/Thermal?
My personal beef with Thermal on Controllers is that when you're solo, most of your powers are basically worthless until you get you pet (if you don't take Mind/). I solo a lot, so I prefer it on Masterminds.
That said, however, when you DO have others around the set is a very good jack-of-all-trades support set. It has shields, heals, a rez, a Break Free, a buff, and a debuff.
To answer your first question, however, all the sets will work fine with it, but again, it depends on if you're soloing or not. If you're soloing more often, Illusion is a very good set. If you can stand the climb to 32, Earth is one of my favorites, despite having a highly-resisted primary damage type. I've also heard of great things from Fire/Thermal once IO'd out.
I usually team, but will solo if need be.
IMO Thermal is the frantic cousin of Empathy. As a set, it pushes you to click faster, faster, faster. If you put yourself in the proper mindset it can be very rewarding. It can also be sort of exhausting.
There are basically three simultaneous things you need to juggle with Thermal, which when I play, I prioritize as follows:
- Do I need to refresh shields? (every 3-4 minutes)
- Can I Forge someone? (eventually worked down to every 90 seconds)
- Should I toss a heal? (continuous, because there are no recovery auras)
On top of that you have your Thermal debuffing powers which are up less often but should be thrown in whenever you can.
And then you have your controls. Depending on your primary, your strategy will change.
- Ice, for me a rather soothing and un-clicky set, synergizes with Thermal in the sense that it doesn't add a lot of extra pressure to click things. Ice Slick animates quickly (faster than Earthquake) and Arctic Air is always running, so putting mezz-pressure on enemies while buffing the team works smoothly. Mastering how to leverage Arctic Air while buffing, to me, is the key to this combo. Note that you this combo is very team dependant until lvl 32, and still rather fragile solo even after that. I think that Ice Control, more than any other Control set besides perhaps Fire, benefits tremendously when teamed with a Tank-type character who is good at redirecting aggro.
- Mind Control has no pet to buff. Whether this effects you depends entirely on how often you team. If you are always teamed, Mind is one of the best sets you can take, because buffs are only as good as the pet (or teammate) you put them on. One of the main synergies between a buff set and Mind Control is that Mind has several aggro-less controls that make you the least likely team member to get attacked, if you play your cards right. Since you are the last-resort character, this can translate into better team survival rates.
- Earth is another set that is very team dependant, although the pet it gets is ridiculously survivable when shielded up. I think the pet is actually better than the pets Masterminds get. Earth has a lot of similarities to Ice, but is more clicky and, in a way that's hard to describe unless you've played the set, is sort of "confrontational." What I find is that Earth is better at steam rolling enemies that are moderately dangerous and Ice and Mind are better at preventing catastrophic team wipes when unexpected things happen (ambushes, foolish teammates, etc).
- Plant does great damage and great control. It works with any secondary. It does get a pet, but more as an afterthought than because the set really needs it or because the pet is really remarkable.
- Fire is a high damage set with less control potential. It adds some team safety but focuses more on high-risk blapping. I don't think it's a stretch to call Fire Control schizophrenic. This is the set for you if you are an adrenaline junky who likes to gamble; when you're successful, your potential is awesome, when you're not (or your tank isn't very good or your fire imps are just in a fiesty mood), you will be the first team member down every time.
- Illusion is a unique set. It has some overlap with Mind Control, including an absolutely awesome aggro-less single target Confuse power.
- Gravity is.. gravity. It's not a terrible set, but it's definitely not my favorite. Paired with /Thermal, the pet can be shielded but can't be healed. It's not a terrible combo, but (like anything paired with Gravity) it's not strictly the best either.
Hope that helps.
I have a Grav/Thermal controller who is now lvl 43 (almost 44)...he's....very slow at solo'ing. I kill mobs with veteran reward powers and/or by DoT (use hold, aoe immob, st immob, hold, st immob, rinse and repeat until mob is dead).
I will say that the Singularity is a great pet. Quite tank-ish (especially with shields on it) and perfect for clogging up a hallway so that you can run away if needed (since mobs will just get repelled when they run into Singy).
If you team a lot then yeah Grav/Thermal can work. I will say that I usually feel totally useless on teams except for my secondary (for the most part). Grav has no real good control since Wormhole takes long to activate and usually if you're on a really good team, it's not necessary (since you steamroll through things)...and the only 'good' AoE control you get recharges every 4-6 minutes (AoE hold).
It's definitely unique...try it out if I haven't dismayed you from trying it by now
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I have a Grav/Thermal controller who is now lvl 43 (almost 44)...he's....very slow at solo'ing. I kill mobs with veteran reward powers and/or by DoT (use hold, aoe immob, st immob, hold, st immob, rinse and repeat until mob is dead).
I will say that the Singularity is a great pet. Quite tank-ish (especially with shields on it) and perfect for clogging up a hallway so that you can run away if needed (since mobs will just get repelled when they run into Singy). If you team a lot then yeah Grav/Thermal can work. I will say that I usually feel totally useless on teams except for my secondary (for the most part). Grav has no real good control since Wormhole takes long to activate and usually if you're on a really good team, it's not necessary (since you steamroll through things)...and the only 'good' AoE control you get recharges every 4-6 minutes (AoE hold). It's definitely unique...try it out if I haven't dismayed you from trying it by now |
I have a Grav/Storm in the mid-40's who has solo'ed almost the entire way. Even without the damage from Tornado and Lightning Storm, he can solo at a reasonable speed . . . not exactly fast, but not painfully slow, either. Painfully slow would be an Ice/FF . . .
As for a primary for Thermal . . . Thermal is kind of a mix between Rad, Emp and Sonic. Pretty much any primary will work, depending on what you want for the character. Illusion works great for a character who wants to both solo and team. Plant, Grav and Mind can solo, with Plant being more of an AoE build, while Grav is more single target and Mind gets its AoE control late. Fire can solo later in the build, but will be kind of slow until Fire Imps. Ice and Earth are team-oriented with low damage but high AoE control -- Ice is more melee control with Arctic Air, while Earth is great ranged AoE control.
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Ill/thermal. Ill lets you play a more passive support like Ill/emp does since you don't need to be in the middle of things like a /sonic, /ff, or /kin needs to be. Ill can more than hold it's own when it needs to solo.
And is thermal a good set? i've heard its good from some people, while others have said its the worst set. o.o
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Thermal is a very good set. It is not, however, a set for everyone.
A lot of times you will hear people say that Empathy is "not a healing set." Thermal is not quite like that. If you are going to use Thermal you should enter on the assumption you will be doing at least some healing. Some posters get worked up about the definition of healing, but what I mean is that you should, as a matter of course, be ready to hit the PBAoE heal button pretty regularly, and on an average team expect to use the targeted heal once or twice a fight.
It does not mean that you should "only heal." Buffing is a very important part of Thermal. You will have to make sure to keep your teammates shielded and Forge someone every time it's up. Personally I have always found the shielding part pretty easy to do, and the Forge part much more difficult. [Aside: I think when Defenders get Thermal it will be less so for them, since they'll have less to juggle--and holy juju at the huge buff amount Defenders will get from this power!] The bottom line is Thermal blends the buff cycles of Force Field or Sonic with the buff cycles of Empathy and it takes a very good player to fully leverage all of it. If you can master it, though, you will be a very useful teammate.
On a power for power basis, Thermal is either equal to other sets or slightly weaker. The heals and shields are exactly identical to what's in other sets, but the third tier support power is missing. What I mean is that you have the PBAoE heal, single target heal, but lack the high power regeneration heal of Empathy. You also have the smash/lethal shield, fire/cold/energy shield, but lack the big bubble of Sonic. What you DO have is two powers from each of those sets, in the same powerset, and it is this interaction where most of your strength comes from.
Well, killing would be a LOT faster if you took and used either of the single target damage powers, Propel or Lift. Propel is great single target damage, but slow to animate. That means that it works great solo, but has a tendency to not be very effective on teams -- the foe is often dead before you can hit him with that Stone Gargoyle. If I plan to team most of the time, I would take Lift instead -- kinda weaker than it should be on damage, but it still works and has a secondary control effect of knockup....
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As far as Lift goes, I did have it but then decided against it seeing that the ST immob power does more damage (granted over time but still)...so I took more damage than a knockup power which I don't really need.
Now if Dimension Shift was replaced with an AoE Lift power...I'd get that
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I have a baby Fire/Thermal who is 18, and I enjoyed her a lot when I was playing her. I think Fire has good synergy with Thermal as it gives you the ability to either buff the heck out of your team for team play or buff the heck out of your Imps for solo. Either way you can get the most out of your secondary with Fire.
Thermal is a great little "toolbox" set, by which I mean it's got a solid power or two for each of the major things you hope for out of a controller secondary on your team. It heals, debuffs, and adds offensive and defensive buffs. It doesn't specialize; your enemies won't be crippled like they would by a /rad and you won't be as rock-solid safe as you would with a /ff, but Thermal is a set with no holes in it. It's got the full toolbox.
The damage on Lift is regretable but the knockup is still useful. It's good to use on bosses. Hold > Lift > Hold lets you stack holds safely after drawing aggro.
I'm afraid not, my friend. Gravity Distortion roots that boss firmly in place, granting -100 mag knockback and knockup for 10 seconds. I think you're thinking of the fun to be had with Dominate, Levitate, Dominate. This is just another one of my peeves with Gravity Control.
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Did I already mention how much I dislike Gravity Control? :P
Oh I have Propel on my Grav/Thermal Controller. I do use it while solo...but on a team, I really don't even bother with it because, like you say, before the animation finishes the mob is dead 90% of the time. Really on a good team (especially on a really good team), the only thing I do is buff with shields, heal if needed and maybe toss out Melt Armor...and maybe my AoE hold; beyond that, nothing much :/ Which is both good and bad.
As far as Lift goes, I did have it but then decided against it seeing that the ST immob power does more damage (granted over time but still)...so I took more damage than a knockup power which I don't really need. Now if Dimension Shift was replaced with an AoE Lift power...I'd get that |
One legitimate concern is that Propel takes so long to animate that it keeps you from doing other things. But still, it is so much fun to smack foes with stuff that I wouldn't skip it.
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I have a Mind/Thermal/Earth controller, it was fun late game (solo and team)
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I'm afraid not, my friend. Gravity Distortion roots that boss firmly in place, granting -100 mag knockback and knockup for 10 seconds. I think you're thinking of the fun to be had with Dominate, Levitate, Dominate. This is just another one of my peeves with Gravity Control.
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My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary
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I think the best options are Illusion/Thermal or Earth/Thermal.
If you want to be able to solo in a pinch prior to level 32 or 33, Illusion/Thermal is the way to go. Otherwise, if you can stand teaming until 32+ then I prefer Earth/Thermal. Earth is the controller's controller IMO. Its good enough to stand on its own for being the control set for a big team, even without a secondary to augment it. Thermal is a great all around team tool for heals, buffs and debuffs.
Basically, I'd put Earth/Thermal as the #2 ultimate team controller, barely behind Earth/Rad.
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Earth/Thermal is a beast. So much control, so much support, and a pimped out stone man running around randomly beating the tar outta villains.
As to Thermal itself, it's good at everything, great at nothing. Just an all around good set.
I have a Fire/Thermal Controller in the mid 20s and an Earth/Thermal Controller around 10 who are both off to a very strong start. Thermal is pretty handy on teams right from level 1, though I can't really comment on their soloing potential--I've never tried to build a solo 'Troller.
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Ive done Earth/Thermal and Fire/Thermal and I enjoy both but I have found that Earth/Thernal can really be a beast. A buffed up Stoney is a terror..
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What's a good primary to use with /Thermal?
And is thermal a good set? i've heard its good from some people, while others have said its the worst set. o.o