Fire Blast/Thermal Radiation Guide v1.0 (I5)


baddog66

 

Posted

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. I’ve included numbers when and where I can, but I’ve 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
Fire’s secondary effect is extra DoT on top of the initial hit. In my opinion, I’m 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 AOE’s, 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 doesn’t do much damage, but assuming a build without recharge enhancers, it’s 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. It’s quick, it’s large, and it’s a good way to piss off a lot of enemies. Compared to the other AOE’s, it doesn’t 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, it’s 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 there’s an unenhanceable slow component to it. RoF is a good “oh crap” button, since if enemies are running away, they aren’t attacking you. In a pinch, throw it down over yourself and you’ve 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: 40’Cone, 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. It’s an excellent way to begin an AOE chain. I also slotted mine with To Hit Enhancements, when I’m in a group with mobs substantially higher than myself, I like to hit them. After all, it’s 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 don’t 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. They’re near impossible to use in large groups, as AoE damage inevitably interrupts the attack. For soloing, though, there’s 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 can’t really even kill even con minions without using extra damage inspirations. Leaving a corrupter enduranceless for 10 seconds isn’t 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 don’t 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. It’s not so hot for soloing, with one minor exception (I’ll 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. It’s not much, but it’s 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 can’t 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 it’s single target, but rapid fire. This power will make you a Brute’s 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 AT’s, 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. I’ve LK’d 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 ally’s 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, I’ve 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 isn’t 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 I’m not 100% sure that Aim affects this power, based on a couple of experiences I’ve 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: I’m 5 pills away from this power, so I can’t comment on it just yet, but I’ve heard some great things about it thus far. As soon as I have some definitive input and experience with the power, I’ll 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 doesn’t keep enough of the agg to keep me alive. The Fire/Thermal Corrupter I was duo’ed 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. It’s all a matter of applying the appropriate pressure where necessary. Don’t 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, it’s hard to keep up. Those with hard numbers on powers, feel free to PM me and I’ll 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…


 

Posted

My characters archtype is also Fireblast/Thermal and im about to make level 30 and though i have a total of 6 more powers that i can take from here to 40, i only have 2 new ones that open up for me which are inferno, and prolly melt armor. Now I did not do a pure character that uses all of the powers that are available to it in its two power pool sets.

My style of game play calls for me to be a team player, and acquire powers that help the team/squad, which includes me staying on my feet and continuing the assult.

In the primary pool set
Flares
Fire Blast
Fire Ball
Rain of Fire
Fire Breath
Blaze


I can already take Aim, and Blazing bolt, but i opted not to take Aim primairly because i have a accuracy bonus in the Leadership tree
Assault - Bonus to damage
Tactics - Bonus to Accuracy (I think)
Manuevers - Bonus to defenses
Vengenece - Double bonus to all three, along with a heal

In the 2nd power set i have
Warmth
Fire Shield
Power of the Phoenix

Also thought it was important to take something to keep me on my feet, so i took fitness for the health regen and endurance regen.

Now considering i have 6 powers in the shute to still chose form and considering I am a team leader and team player. i want to devote certain power slots for the benefit of Fun(more damage) and other powers for the team.

Here is what i thought
for the remaining six powers
1. Blazing bolt... slot three damage and two accuracy, 1 damage
I want this for the sheer damage dealing im expecting it to do, and like you mentioned would be great to start an initial assualt.
2. Inferno- 3 damage 3 endurance reductions.. possiblynot sure.
Last ditch, in case we need it.
These two for the sheer damage dealing and my own gratification, that i am a damage dealer.

3. Heat exhaustion
4. Melt Armor.
I see these two powers as two powers to use for the benefit of the team, because if soften the targets for the melee and other attackers then its a team power, as well as does damage on it own, which makes me happy .

5. Plasma Shield
6. Thaw
These two are essentially just for the team and dont benefit me except indirectly.

I bascially have hurdle for my travel power, besides im usually running with my SG and several of them have teleport, i can get there no problem.

What do you think of that template? Would u replace forge with something?


 

Posted

Some notes from another fire/thermal corruptor player.

[ QUOTE ]

PRIMARY: FIRE BLAST
Fire’s secondary effect is extra DoT on top of the initial hit. In my opinion, I’m 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 AOE’s, 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!


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Agreed, mostly across the board, with two caveats:

Extra damage secondary effect: each tick of secondary damage has a separate chance to scourge. This doesn't sound like much, but with spammed attacks, it adds up quickly. Moreover, with practice, you can tell which mobs are going to die from the secondary DoT, and better economize your attacks. Since corruptors don't deal the kind of DPS that a blaster does, and due to the scourge, IMO fire blast corruptors have a bit of a leg up on the heroic competition with regard to the secondary effect's utility.

Fire resists: While fire resists probably are the most common resists in the game, it's rare to find a mission teaming with mobs heavily resistant to it. In contrast, mobs that are vulnerable tend to be very vulnerable. IMO, it's a good trade-off, as long as you pay attention. It's very easy to draw more aggro than you can handle, since each tick of damage reminds the mobs that you're out there.

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Flares
A quick attack that throws Flares at the target. Little damage, but very fast.
Damage: Minor (Fire)

Cast Time: 2.17
Recharge Time: Very Fast (2.18)


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Pay attention to those numbers. Far from being a fast attack, flares is a slow attack due to its overlong casting time - so long, in fact, that even a single recharge TO is a waste. This is a decent pick when hard up for powers, but with each successive attack power earned, flares is more and more a waste. I personally wouldn't slot it at all unless I had no other options available. A stinker in PvE, it's even worse in PvP.

Speaking personally, I feel that the devs should cut that casting time in half, so that people aren't penalized for believing the power's description.

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Rain of Fire

Personal Note: As an AOE, it’s 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 there’s an unenhanceable slow component to it. RoF is a good “oh crap” button, since if enemies are running away, they aren’t attacking you. In a pinch, throw it down over yourself and you’ve 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.


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I've noticed the slowing effect, too. It's not always there, and apparently some people haven't ever seen it, so it might be a bug.

Regardless, this power's utility is greatly magnified in a tight spot, such as caves or in some lab missions. With these, mobs panic, and often die just from RoF itself. Since it scatters, though, I recommend that this is the third attack in the AoE chain, after fire breath and fireball.

[Quote]
Fire Breath
Blaze


[/ QUOTE ]

While I personally haven't noticed much improvement, a few people have recommended slotting these for their range.

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Blazing Bolt

Personal Note: Sniper attacks are tricky things. They’re near impossible to use in large groups, as AoE damage inevitably interrupts the attack. For soloing, though, there’s 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


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I use two slots of interrupt reduction here. Though some think it's wasteful, it does remove some of the problems I've had with interruption from AoEs, and just as importantly, this allows me to move around during the animation, since some mobs don't stay put for it. While sniping may not be the most efficient source of DPS in a protracted fight, it's almost certain to hit and hit hard. Thus, I favor it against AVs and EBs when I'm teamed, since it's easier to manage the aggro around, and gives you time to decide if you need to switch tactics and start spamming secondaries.

In PvP, people tend to notice you crouching into a sniper stance, and fire off a fast, low damage attack to interrupt you. If you've slotted interrupt reductions, there's a good chance your attack'll go off anyway, assuming the opponent doesn't continue attacking. Unfortunately, fire/thermal corruptors are iffy PvPers in terms of powers available, at least compared to other PvP builds.

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Inferno

Personal Note: I have mixed feelings about the ninth tier powers after ED. I can’t really even kill even con minions without using extra damage inspirations. Leaving a corrupter enduranceless for 10 seconds isn’t 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 don’t slot it for accuracy, I ALWAYS wait for Aim to recharge before I use this bad boy.
Personal Enhancing: 3 Damage


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While I'd personally slot for Acc and Recharge as well if I picked up Inferno (if you need it, you need it now and you need it to hit), I wouldn't recommend getting it at all. It's too expensive, does too little, and is just one of the unfortunate casualties of ED. On top of all of that, it's also by far the least pretty of the powers other than Aim.

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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. It’s not so hot for soloing, with one minor exception (I’ll get to that in the personal notes).


[/ QUOTE ]

A couple notes about thermal radiation: many, many people ask in tells if you're /thermal secondary, when they should be asking if you're a thermal healer. People often assume that all thermal corruptors are healers, and it's just not true.

Secondly, these powers tend to be endurance hogs. If you find that you're using one or two of these frequently enough that it's draining you dry, don't be afraid to slot an End Reduc or two.

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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


[/ QUOTE ]

A small note to remember: unlike some heals, which are more or less instantaneous, Warmth's healing hits toward the end of its casting. I've often had all of the effects but the heal go off before the person I'm healing dies. This isn't a crippling weakness, but it does take getting used to. If in doubt, hit Warmth sooner rather than later.

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Fire Shield
Plasma Shield


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One thing to remember here: between I5's across-the-board defense and resist nerfs, and corruptors' secondaries being weaker than equivalent powers for defenders, these shields are pretty lights unless you slot them. If you don't put three slots of resists in each power, consider skipping them altogether. As always, energy and negative energy damage are fairly rare, so don't feel bad about skipping Plasma Shield if something else catches your eye.

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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 AT’s, 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


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This is often considered the best overall rezzer in the game, and for good reason: no slot is wasted in it, and I was personally tempted to run it with two each of damage, endurance, and recharge SOs. Unfortunately, other powers take priority. A great all around power, and beautiful to boot. If you have this, remind people of it if the fight's going south. I normally teleport people to safety before rezzing, but with this, it's just unnecessary in many cases. Still, as the OP warns, it's a good idea to hit Cauterize right after.

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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.
Personal Enhancing: 3 Resistance


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I personally recommend against this slotting, since it seems it's pretty narrow in effect - the only resistance the power claims it offers, is against Cold.

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Forge
Forge a single ally into a killing machine. Forge immensely enhances a single ally’s 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


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I run three recharges, too, but could probably afford to drop it to just the buffs. Note that virtually any AT gets a benefit out of this, with only certain MM builds being wasteful targets. Brutes love being under this effect.

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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, I’ve 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 isn’t 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 I’m not 100% sure that Aim affects this power, based on a couple of experiences I’ve had. Anyone out there know for sure?
Personal Enhancing: 3 Recharge


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I'd slot for an accuracy, too, regardless. In big fights, or against AVs, spam this bad boy.

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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: I’m 5 pills away from this power, so I can’t comment on it just yet, but I’ve heard some great things about it thus far. As soon as I have some definitive input and experience with the power, I’ll post it.
Personal Enhancing: 3 Defense Debuff


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I also slot for accuracy and recharge - it's just that good. I've heard people say this puts our damage capabilities in blaster range; I don't know about that, but it's like night and day. You literally have no reason not to pick this power.

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For the records, I also have three Flight Enhancements in Fly. Therein lies the last of my slots.


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I personally prefer teleport, but that's for RP and PvP reason.


 

Posted

Quick amendments:

Heat Exhaustion affects on an AV are almost strictly limited to the damage reduction (and possibly the health regen). I've noticed that AV's, at least the one I recall using this on, had so much endurance that it didn't really drop when using this.

Melt Armor Personal Note Update:

I've used it for a couple weeks now, and I definitely adore it. AOE damage/resistance debuff is awesome in large groups (or even soloing, AFAIC). The way I play, it's usually ready after three groups-ish.


 

Posted

Quick amendments:

Heat Exhaustion affects on an AV are almost strictly limited to the damage reduction (and possibly the health regen). I've noticed that AV's, at least the one I recall using this on, had so much endurance that it didn't really drop when using this.

Melt Armor Personal Note Update:

I've used it for a couple weeks now, and I definitely adore it. AOE damage/resistance debuff is awesome in large groups (or even soloing, AFAIC). The way I play, it's usually ready after three groups-ish.


 

Posted

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In my opinion, I’m not sure how useful this is given that Fire is probably the most resisted damage type in the game.

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since when has fire been recognized as the most resisted damage type in the game?? always thought that smashing/lethal held that distinction, especially if you have any intention of going PvP.

not trying to argue with you here, just really interested in how you arrived at this conclusion.


 

Posted

Note that I said "probably", and I'm basing that assumption on my own playtime as a battle axe/fire armor tanker, as well as my fire/fire corrupter. It's purely subjective.


 

Posted

Im just curious what you think thaw gives resistance to because
you said the anit-slow component is really good.

Ive heard mixed opinions on this power and what it exactly
resists.


Fidens lvl 50 Katana/Regen Scrapper
Scarred Dream lvl 50 Ice/Dark Corrupter
Hephaestus II lvl 40 Fire/Thermal Corrupter
Evolution/Malevolence - Virtue

 

Posted

Thaw has a cold resistance along with the mez resistance. It's not much, to my understanding, but I three slotted it for resistance for ha-ha's mostly. I'm sure those two slots would be better served in other powers, but I like making the toon thematic and knowing that any character I buff is getting the best possible resistance I can provide.


 

Posted

Well obviously more needs to be read about thaw. It has saved my teams hide more than once. Its as close to clearmind that a villain tema can have. Anyone not interested in this power must be getting mezzed all the time. Please let me know how else you will be free from holds as corruptors or dominators or MM's aside from getting medicine pool. Thaw deserves better respect than this


 

Posted

Warmth no longer roots the user when activated.