Power Choices
Personally i would drop acro+vengeance and fit in the immobs. Also would take the rez earlier, slot for damage if i know i have to pug alot.
If it is not for any specific power or concept i think you will have more fun with another epic pool. IW has too long recharge even with AM+Hasten combo on Psy so i am avoiding it like a plague now. Heh no need to mention it's useless attacks and have it or not armor toggle. From my experiences on Psy i think Hibernation is better than any shield. At least it will give you a panic button even you look very silly in a block of ice
Also as TRT said, put at least one immob (single target one if you ask me) for doing damage and locking down that nasty run-around AVs. You can put KB recipe (forgot its name now) in Bonfire which gives KB protection for 4 slots. Bonfire is also good versus AVs, at least only fire troller i team often use it with great success.
One thing about Power of Phoenix, that thing needs at least one heal and one end mod slot in it unlike other rez powers i used so far. And again as TRT said keep it early if you will PuG a lot.
don't forget about smoke to open an AVfight
thaw is good but the duration is very short
the rezz ha to be in the early 20th
Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3
Tohit debuffs are pretty ineffective against avs.
I have been wailed on by avs while standing in a powerboosted hurricane
Thanks for input so far. I thought about this build dumping concept and being about helping others so all powers are to do with helping others and "being able to" help others. Apart from disorient opener, hold key target, and buffing or debuffing, I'd be practically a dedicated Healer.
How good are the powers I left out really? What would you use them for with Thermal? Anything not mentioned about powers that are also mentioned would be nice.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
As i know you have an Empath i think you can handle that dedicated healer thing. Not my business tho', my current Illisuon/Thermal hero is the dullest hero i created and continue playing so far. I started him as a healer too, for Flying Circus team. Now he is sitting on 37. He was too good on early levels as healer... now heals ain't needed that much and i left shields out of build as we already have a Sonic defender. Only powers i use too often are Forge and if i remember to put it on Thaw. I only got one debuff from Thermal and it is the worst debuff I've seen in game so far. No graphic fx indicating your target is debuffed. In a 8 men team it is hard to say if you hit your target or missed it. Maybe the biggest thing i don't like about my hero is, he can't solo. (Even we roll some heroes with teaming in our heads, it ain't possible to find teams always)
So over all i can say on end game your control and debuffs are more valueable than your heals. Also not neglecting your controller side give you an edge for flexibility, on my both high level trollers (Mind/Rad 50, Mind/Kin 35) i love this side of a troller. If heals needed i can focus on heals and debuffs if control is needed i can continue what i do better. You already put hold, stun and pets in your build. A immobilize (which i lack on my mind trollers is golden versus AVs as i said before) and Smoke as other fire trollers said.
On your power pools i guess Acrobatics won't be too usefull for you as you probably stick range (no Burning Feet) and your single target heal is better than your AoE one when healing melee heroes. In my opinion you can drop Leaping pool compeletly if you are not prefer Super Jump as travel power. Hasten is good for your debuffs so you can maybe think about getting Super Speed as travel power. Flight has a good KB migitation power as you know, Hover.
For leadership pool i can't say much as i already have it on Psy and loving it. Only thing that annoys me Vengeance on that pool. Yeah it is good and all but if you can fire it before you die(people tend to die in crowded mobs for some reason ) or someone else in your team rez the fallen member (believe me it happens too often). So i keeping powers needing fallen members out of my builds (Fallout and Vengeance).
This are my thought on build. In the end it will be your hero and you will play him/her to the level 50 and there is always respecs.
Have fun with your hero/heroine.
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For leadership pool i can't say much as i already have it on Psy and loving it. Only thing that annoys me Vengeance on that pool. Yeah it is good and all but if you can fire it before you die(people tend to die in crowded mobs for some reason ) or someone else in your team rez the fallen member (believe me it happens too often).
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I've noticed that a polite request to 'allow me to blow up your corpse before you rez' isn't always very well received for some strange reason. Maybe I need to think up a less emotive description...
When I play my empath, although I am watching the healthbars more (the blasts are much more secondary) and she is much more dedicated to doing heals, I'd rather not have to heal.
People can go about things one way and have aggro spread; or another way and have aggro confined to an area; effecting less people in the team; who either have the survivability to need help now and again; or they can be buffed to simply need a heal "now and again".
If someone is loving me on my empath for my ability to heal asap (as is the case cos its how I end up with "new global friends" 50% of the time) it'll be highly likely I think the team dynamics is a mess.
On my Fire Thermal, the shields are resistance based and I do expect to and do heal asap, she is also expectant of teaming, never pugs in this case and never solo. With the self res its not a conceptual must have and people can always play better than they do or do something that's not so beyond them.
In doing a Earth Thermal with the main expectation to solo, I first thought heal self and nothing but controls, stone mastery and powers that help self but in looking at the animated stone I happened to think it best to get powers that can effect others for later when I get the stone.
But all in all, the controls of the primaries are starting to look v unimportant in comparison to the other stuff I could get. Like I said at the start many of the powers cause offense to some people, simply cos of when they can be used and whose powers it'll negate in the team, the time it takes to do them can effect the reaction time to heal others. Some people are much happier if you would just spam the heals on them.
With having to work I am not getting a whole lot of time to post and so that's why I am appealing for input but as a quick note of what I see atm:
Ring of Fire ST Immob, great for kiting mechanics + Breaking LoS for cover. Negates survivability in terms of KB but the damage it does is -fight duration.
Char, best ST hold in the game. A must have really. (Although I think atleast 1 immob is a must have, I didn't choose it in this case as I would seriously doubt seeing kiting given a thought in this team.)
Fire Cages, Similar Ring of Fire but for more numbers. Should everything be fire caged and your in need of a heal, you can take cover and wait to get it. It'll simply be not as damaging on a single target after slots at the end of the day. Used when mobs need to be moved/tightened can lower the survivability of the whole team. Negates survivability in terms of KB but the damage it does is -fight duration to group.
Smoke, mainly good to blind the enemy, the fight duration can be smaller on a tanker going in by secs as they're seen not so early and depending on what else the -tohit stacks with not so bad for additional survivability.
Hotfeet, if its safe. Its like caltrops. The two types of tankers its practically okay to use it near are stone or ice. The players of the other types could have cause to complain.
Flashfire, nice disorient, can stack with other peoples disorient, will cause wander which can be bad for some types but if you have the aoe immob or hotfeet its not so bad.
Cinders PBAoE hold will make it safe to use hotfeet whilst its working, and if your stealthed a good opener after smoke.
Bonfire an alpha them power or if you want to negate the kb great after using cages.
Fire Imps, ST melee chimps who need to be kept back from aggroing extra groups and might get annoyed at you when you make them chase stuff.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Thinking about teams and what others need I put together a possible build for my Fire/Thermal. I got a Earth/Thermal and you know seriously to suit others it would practically be the same, tier 1 hold, tier 12 disorient and pet at 32, but a Fire/Thermal with it's 3 Imps maybe better. I am thinking with these powers it'll be a case of concentrating on buffs and heals on the team whilst the pets do the work. Tactics is so that my AoE disorient barely misses mainly, that'll be the opener and the hold is for specifics. All the other controller powers are left out because someone may not want to see them used. Pretty solid or not?
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 48 Mutation Controller
Primary Power Set: Fire Control
Secondary Power Set: Thermal Radiation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- Empty(A)
Level 1: Warmth -- Empty(A)
Level 2: Thermal Shield -- Empty(A)
Level 4: Cauterize -- Empty(A)
Level 6: Combat Jumping -- Empty(A)
Level 8: Hasten -- Empty(A)
Level 10: Plasma Shield -- Empty(A)
Level 12: Flashfire -- Empty(A)
Level 14: Super Jump -- Empty(A)
Level 16: Swift -- Empty(A)
Level 18: Health -- Empty(A)
Level 20: Stamina -- Empty(A)
Level 22: Thaw -- Empty(A)
Level 24: Acrobatics -- Empty(A)
Level 26: Assault -- Empty(A)
Level 28: Forge -- Empty(A)
Level 30: Tactics -- Empty(A)
Level 32: Fire Imps -- Empty(A)
Level 35: Heat Exhaustion -- Empty(A)
Level 38: Melt Armor -- Empty(A)
Level 41: Indomitable Will -- Empty(A)
Level 44: Mind Over Body -- Empty(A)
Level 47: Power of the Phoenix -- Empty(A)
Level 49: Vengeance -- Empty(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.