Fire/Therm Controller: Advice?


CelestiaCoH

 

Posted

Hey, my Fire/Therm Controller hit Lv15 and while I have a fun with it, I have a feeling I'm picking the powers wrong. A lot of the powers look worth getting!

I have Ring of Fire, Char, Fire Cage, Hot Feet, Warmth, Thermal Shield, Swift, Hover and Fly so far.

I still need to pick up Plasma Shield and Cauterize. Flashfire looks like it would be helpful. Next level Power of the Phoenix becomes available, so I figure I should go for that. Then Cinder.
I can respec at any time (I have tons on them remaining, and come August I will have the 5 year travel power badge) and might get out of Fitness pool cause I don't know if Stamina is wise or if its just a matter of slotting with end-reducers.

Anyways, if someone could post a sample build or give some suggestions, that'd be really appreciated.


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@Silent Spy, Champion Server

 

Posted

Stay with Fitness, you'll want stamina.

I'd say pick one of either RoF or Fire Cages, you probably don't need both. And if you aren't spending a whole lot of time in melee range, Hot Feet is unnecessary as well. Flashfire is a great power, with Fire Cages, it's a pseudohold.

Cinder can be put on the backburner till you get stamina, and I wouldn't worry too much about Phoenix until after stamina as well.

I haven't ever played this combo, so that's about the best I can offer.


 

Posted

If you look down that page just a few posts, there's another thread about this where I posted a link to the previous fire/thermal thread.

Happy burning stuff!


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Guardian Server

 

Posted

A couple of points . . . Flashfire is a key power for most Fire Controllers. It is your main Ranged control power. Flashfire quickly followed by Fire Cages has the effect of a full hold, since stunned foes who can't move are effectively held. Standard Strategy is to lead off with Flashfire, Fire Cages, then run in with Hot Feet on to do damage to the foes while they can't fight back. The Fire Imps will take down some of the foes before the Stun wears off. Flashfire should be fully slotted immediately, as it is your main offensive weapon.

To me, the essential powers from the Fire Control set are Char, Fire Cages, Hot Feet, Flashfire and Fire Imps. Cinders is a good idea, but not essential. Ring of Fire, Smoke and Bonfire are all quite skippable depending upon your playstyle. I like Bonfire over the other two, but lots of folks skip Bonfire, and love either RoF or Smoke.


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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

I've said this many times before but I would recommend passing on Power of the Phoenix. It's not a terrible power but the endurance cost and recharge make it one of the less useful rezzes, and Thermal already has so many useful powers that you'll be hurting for slots. I would carry a few extra Awakens and distribute as necessary. You can Thaw the recently awakened to remove the stun. This still leaves them without endurance but *you* will still have endurance, avoid drawing aggro, and prevent a knockback effect.

Plasma Shield is a very useful power, IMO more useful even than Cauterize (since you are stuck with an AoE heal anyway). If you haven't picked it up yet I would definitely make it the highest priority. I see you have Hot Feet already; if you do a rebuild I would consider swapping Hot Feet out until after Stamina and taking Plasma Shield in its place.