I agree that the Dark set is very potent, enough so that IMHO it works well on a Corruptor, paired with Fire, for example. The Dark placeable slow, Tar Patch, works nicely to pull mobs into, then drop Rain of Fire to melt them as they slowly try to run out of it. Try that with a Fire/Kin corruptor and prepare to die a lot, as Overclock can testify. :) Tar Patch's only downside in some AV fights is that the AV may not stay in the patch, whereas the Radiation toggle follows them. Potentially into other groups, aggroing them, which could be bad, always tradeoffs. Also if the defender is mezzed, Tar Patch doesn't drop, Enervating Field does.
I would add two other points to the original post by Overclock. First is where do the really useful powers come as you gain levels. Radiation, Storm and Dark, for example, get their signature, AV-debuffing powers quite early. Radiation, in particular, has its main tools by about level 10. The upside is that you have them even exemplared down to low levels, and you have a long time to enjoy them. The downside is that the play style doesn't change a huge amount getting to 50. Later designed powers like Cold, Time, Traps and Trick Arrow tend to get their big debuffs significantly later in leveling.
Second, later designed powers like the above mentioned Cold, Time, Traps and Trick Arrow tend to have their big debuffs on long timers, so you may need Invention Origin set bonuses on top of things like Hasten to make them operate full time in a tough AV fight. In particular pay attention to which powers in which sets get -Resistance debuffs, since that is the only debuff AVs don't resist. Archvillain class foes have, as mentioned above in another post, something like 85% resistance to debuffs like -regen, -accuracy, -defense, slow, and so on. A -Resistance debuff just reduces their resistance and increases the damage the whole team does to them.