Fire Control/TA?


Local_Man

 

Posted

Hello all, normally I'm the one giving advice...but today I am not :P. I have tried all of the control Primaries for on Doms and Controllers and for the life of me I can't get Fire Control above lvl 12...to get to the point do you know any secondary that meshes well with Fire Control besides /Rad or /Kin? I want to try out Fire first on blue side btw.

I also need advice on a Fire/TA Troller...would it be a pain b/c of the constant redraw? Would it be inefficent running back and forth to the front line then to the back to fight a mob? (I've been told Fire Control is very in your face). Even after a year I still haven't as of yet seen how Fire Control truly works due to me playing a lot of red side on medium trafficked servers.

Would the flash arrow/smoke combo be enough -To Hit to even bother?

Halp mehz. lol



 

Posted

Fire/TA is a very good blend it features massive control, excellent damage, and good debuffs.

The redraw is only annoying if you focus on it and you can set your attack chain to minmize it by using all your secondary powers in a row.

3 AoE controls Flashfires, Cinders, and EMP Arrow.

2 single target controls Ice Arrow and Char can be stacked quickly on a boss or can be stacked with an AoE hold to neutralize multiple bosses

2 Acc debuffs when fully slotted and stacked give excellent mitigation againt those mobs not controlled. When stacked on top of one of the defense based epic armor make for a very tough controller.

Against standard spawns start off with Smoke then Flash Arrow. Open with an AoE control. Move into close range for hot feet. Drop your debuffs (Acid Arrow, Disruption Arrow, and Oil Slick if recharged) Lock down anything that escaped the initial AoE control. By that time Imps and Hot Feet will have melted anything except a boss.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Miladys_Knight View Post
Fire/TA is a very good blend it features massive control, excellent damage, and good debuffs.

The redraw is only annoying if you focus on it and you can set your attack chain to minmize it by using all your secondary powers in a row.

3 AoE controls Flashfires, Cinders, and EMP Arrow.

2 single target controls Ice Arrow and Char can be stacked quickly on a boss or can be stacked with an AoE hold to neutralize multiple bosses

2 Acc debuffs when fully slotted and stacked give excellent mitigation againt those mobs not controlled. When stacked on top of one of the defense based epic armor make for a very tough controller.

Against standard spawns start off with Smoke then Flash Arrow. Open with an AoE control. Move into close range for hot feet. Drop your debuffs (Acid Arrow, Disruption Arrow, and Oil Slick if recharged) Lock down anything that escaped the initial AoE control. By that time Imps and Hot Feet will have melted anything except a boss.
That is completely wrong. Bosses will have melted too


 

Posted

I've not tried the combo myself, but I've used both power sets. I think the above posts are very accurate.

I can give you more of the feel of the TA draw style. It can feel a bit slow having to draw a bow every time. As stated above, you can try to group a couple of powers together so the redraw is limited some what, but in the end, every time you cast primary and then secondary, you're going to watch the bow draw animation. When you're in a fight, you won't notice it as much as you're watching and thinking of the next attack power.

/TA is an awsome set and you can solo very easy with it. Teaming is even better! You'll enjoy it, just ignore the draw and you're fine.


Demonfest - 50 - Demon / Thermal Mastermind
Covered Shadow - 50 - Dark Melee / Shield Scrapper

 

Posted

Quote:
Originally Posted by Negate View Post
I also need advice on a Fire/TA Troller...would it be a pain b/c of the constant redraw?
No. I play Fire/TA, TA/Dark, TA/Sonic (among others)... redraw never bothers me on any of my TA characters. Debuff/control with your TA powers, then use your other powers. You'll rarely have to redraw your bow more than once or twice a fight, if even that frequently, unless you're deliberately trying.

Quote:
Would it be inefficent running back and forth to the front line then to the back to fight a mob? (I've been told Fire Control is very in your face).
Fire has one, exactly one, melee range power. Hot Feet. Anyone who has told you that Fire is "in your face" is almost certainly referring to Fire/Kin. Fire/anything else is not Fire/Kin and you're not required to play it like Fire/Kin.

Fire/TA can and does play at range quite well. I tried Hot Feet with my Fire/TA and found that it wasn't worthwhile for the way I wanted to play. The endurance cost was too high, the damage ticks came too slowly and the availability of Fire Imps and Oil Slick Arrow later completely overshadowed it. I respeced out of Hot Feet and haven't missed it one bit.

Quote:
Would the flash arrow/smoke combo be enough -To Hit to even bother?
Over 15% when slotted? Yes, it's absolutely worth it.


 

Posted

Thanks for the feedback! I needed something that blends with Fire and this will do nicely!



 

Posted

I will point out that unless they've fixed it in I16 beta, the Fire Imps (and other pets) run away from a burning Oil Slick. That can be irritating.

That said, Fire/TA is fun, and yes you can play it at range. I played mine without Hot Feet for most of her career and it works fine.

Lewis


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Posted

Quote:
Originally Posted by Luminara View Post
Fire has one, exactly one, melee range power. Hot Feet.
And Cinders.


 

Posted

Quote:
Originally Posted by Thorm View Post
And Cinders.
*slaps self several times*

Two. Two melee range powers.

*slaps self some more*

I always forget about the controller AoE/PBAoE Holds. Typically because I've got better tools available (EMP Arrow is a prime example), but I do need to remember that they're there, at least. >.<


 

Posted

Quote:
Originally Posted by Luminara View Post
*slaps self several times*

Two. Two melee range powers.

*slaps self some more*

I always forget about the controller AoE/PBAoE Holds. Typically because I've got better tools available (EMP Arrow is a prime example), but I do need to remember that they're there, at least. >.<
Not like it forces the fire troller to melee range in order to use it as opposed to hotfeet, but I just felt like adding it.


 

Posted

Quote:
Originally Posted by Luminara View Post
*slaps self several times*

Two. Two melee range powers.

*slaps self some more*

I always forget about the controller AoE/PBAoE Holds. Typically because I've got better tools available (EMP Arrow is a prime example), but I do need to remember that they're there, at least. >.<
I don't mind anyway I make all my defenders and Controllers fight like Doms anyway :P.



 

Posted

Quote:
Originally Posted by Luminara View Post
*slaps self several times*

Two. Two melee range powers.

*slaps self some more*

I always forget about the controller AoE/PBAoE Holds. Typically because I've got better tools available (EMP Arrow is a prime example), but I do need to remember that they're there, at least. >.<
Annnnd you don' have to get to melee range even then, "close" range is enough. Hot feet has radius 20' and Cinders is radius 30'. You can use fire cages and decide where you are in relation to the mobs. Even though you are close you can still effectively use your ranged attacks while preventing the mobs from using their melee attacks.

That's how my hurricaneless fire/storm/stone plays. For Fire/TA stacking the debuffs in Smoke and Flash Arrow let you get close with few worries.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Now, is it just me, or does Cinders not seem that appealing to me? I mean, I want to like it, but the low Accuracy and long Recharge are a huge turn-off for me.


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Posted

Quote:
Originally Posted by Neutrino_Siphon View Post
Now, is it just me, or does Cinders not seem that appealing to me? I mean, I want to like it, but the low Accuracy and long Recharge are a huge turn-off for me.
Definitely not a must have, but still a very nice hold, iirc it has fast activation and large radius.
Also quite usable if you're in melee for hotfeet already.

Sometimes comes in handy for adds / ambush when FF is down, and/or to 1-2 hold a boss with char. Also makes controlling groups with more than 1 boss much easier.

But it's not as important as FF to a fire troller. WAY less important.


 

Posted

Quote:
Originally Posted by Neutrino_Siphon View Post
Now, is it just me, or does Cinders not seem that appealing to me? I mean, I want to like it, but the low Accuracy and long Recharge are a huge turn-off for me.
Whether to take the AoE Hold on a controller has prompted lots of debate on these boards. Back before the "Great Controller Nerf" of Issue 6 or 7, taking the AoE Hold was a no-brainer -- it was a key power in the set. The 20% Accuracy penalty has always been there, but the duration was cut nearly in half, and the recharge was doubled in the "GCN," making the power optional. Still, once the AoE hold is slotted up with 2 Acc, 2 Hold, 2 Recharge, it is still a very functional power even if it isn't up with every group.

Cinders has the same accuracy, duration, recharge and range as Ice's Glacier and Illusion's Flash. Because they are "Point-Blank" instead of Ranged, the diameter of the hold is larger than the other AoE Holds. Cinders animates faster than the other two. Fire is more of a melee set, so I find Cinders to be a key power to have. I like to run in, fire off Cinders to hold the foes while they roast in Hot Feet. However, with a Fire/TA you can choose to give up Hot Feet for the benefits of staying at range, making Cinders needed less. Still, it is worth considering as a nice "panic button" power and back-up control that sets up Containment.


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