i have a lvl 17 fire/fire tank, but i never intended him to be a herd-master, so i wasn't worried about adhering to the cookie cutter flavor-of-the-moment guides we've all seen. fire tanks are unlike any other kind of tank i've played, and i always enjoyed the uniqueness of that character.
he got put aside as i explored the world of controllers and scrappers, but as he was my first ever character, i am unwilling to delete him...call it nostalgia factor, i guess.
i agree with everyone who has pointed out that burn was abused by the power-level herd people. we all know it. we all saw it. we all knew that sooner or later, the hammer would come down on that. instead of acting surprised that it took until issue 5 to fix, be GLAD that you had all that time to play it the way it was. you knew it was wrong, you knew it was over-powered, and you knew that just because it worked, didn't mean it was working as intended.
that being said, let me tell you how controllers felt when we read the I5 notes...SHOCK! ANGER! FEAR! DISMAY!
then a lot of us went to test and tried it out, and discovered it would be DIFFERENT...but not unplayable. strategies would need to be changed, builds would need slight adjusting (spectral terror may become more popular), but the changes looked worse in print, than they did in practice.
understand that the changes being made across the board will change the game for everyone. things won't be as easy as they once were, but that doesn't mean they'll be less fun.
however, i do have to say that adding a fear component to burn is unfair on its face. yes, an enemy shouldn't be expected to stand in flames, but neither should he be expected to stand for any other AoE power. if you want that level of "realism", then be realistic and leave a flame DoT on enemies caught in the initial burn. flames don't go out just because you run away. they should still be burning.
so, i say either remove the fear component from burn or play fair across the board and include fear in other AoE powers.