Accepted Enhancements: End Cost, Heal, Recovery, Recharge, Damage, Stun
Personal Note: The XP Debt Protection alone is worth taking these rezzes now. I personally experienced, while duoing an Elite Boss, watching this power very briefly mez the boss. Not too shabby at all. This is the one power I regret not having more slots to spend on. The heal and recovery is pretty good for corrupters and other squishy ATs, but Brutes and such are only marginally restored. I figure I can just Cauterize them after rez, but being rezzed with half endurance can be painful. Still, Debt Protection is Debt Protection, no one should complain. Anyways, I always keep a blue on hand for this one.
Personal Enhancing: 1 Heal, 1 Endurance
Thaw
Warms an ally and frees him from any Disorient, Hold, Sleep, Slow and Immobilize effects and leaves them resistant to such effects for a good while. Thaw also grants the target some resistance to Cold damage. Some of the effects of this power will improve with multiple applications and as you advance in level.
End Cost: 5.2
Cast Time: 2.17
Recharge Time: Fast (4)
Area of Effect: Friend
Accepted Enhancements: End Cost, Recharge, Resistance, Range
Personal Note: Thaw can make another corrupter into a relatively safe mez magnet. The anti-slow component is pretty darn good, but this power, coupled with the Fire/Plasma Shields and Forge, makes Thermal Radiation Corrupters solid duoers. Just make sure to let your partner/lackey go first. Ive LKd another corrupter before, kept the shields, Thaw and Forge on them and then duoed my missions on Relentless. Liberal use of Cauterize, but nary a death. We BLEW through the missions, a good time was had by all. Important note Thaw only lasts for about a minute though, make sure to consistently reapply the power.
Personal Enhancing: 3 Resistance
Forge
Forge a single ally into a killing machine. Forge immensely enhances a single allys damage and accuracy.
End Cost: 10.4
Cast Time: 2.27
Recharge Time: Long (60)
Area of Effect: Friend
Accepted Enhancements: End Cost, Recharge, To Hit Buff, Range
Personal Note: This power pushes any lackey into a damage/accuracy range above yourself, even unenhanced. I highly recommend this power to anyone that duos a lot. Unenhanced, though, this power lasts long enough to keep about two people forged continuously.
Personal Enhancing: 3 To Hit Buffs
Heat Exhaustion
Overwhelm a single foe with waves of exhausting heat. The initial effect will drain the target of some endurance, but the heat is so overwhelming that the affected target will be weakened. His damage output, Endurance Recovery and Hit Point Regeneration wil all be reduced.
End Cost: 13
Cast Time: 2.07
Recharge Time: Long (120)
Area of Effect: Single Target
Accepted Enhancements: Accuracy, End Cost, Range, Recharge
Personal Note: Heat Exhaustion is the only other power in Thermal Radiation (besides maybe Melt Armor) that is useful soloing. And OH WHAT A POWER IT IS! With three recharges in it, you can keep it on one target almost constantly. You can seriously hamstring one tough lieutenant, boss, elite boss or AV. My powerful memories of using this come from tough boss fights soloing. The damage reduction component makes the boss more of a sissy, but the kicker, is that it prevents endurance recharging. On more than one occasion, Ive had a boss use up all of his high end draining powers on me and then sit there for the remainder of the fight while I whale on him. Beautiful! The end drain component isnt much to speak of, but the end prevention is well worth the price of admission. It only lasts for 60 seconds, so be sure to reapply it when you can. I use Aim previous to applying this power, although Im not 100% sure that Aim affects this power, based on a couple of experiences Ive had. Anyone out there know for sure?
Personal Enhancing: 3 Recharge
Melt Armor
The searing heat from this power is enough to melt the armor and defenses of all targets in the affected area. Melt Armor significantly weakens the defense and damage resistance of the affected targets
End Cost: 18.2
Cast Time: 1.5
Recharge Time: Long (150)
Area of Effect: 15 Sphere, 16 Targets Max
Accepted Enhancements: Accuracy, End Cost, Range, Recharge, Defense Debuff
Personal Note: Im 5 pills away from this power, so I cant comment on it just yet, but Ive heard some great things about it thus far. As soon as I have some definitive input and experience with the power, Ill post it.
Personal Enhancing: 3 Defense Debuff
For the records, I also have three Flight Enhancements in Fly. Therein lies the last of my slots.
All in all, this build works fantastic when grouping with Brutes, as many of the secondary powers are geared towards single buffs, and they draw the aggro. My two bad experiences, however, were with a Stone Brute and another Fire/Thermal Corrupter. The Stone Brute moves to slow and doesnt keep enough of the agg to keep me alive. The Fire/Thermal Corrupter I was duoed with was group centric, and since I had to draw all the agg and maintain the heat, as it were, I ran out of endurance a lot. Soloing and in decent groups, endurance is rarely an issue. Its all a matter of applying the appropriate pressure where necessary. Dont waste a Fire Ball on something you can kill with Flares, etc, etc.
I try to scour the boards for numbers, but so many get lost in the threads, its hard to keep up. Those with hard numbers on powers, feel free to PM me and Ill amend the guide to be as comprehensive as possible.
Pinnacle:
Annihilation 37 Fire Blast/Thermal Radiation Corrupter
Coming soon:
Radiation Blast/Radiation Emission Corrupters with our friend A-Bomb