Part 2
Thermal Radiation Powers
Ill emphasize that TR is highly team-oriented: if you plan on lots of solo Corruptor play, most other secondary power sets would be better options since six of TRs nine powers require the presence of teammates (whats more, two of the powers you dont need teammates for are the last two TR powers you can get). Also look elsewhere if you cant tolerate click buffs, which are definitely an acquired taste.
However, TR Corruptors are possibly the best team support archetypes available to villains. Ultimately, they boost a teams defensive and offensive capabilities about as well as other Corruptors, but they really distinguish themselves as healers: no other villains can heal others as reliably as TR Corruptors. Furthermore, at levels 35 and 38, they gain access to two very strong enemy debuffs, usually well worth the wait.
The Good: Ideal for teams, strong buffs, strong healing, strong debuffs, no toggles (yes, this is a Good Thing if you decide you like TR).
The Bad: Six of nine powers require teammates, resistance buffs dont protect against toxic or psionic damage and practically offer only weak resistance versus cold damage.
Ratings: All ratings in this section presume you frequently play on a team. If you primarily solo, then team-required powers would all be rated one smiley.
Slotting: TR powers, especially teammate buffs, generally dont benefit from heavy slotting as much as Fire Blast powers.
Warmth Point Blank AoE heal, self and allies.
The Good: Works on you, decent radius, fast recharge, healing (a rare talent among villains), no accuracy check required.
The Bad: Fairly weak healing without slotting.
Even if this power were optional, youd want it. Youll use it from day 1 and never outgrow it. To be most effective, make sure you start using Warmth from the moment you or your teammates begin losing HP; *dont* wait until someones HP is down to half or lower because even with Warmth slotted for maximal healing, it often isnt powerful enough to pull someone back from deaths door when that someones still under attack.
Rating:
Slotting Once again, slot for maximal healing. If you have slots to spare, recharge and endurance reductions will be of benefit.
Fire Shield Single target resistance click buff.
The Good: Good resistance to smashing, lethal, and fire damage, almost instant recharge, easy on endurance.
The Bad: Weak resistance to cold (better than nothing, but still . . .), needs refreshing every few minutes.
Your first and possibly most useful click buff. It protects against the games three most common damage types. Furthermore, unlike a toggle, a click buff will not expire automatically if youre somehow incapacitated (or hit with a taser in PvP . . .), and your allies wont have to worry too much about wandering away from you.
I cant lie: constantly needing to refresh buffs on teammates can become monotonous sometimes, but click buffs generally perform better than toggle buffs and are well worth the annoyance. Your teammates will love you for it.
Finally, your resistance click buffs wrap your allies in flame. Some allies *wont* want these buffs because the visual thoroughly messes up their graphics display. If this happens with one of your allies, suggest the following troubleshoot, which Ive found fixes the problem most of the time: go into the options menu and turn down the graphics display detail by one notch. It results in a minimal sacrifice of visual detail, but it fixes the flame graphic glitch.
Rating:
Slotting If youre scrounging for extra slots, this power works well with just two resistance enhancement slots. Eventually, once you have access to level 50 IO enhancements, two are enough to almost max out resistance potential. I dont recommend slotting for anything else since Fire Shield recharges very fast and costs little endurance.
Cauterize Single target heal.
The Good: Strong heal (especially when slotted), accuracy check not required, excellent range, fast recharge.
The Bad: Not self-affecting.
A slotted Cauterize is much more capable of dramatically saving the day than Warmth; an ally on the brink of death can be brought back to about half HP with just one application.
Overall, I feel its a little less useful than Warmth, which can heal you and everyone else at the same time, but having access to both powers will be a major asset to your team.
Rating:
Slotting As with Warmth, dont hesitate to maximize slotting for healing.
Plasma Shield Single target resistance click buff.
The Good: Decent resistance to energy, negative energy, and fire damage.
The Bad: More situational than Fire Shield.
Your second resist buff, Plasma Shield compliments Fire Shields spectrum of protection. The fire protection from both buffs stack for superior resistance.
If for some reason you decide to take only one of the shields, Fire Shield is the better choice. However, other TR fans would call me blasphemous for even suggesting someone would consider skipping a shieldmost TR Corruptors take both shields, and most allies expect TR Corruptors to have them both.
Rating:
Slotting Same as with Fire Shield.
Power of the Phoenix Single target resurrection, targeted AoE attack.
The Good: Rez, damages nearby enemies, powerful disorient and knockback mez.
The Bad: Less restorative than other rez powers, high endurance cost, possible aggro magnet, slow recharge.
<rant>A few guides Ive read suggest that rez powers are simply a way to reward bad players, and I have to disagree. Rezzes are clear-cut situational powers, but theyre possibly the most important situational powers available in the game. I dont care who you are. Even the wonkiest CoX fanatic gets his or her toon killed on occasion, and getting this amazing players toon quickly back on their feet is sometimes the difference between a convincing victory and a complete party wipe.
So, feel like you need to punish a lowly player that deigned to die? Get over yourself. Except for a few psychos that play, no one *wants* to get everyone killed, and almost everyone learns from their mistakes. Get him back in the fight, win it all, and maybe even get his thanks (and that of your team, even) in the end. And if your awesome self still ends up becoming spider food once in awhile, whats the big deal? Therere so many more things in your daily life that are worse than accruing a little debt in a fantasy world. If you feel the need to tear into teammates after such an incident, you probably should spend less time on the computer and deal with your real issues. </rant>
(Ah, that felt good
)
Anyway, awaken inspirations are far trickier to use in the middle of a battle than rezzes, and despite the listed Bad Stuff, Power of the Phoenix is one of the best rezzes in the game. The built-in fire/mez attack is very potent and normally gives all your allies a moment of breathing room so you can attempt to turn the tide of a battle (or end it that much quicker). Be careful, though: in rare fights (thusfar, the following has happened to me only twice), you may be up against lots of bosses and other enemies that may resist the mez, and applying Power of the Phoenix in such a situation will be your death sentence.
You can do without this power, but Ive found it worth the investment.
Rating:
Thaw Single target demez and resistance click buff.
The Good: Neutralizes almost all mez effects, lingering mez protection, fast recharge, click buff.
The Bad: Stalkers, Brutes, and even some Masterminds already have strong anti-mez powers. Break-free inspirations are almost as effective.
Like Power of the Phoenix, Thaw is a godsend in the right situation. However, youll probably have long periods of play between meaningful uses of it, especially when your teammates have some break-frees and/or mez resistance powers. Furthermore, though it provides enough cold resistance, combined with Fire Shield, to match the resistance you can bestow to smashing, lethal, negative energy, and energy damage types, Thaws duration is short. Maintaining it at all times on all your teammates is going an extra mile that no one will reasonably expect you to travel. Overall, if you need room for another power, you can reasonably do without Thaw.
Rating:
Forge - Single target accuracy and damage click buff.
The Good: Long lasting buff to accuracy and damage.
The Bad: Recent nerfage.
Forge used to be the long-lasting love child of Aim and Build Up. Its still long-lasting, but now its base accuracy buff is 20% while its base damage buff is 40%, stats worse than probably all versions of Aim and Build Up in the game.
However, that sort of buff applied to anyone, especially a Brute, has noticeably good effects for your team.
Rating:
Slotting Maximizing recharge reduction will allow you to keep Forge on three of your teammates at almost all times. Its questionable whether slotting for To Hit Buff enhancements will significantly improve the power.
Heat Exhaustion Single target click debuff.
The Good: Very strong debuff of damage, regeneration, and recovery, some endurance damage.
The Bad: Accuracy check, long recharge, single target, not worth your time to use on standard mobs.
. . . Wow. Throwing this on your target works as well as aging them 50 years. Their attacks become spitballs, and their efforts induce asthmatic attacks if their plummeting endurance bar is any indication. This power wrecks the offense of its victim so much that Ive been able to solo elite bosses (barely). Its particularly deadly in PvP due to its effect on endurance regeneration.
That said, its only useful against single targets you have difficulty fighting, which means its use also becomes more limited in team play where you face lots of powerful enemies simultaneously and usually have heavy hitters to help you fight.
Rating:

in team play,

when solo or in PvP.
Slotting If nothing else, maximize its accuracy. Considering the duration of its recharge, its a big deal when you miss. Maximizing recharge will enable you to almost maintain Heat Exhaustion on your target indefinitely.
Melt Armor Target AoE click debuff.
The Good: Powerful defense and resistance debuff.
The Bad: Accuracy check, long recharge.
Some ultimate powers let you down, but Melt Armors as fun as a rave every time you use it. Brutally effective, its the perfect compliment to your copious AoE damage capabilities. In team situations, even if youre incapacitated, the effect doesnt shut off the way it would if it were a toggle. It even applies a cool graphic to its victims. No matter your play style, youll never regret taking this power.
Rating:
Slotting As with Heat Exhaustion, Melt Armor benefits immensely from accuracy enhancements. If you have the slots and the levels, I would recommend the following slotting using all level 50 IO enhancements: 2 accuracy, 2 recharge, 2 defense debuff. This will almost maximize Melt Armors abilities in those three areas.
Synergies with Thermal Radiation
I previously discussed TRs synergy with Fire Blast. If you seek to maximize Thermal Radiations defensive capabilities, better options would probably be Dark Blast, which affects enemy accuracy, or Ice Blast, which slows enemy movement and speed as well as providing some hard control.
Power Pools
A few power pools are particularly useful to and commonly seen among most Corruptors.
Flight
Hover, an excellent power for any ranged attacker, most importantly keeps you safely away from melee combat in both solo and team play. It also protects against knockback and provides a little defense bonus. If you maximize its flight speed, you wont have to turn it off when you want to move (a recent improvement). It also unlocks at level 14:
Fly, the slowest but most versatile travel power available, lets you go almost anywhere with ease. Just select your destination, rise up a few hundred feat, point towards the target, then hit automove (the R button). While you wait for arrival, you can rearrange your inspirations, chat with friends, etc. Flight speed enhancements do much to speed up Fly, but your level also limits how fast you can go.
Air Superiority and Group Fly are of less use than Hover or Fly for most Corruptors.
Fitness
Swift permanently increases your run and flight speed. It can also accept flight speed enhancements. More importantly, it unlocks at level 14:
Health. It speeds HP regeneration noticeably and provides some resistance against sleep mez. You may as well slot it for maximum healing enhancement, but it wont be as important to you as Warmth (though, if youre drowning in infamy, you can slot Health for dramatically better regeneration and endurance recovery). Its chief value for Corruptors is that, at level 20, it unlocks:
Stamina. By the time it becomes available, youll have enough powers to drain your endurance in under a minute. This power, especially when three-slotted for endurance modification, returns you to a level of staying power you enjoyed earlier in your career. Most Corruptors will still run out of endurance more often than theyd like, but with careful power use, Stamina allows most Corruptors to last an entire large battle without taking a breather.
If you choose Leaping (or possibly even Speed) as your travel power pool instead of Flight, switch Swift with Hurdle, which boosts jumping speed and height.
Leadership
Though less commonly seen among Corruptors than Flight or Fitness, Leadership provides some worthwhile advantages to them. No other villain reaps as much raw mathematical benefit from Leadership than Corruptors, and given FB/TR Corruptors team orientation, it compliments their abilities very well.
Maneuvers provides only a trivial defense bonus to those in range. Most Corruptors find it more worthwhile to take Assault, which increases the damage output of those in range by about an unenhanceable10%. Taking either power unlocks the jewel of the set at level 14:
Tactics provides a base 10% accuracy bonus to those in range, but this value can be increased to about 15% through slotting. It also enhances perception, handy when attacked by stealthed foes or smoke bombs. Furthermore, it provides significant mez protection against confusion and fear.
Vengeance is situational like rez powers, but its an amazing power if you have room for it. Target a dead teammate, activate Vengeance, and every ally in range gains a huge boost to accuracy and damage, a small heal, and massive mez resistance. As long as your team isnt totally outclassed, Vengeance will normally turn the tide of a battle dramatically in your favor.
Teleportation
Though the other powers are certainly useful, Ill just mention Recall Friend. Team players often take it to speed team gathering or to remove dead teammates from areas that make rez impossible. Those with concealment powers or super speed also use Recall as a skip-to-the-end-of-the-mission power; they find the target without enemy interference and teleport all their teammates to their location.
Patron Powers
You gain the option late in your advancement to become the lackey of a signature villain. Aside from providing fun plot arcs, signature villains also provide Corruptors with types of powers normally only allowed to other archetypes. Each Patron Power Pool will provide a Corruptor with the opportunity to gain a resistance toggle, a hold power, a pet power, and a power unique in many respects to that patron.
Black Scorpion His mace powers work well for those interested in immobilizing effects. Web envelope, his unique power, is about as effective as certain Dominator powers at immobilizing large mobs.
Captain Mako His leviathan powers deal lots of lethal damage and some control. Like Web Envelope, the School of Sharks power has a good chance of immobilizing multiple foes at once.
Ghost Widow Her powers focus on negative energy damage. Soul Drain not only does damage, but it also buffs your accuracy and damage output. Also of note, Ghost Widows pet attacks with unfrequently-resisted psychic powers.
Scirocco I chose him for my Corruptor for thematic reasons, and I usually havent been disappointed. His powers inflict energy damage and endurance drain, the latter nicely synergizing with Heat Exhaustion. His resistance buff is possibly the best of the bunch for late in your advancement, his hold is reliable, and his pet can fly, which is much appreciated when you yourself want to fly around.
I do offer one caveat: Power Sink seems like it should be set-defining since it allows you to regenerate endurance while damaging energy endurance. However, its very tricky to use effectively. It has a tiny radius, so youll need to enter melee to use it. Then, if you miss all enemies in your short range, youve probably just gone from hurting for endurance to out of endurance. Whats more, you cant enhance this power for accuracy, and Ive often completely missed my targets even with Aim active. If I could make Power Sink more reliable, I would bring it back into my build in a heartbeat (maybe some of you have suggestions

.
And thats it. See you in Grandville!