Fire Control, Storm Summoning, and Synergies


DaemonDivinity

 

Posted

[u]A [oops not quite so] Brief Guide to Fire Control, Storm Summoning, and Synergies[u]

Introduction
Those of you who have read my tanker guides know I am precise, complete, longwinded, and thorough. And this is exactly what I will not be in this guide for two reasons. Number one, as you will soon see, versatility is what the build is about, and I will not bog it down with irrelevant info. Two, I will foremost admit that I am not font of divine knowledge on controllers the way I was on tankers back when they were my forte.

I can however point you to the red-furred inspirational goddess of fire control,
Sakura_Kitsuki (aka Foxmaiden), who’s guide helped tremendously. Enantiodromos is also a font of controller knowledge and theory.

As for the storm summoning credits, I will not give any by name. Those deserving are numerous and many, and if you read posts on the set will stand out immediately. However, because I disagree with all of them on two thirds of what they say, I feel to cite them here would be to misrepresent their opinions and analyses. Note that I am not saying they are wrong. I am simply saying that the set lends itself to such versatility and differences in style that quite literally no two experts share the exact same opinion on more than a couple of powers, especially when it comes to how to utilize them. And they are all equally right.

Fire Control
Fire Control is an interesting powerset because it at first glance appears to resemble the standard controller template, but soon after being used it becomes obvious the set is somewhat different. The set has, to borrow Enantiodromos’ terminology, only passable total controls, and little in the way of real effective partial controls. The tradeoff is a remarkable versatility and significant though not impressive damage dealing capacity.

Ring of Fire
The single target immobilize that is standard to most controller sets, deals medium damage over time, and has an accuracy bonus. It also give a target 10 seconds of knockback resistance (henceforth called –kb), which is very germane to this combination. However, due to it’s relative lack of versatility and the slow pace at which the damage is dealt, I cannot recommend this power. There are few things that Fire Cages or Air Superiority will not handle better.

Char
The single target hold that is standard to most controller sets, deals medium damage over time, and has an accuracy bonus. This power should be considered mandatory, and should be six slotted with whatever combination of accuracy, hold duration, and recharge feels comfortable to the user. I prefer 2/2/2. Due to the damage being a low base dealt over several seconds, and the more important utility, I eschew using it for damage, though it can add up.

Fire Cages
The area of effect immobilize that is standard to most controller sets, deals low damage over time, and has an accuracy penalty. In effect it resembles a multiple-target RoF, however in contrast to RoF, it is highly recommended. The reason is in part because it does what RoF does not, mainly prevent a group from fleeing or evading other AoEs and setting up mass containment, which RoF would be unable to manage. You may slot this more heavily if you wish, I usually find 2 acc and 1 endred sufficient.

Smoke
This unusual soft partial control decreases the enemies’ perception and aggro radius to nearly zero, and thus while it lasts means you can do anything short of a direct interaction with the enemy. It also comes with a minor ToHit debuff. This is decent for evading troublesome groups or setting up an alpha. However, I tend to find most groups move to quickly to exploit this properly. However, if solo or a team is cooperative, it does provide a luxury of time to perfectly set up any plan you have.

Hot Feet
A unique aspect of Fire Control, this PBAoE toggle slows the movement of all nearby enemies, and does a decent amount of damage to them every two seconds. It adds up considerably, and gives this set earlier quality AoE damage than every controller set, and many defender secondaries. It is however very expensive to maintain. I recommend 1 acc, 3 dmg, 2 endred as the slotting.

Flashfires
This total hard control is rather impressive. It creates an AoE disorient effect that lasts about 15 seconds. It has an accuracy penalty. I find it has provided a large percentage of damage mitigation for myself and my team. I recommend giving this power 2 acc, 2 disorient duration, 2 rchg.

Cinders
The area of effect hold that is standard to most controller sets has an accuracy penalty. It activates quickly, and is rather impressive in its effect, however its base duration scales by level from 10-15 seconds, and recharge is a base of 240 seconds. The power it provides but lack of consistent availability has caused this like most similar AoE holds to be questioned. When taken, the most common slotting is 2 accuracy, 2 hold duration, 2 recharge. I however disagree with this. If I use an AoE hold, it is often a lead off, meaning I will have no defense debuffs at work. Due to it’s base accuracy penalty, unless you have a self-tohit buff, I recommend 3/2/1 or 3/1/2. However if you intend to use this only with debuffs or against +0/+1s, the common configuration is superior.

Bonfire
This unusual soft partial control creates a pseudo-pet on the ground that has a PBAoE knockback. This power is interesting because it ideally provides stopping power as Cinders, and is available more often and more reliable. If an enemy is kept in it’s area of effect, they will be knocked down as they stand repeatedly. However, the effect being knockback more often causes enemies to be knocked clear of its effects immediately. Because –kb is also –kd, FC will not counter this effectively. Remarkably it works well at the +3 or higher range, where the kb becomes almost kb, and enemies are held longer. It can also pin enemies in corners, remove them from being trapped in walls, and be fired without LoS to put a boss off their feet and give you the initiative. Slot it with 3 recharges if you take it.

Fire Imps
Like most controller pets, these have innate accuracy, can be recast every four minutes (though only one casting can be active at a time), and have infinite duration. Fire imps create 3 little imps that do considerable fire damage given a bit of time. They combine with HF for the bulk of your damage. However, they are fragile, and are defeated easily. Being a controller, if you can remove the enemy’s ability to retaliate, this is not an issue.

Storm Summoning
The most maligned defender set, storm summoning commands incredible power and versatility. However, due to the nature of it’s function, and most player’s inescapable ability to fail to comprehend fractal geometry, they will never be able to comprehend the level of safety it’s knockback provides when properly utilized. By the same token, many storm summoners use the set incorrectly, further deepening this hole. The fact is storm summoning commands more positioning and effective mitigation tools than most other defender sets, and carries excellent debuffing to boot. It takes a skilled user to work these tools properly.

Gale
I have oft been mocked for calling this the “hidden gem” of the set. I do it anyway out of spite. It’s not hidden, but it is a gem. Gale is an early positioning tool which can both provide acceptable early mitigation and set up perfect AoEs. For controllers, it’s mandatory, but for most primaries very helpful, since properly used it can put exterior enemies into position to be locked down. Defenders can skip it, and many do. They benefit from the positioning, but less than Controllers, and also often have kb+damage in their secondary. When I use it, I like it to work. I slot with 2 accuracy.

O2 Boost
This heal is weak in potency, and expensive in endurance. I recommend taking it, but with no urgency. It will not make you a healer. I recommend even if you do take it that when your team asks if they have a healer, you answer no. Answering yes will earn you despise when the team actually does have a need for one, and you have no excuse to fall back on. Answering no will allow you to surprise them with the little you have, and give you some praise. It’s also an anti-sleep, anti-disorient, and anti-drain effect, which makes it very useful in the later game where these start cropping up more, especially the latter. I would eventually try for 3 heals, 1 rchg, 1 endred, but no rush.

Snow Storm
This is an enemy-targeted AoE toggle which grounds (-fly) the enemy and all near it, and also provides a high recharge penalty (sadly this cannot be improved) and a speed reduction. I find that you can usually get enemies slowed enough with other effects, and often 1-2 endurance reducers is all this excellent toggle needs.

Steamy Mist
This toggle provides limited stealth, rather paltry defense, and noteworthy resistances to F/C/E damage (about D-25% OR C-20%). The defense is not worth slotting, and an endurance reducer or two helps. If you have slots later on, the resistance can be boosted, and when facing these damage types you will notice a difference. The stealth helps to position yourself before the attack, and positioning is everything to a storm user.

Freezing Rain
This ground targeted AoE does mediocre damage to everything in the area. It furthermore debuffs the defense and resistance of anything it hits (estimated D-30% OR C-24%), reduces their speed, penalizes their recharge, and provides a change of knockdown as long as they’re in the area (and for the debuffs about 8 seconds after). This is an excellent power, and deserves 3 recharge enhancements. It could be slotted for additional accuracy, damage, or debuffing, however I tend to find the base debuffs sufficient, the damage unimpressive, and once the target gets hit (dozen or so checks), the debuff lands so the rest of the effect has a greater chance of landing. However additional slotting is not wasted.

Hurricane
The defining power of storm summoning also defines the good and bad practitioners. It’s a PBAoE repel, knockback, -range (~75%), and –ToHit (D-37.5% or C-30%). The bad leave this on all the time or use it not at all, either way reducing their team’s safety. The good ones use this as needed to properly position mobs into corners to be safely manage, pack them for AoEs or tanking, or to protect vulnerable teammates using it’s debuffing power. ToHit debuff enhancers should be slotted here, anything else if it’s felt truly necessary.

Thunderclap
Without getting longwinded, scroll up and look at Flashfires, then make it a huge PBAoE, minion-only stun, half the recharge and duration, and a really cool graphic. Some like it, some don’t. It’s decent damage mitigation, especially with something that stacks properly. Like Flashfires, Dark Pit, or Oppressive Gloom.

Tornado
This unpredictable pseudo-pet can cause a minor disorient, knockback, and decent damage if the enemy can be stopped from getting repeatedly knocked out of range. It is very effective for a multitude of purposes, including emergencies, high defense enemies, damage supplement, etc. It also creates an aggro control nightmare. Take it or leave it. I slot mine 3 damage, 2 recharge, 1 endred.

Lightning Storm
This power is anything but one dimensional. The stationary pseudo-pet, provided you stay in range, fires a lightning bolt every 2-3 seconds with high accuracy and doing damage similar to a blaster’s Power Bolt. The bolts also do knockback and apply the effects to anything in a very small radius around the target. Do not expect incredible damage from this power. Expect it to apply a solid supplement to damage, and impressive damage mitigation via the chain-knockdowns. Proper use of other storm tools will enhance this effect exponentially. I slot like Tornado. It will miss against +3s or defense users more frequently, I find FR takes care of those however.

Tricks and Traps
Well, we’ll do it backwards here. I will discuss several shortfalls and liabilities of each set that one should avoid, and then I will move on to cover their individual combinations and how they synergize so well.

Trap: Manage Your Aggro
Both defender and controller sets generate ungainly aggro for a body that cannot take the resultant punishement. Your tools, being debuffs and mez effects, are an order of magnitude greater in aggro generation than any blaster’s AoE damage. As a result, the rule applies, don’t generate aggro if you are incapable of controlling or surviving it. The first fall is usually misuse of FC. Fire Cages does little damage and early on does comparatively little save pull a lot of aggro your way. Use it with caution. Snowstorm by availability is next, and while less dangerous than Radiation Infection for instance due to it’s slow, can cause problems. The fact it additionally mitigates aggro it makes helps, but if your enemy runs (or more likely crawls) into other packs, you have a dangerous situation very quickly. Next is Hurricane. Now Hurricane is an even more potent debuffer than aggro-generator. However, the problem is that Hurricane generates aggro in a much bigger radius than what you hit. So if you turn it on, make sure that you debuff everyone with it, or you’ll be taking more damage than you expected.

Trap: Manage Your Knockback
Gale, Hurricane, and Tornado are the most notorious ones here, though Lightning Storm and Bonfire also qualify. Basically, knockback hurts your team twofold. It makes it difficult for the high-damage melee attacks to be brought into play, and it makes it difficult to manage aggro which is now put beyond range of the one with the most tools for it, the tanker. Storm users and tankers synergize well or not at all. Figure out how to do the former by knocking your enemies towards the tanker.

Trap: Manage Your Scatter
This goes with the last part, but the effect is even more profound, and often less predictable. Disorient effects and duration status-effect (FR and Snow Storm, for instance) cause enemies to scatter. This can make aggro control tougher, but more importantly it kills the AoE effects your team and you can bring to bear. AoE debuffs and mez effects are the best mitigation available, and AoE damage will always total more on 4+ targets then the comparable single-target attacks. Learn to use your knockback effects to recluster scattered enemies, or other abilities to restrict them.

Trick: Light Them Up, Burn Them Down
Use Fire Cages to quickly establish a lock on the enemy, and then Containment + Hot Feet will dispose of them very fast. If you position perfectly, the enemy might only be able to hit with ranged attacks (a moment of Hurricane gets this room and some debuff time). Any AoE debuff goes well here, especially Freezing Rain. Unfortunately, the FC stops them from falling down for 10 seconds, but after that you get 10-20 seconds of enemies falling in place while being debuffed, singed, and slowed. The ranged attacks can pile up. Good counters include Flashfires (I usually lead with this actually), Thunderclap, and Snowstorm. Make sure to mez any boss, high-damage ranged lieutenant, or mez-user on their side.

Trick: Flash-Bang
Most packs you face solo or on small teams will be comprised largely of minions, or the occasional lieutenant, which your normal controls can readily handle. However, on large teams or on special occasions you may see multiple bosses to a spawn. You need to hit a boss with MAG-4 at least to land a mez. Because that Flashfires is a ranged AoE and Thunderclap is a huge PBAoE, it is possible to hit a whole spawn with both without having to move, and this totals to MAG-5. This gives you a minimum of 10 seconds to set up a better handle, and this move comes back pretty quick. Usually the ranged-alpha isn’t a threat, but if you’re worried, you can always have your backup contribute to disperse it.

Trick: Storm-Chaser
A play on a common tactic used by tankers, you can herd rooms and hallways to corners for easy control fairly easily with this tactic. Use Steamy Mist or the like to position properly at one side of all the marks. Flip Hurricane on, run past them (best if you have it slotted for tohit debuffs). Also have Hot Feet on. The combination will make it almost impossible to reach melee with you, even if you cut it close. As you run by each pack, the hurricane will debuff them to a very low hit chance, and they should be aggroed decently. On the second to last or the last pack, cue Snow Storm on them and duck behind the corner. This will continue the aggro, and bunch them up as they go. You can now either emerge open the attack, or wait until they all emerge around the corner. Between Hot Feet and Snow Storm, there is no fleeing.

Trick: Popcorn
Bonfire has earned this name on its own, but it’s decidedly unimpressive at locking near-level enemies down for an extended duration unless you can corner them, then drop Bonfire to keep them bouncing in the corner. Hurricane lets you do this quite easily. You can then leave them popping and take care of other more pressing matters, like adding salt or butter. (Lightning Storm can also do the same trick and replace Bonfire, but only if you get them really tight and stop their mobility: see below.)

Trick: Brushfire
With so many tricks involving clusters, knockback, and luring, you can sometimes face a major problem by an enemy who’s been accidentally immobilized (often with –kb) or refuses to cooperate and is chasing another target or fleeing. Never fear though, even if you use Fire Cages before the perfect cluster is made, Hurricane having a repel can still push them into place.

Trick: Eye of the Storm
A common trick with Hurricane is to run around an enemy group, usually clustering them after one or two revolutions. This can create a packed group ripe for AoEs without involving any herding tactics at all. However, proper execution can also add in any mix of Hot Feet, Fire Cages, Freezing Rain, or Snow Storm to hinder their mobility.

Trick: Dropping the House
Tornado’s biggest liability by most accounts is the knockback. While it’s a nice mitigator and can handle enemies nicely, it tends to mean the tornado switches targets a great deal and spends more time chasing then dealing damage which if totaled could be quite impressive. With Fire Cages though, the enemy cannot be knocked back, and thus the tornado’s selected target and anything nearby begin to take unavoidable and large amounts of damage, and are often disoriented too. You will need to keep reapplying Fire Cages 2-3 times. The base recharge is 8 seconds, and regardless of duration the –kb only lasts 10 which leaves a narrow window, but the results are good if properly executed. Combine with Freezing Rain for maximum effect.

Concluding Thoughts
Of all my characters I have ever made and played (and I’ve made a lot), I cannot remember having more fun with any of them than my Fire/Storm controller. My tanker may have been more powerful back in I-1 to I-4, but there just wasn’t the same showiness that is inherent in the powers and no fault of your own. This combination, unlike many controllers or defenders, is no one/two-trick pony. The sets afford themselves to any number of combinations, and thusly no two builds or opinions will be exactly alike.

If you’re looking for raw power, let me not mislead you, you’re probably in the wrong spot. If you still feel damage is king, start looking at Fire/Rad, or the like. If it’s all PvP to you, you’re in the wrong spot. And if you’re really set on waiting for “damage cap,” go play Fire/Kin like everyone else (just don’t complain when you find it personally underwhelming for a long time). But I’ve been on teams with all sorts with this controller. You’ll hear, “nice heals,” “nice fulcrum,” and “thanks for the buffs,” to the other defenders and controllers a lot. But you’ve got more versatility than any three sets combined. You’re flashier than anything else this game has to offer. Fire/Storm will see more “woah!” and “how did you do that!?” than just about anything else I’ve seen. Power and praise sounds like a damn good reason to play a mix, if you ask me.

Build
Before you ask, this is not commandment. You can and should change this to fit your liking. Heaven knows I did. There are just so many powers that are great and so few slots and levels to go around. That’s why some things like Bonfire left, and some things like Hurricane were slotted late. It had to do with frequency of use. That said, make sure you have Char, Flashfires, Fire Imps, Freezing Rain, and Hurricane. The rest is really up to you (except Gale).

And if you want to do a defender with comparable capacities, look at Storm/Dark. I know a few, and they get their own AoE immobilize, disorient, and damage. Make no mistake, they will play different, but each effective in their own way. I understand there was a guide posted on it recently I liked… I’m sure you’ll find it.

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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder
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Name: Flamewind Seer
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Storm Summoning
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01) --> Char==> Acc(1)Acc(5)Hold(7)Hold(7)Rechg(25)Rechg(25)
01) --> Gale==> Acc(1)Acc(34)
02) --> Fire Cages==> Acc(2)Acc(3)EndRdx(3)
04) --> Snow Storm==> EndRdx(4)EndRdx(5)
06) --> Swift==> Run(6)
08) --> Hot Feet==> Acc(8)Dmg(9)Dmg(9)Dmg(11)EndRdx(11)EndRdx(19)
10) --> Hover==> Fly(10)
12) --> Flashfire==> Acc(12)Acc(13)DisDur(13)DisDur(15)Rechg(15)Rechg(19)
14) --> Fly==> Fly(14)Fly(21)Fly(21)
16) --> Freezing Rain==> Rechg(16)Rechg(17)Rechg(17)
18) --> Health==> Heal(18)
20) --> Hurricane==> TH_DeBuf(20)TH_DeBuf(46)TH_DeBuf(46)
22) --> Stamina==> EndMod(22)EndMod(23)EndMod(23)
24) --> O2 Boost==> Heal(24)Heal(42)Heal(43)Rechg(43)EndRdx(43)
26) --> Cinders==> Acc(26)Acc(27)Acc(27)Hold(34)Rechg(37)Rechg(40)
28) --> Thunder Clap==> Acc(28)Acc(29)DisDur(29)DisDur(31)DisDur(31)Rechg(31)
30) --> Steamy Mist==> EndRdx(30)EndRdx(50)
32) --> Fire Imps==> Acc(32)Acc(33)Dmg(33)Dmg(33)Dmg(34)
35) --> Tornado==> Dmg(35)Dmg(36)Dmg(36)Rechg(36)Rechg(37)EndRdx(37)
38) --> Lightning Storm==> Dmg(38)Dmg(39)Dmg(39)Rechg(39)Rechg(40)EndRdx(40)
41) --> Indomitable Will==> Rechg(41)Rechg(42)Rechg(42)
44) --> Mind Over Body==> DmgRes(44)DmgRes(45)DmgRes(45)EndRdx(45)EndRdx(46)
47) --> Psionic Tornado==> Acc(47)Acc(48)Dmg(48)Dmg(48)Dmg(50)Rechg(50)
49) --> Bonfire==> Rechg(49)
---------------------------------------------
01) --> Sprint==> EndRdx(1)
01) --> Brawl==> Acc(1)
01) --> Containment==> Empty(1)
02) --> Rest==> Rechg(2)
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Posted

Nice guide, DD. The Tricks and Traps section should be particularly valuable to new (and even some experienced) Fire/Storm players.