Found ONE thread using Thermal. Is it that bad?
Thermal is a fine set, with a combination of parts of Rad, Emp and Sonic. The Shields are Resistance Based, rather than Defense. A lot of the current focus is on Defense, so that makes it a little less popular. Unlike Sonic or Cold or FF, Thermal has heals, which is very good.
In general, the buffing sets are less popular (other them Emp). It seems that a lot of folks are more focused on being able to solo than team. Thermal is a more general-purpose set, with heals, buffs and debuffs. Nothing wrong with the set at all. It was one of the later added sets, which means that many of the older characters won't be Thermal.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
Thermal is a jack-of-all-trades. Some buffs, some debuffs, some heals. None of it's powers are bad. Power of the Phoenix is the only one I'd think of skipping outright, in fact, and that's only due to the the ability to combine inspirations or pick up a rez from day jobs. Unfortunately, a lot of good powers makes it a tough set to pair with a control primary because you have to become very selective as to what to take.
As others build for personal defense, they will probably find your buffs more and more useful. Once a character has hit the soft-cap (45% defense, anymore is essentially ignored until you face +5 mobs) resistance buffs will do more for their surviability than defense buffs. You'll also be able to heal the damage when a lucky streak breaks through the defense.
One other thing to note is that Thermal gets a bad rap for its buffs being very intrusive on your costume. Forcefields, Sonic Shields, and even Ice can be played down to allow a character's costume to show through. I've seen many people ask to be skipped on thermal shield based on appearance alone.
I... ..I don't want the ZOMG fotm overpowered build favored by min/max'ers and munchkin copycats. I do want some decent performance. Good on teams and able to solo a little bit.
I could use some advice. |
Interesting you clump min/maxers and fotm with so called "munchkin copycats." What I find incredibly ironic about players like you and Fire_Minded is you claim to set yourselves apart from everyone else by prioritizing concept over performance. One of the primary factors in determining which combos you play is your desire to try something different from the norm.
You're determined to not be another fotm lemming. Therefore your approach to gaming is unique and based on what is right and fun for you.
One problem though: your whole reason for gaming and the thing that gets you to the place you want to be is a result of the mindset you are against. You base your gaming experience on the gaming experiences of the community at large.
If you're interested in Thermal, say that. When you start throwing jabs at so called fotms, min/max'rs, munchinks, lemmings, etc...you're given yourself away for what you really are.
I don't have any advice with respect to Thermal but I will give you advice with respect to how you should conduct yourself.
Interesting you clump min/maxers and fotm with so called "munchkin copycats." What I find incredibly ironic about players like you and Fire_Minded is you claim to set yourselves apart from everyone else by prioritizing concept over performance. One of the primary factors in determining which combos you play is your desire to try something different from the norm. You're determined to not be another fotm lemming. Therefore your approach to gaming is unique and based on what is right and fun for you. One problem though: your whole reason for gaming and the thing that gets you to the place you want to be is a result of the mindset you are against. You base your gaming experience on the gaming experiences of the community at large. If you're interested in Thermal, say that. When you start throwing jabs at so called fotms, min/max'rs, munchinks, lemmings, etc...you're given yourself away for what you really are. |
I have respect for min/max'ers and the patience it takes to work the numbers to the complex combinations that this character creation system allows. I did not mean to imply equality between those worthies and the average 12 year old that comes breathlessly running to the forum asking others to do all the thinking for their UberHero834.
In fact I meant exactly the opposite. You have a range of players. At one extreme you have the scientist/mathematician. I think of them as "those that can". At the other end of the scale we have "those that can't". I am in between there someplace closer to the "can't" than the "can" side but I am certainly not 12 nor am I breathless. (The breathless part may be up for debate since I obviously did not put a lot of thought into how I was expressing myself.)
As for using the term flavor of the month/moment; with the mistaken impression I tried to explain above I can understand how it might be fuel on the fire. I hope the readers here can imagine that there are uninsulting ways to use it.
Edit:
And having reread the post I can see you point clearly now. I did not say what I meant and there is very little room there to take it in the manner in which I thought I was writing the post.
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Thermal is a fine set, with a combination of parts of Rad, Emp and Sonic. The Shields are Resistance Based, rather than Defense. A lot of the current focus is on Defense, so that makes it a little less popular. Unlike Sonic or Cold or FF, Thermal has heals, which is very good.
In general, the buffing sets are less popular (other them Emp). It seems that a lot of folks are more focused on being able to solo than team. Thermal is a more general-purpose set, with heals, buffs and debuffs. Nothing wrong with the set at all. It was one of the later added sets, which means that many of the older characters won't be Thermal. |
Thermal is a jack-of-all-trades. Some buffs, some debuffs, some heals. None of it's powers are bad. Power of the Phoenix is the only one I'd think of skipping outright, in fact, and that's only due to the the ability to combine inspirations or pick up a rez from day jobs. Unfortunately, a lot of good powers makes it a tough set to pair with a control primary because you have to become very selective as to what to take.
As others build for personal defense, they will probably find your buffs more and more useful. Once a character has hit the soft-cap (45% defense, anymore is essentially ignored until you face +5 mobs) resistance buffs will do more for their surviability than defense buffs. You'll also be able to heal the damage when a lucky streak breaks through the defense. |
These two.
Only thing I can really add is, don't forget your dual builds. If you run a team and a solo build, you're going to have a LOT of flexibility going in your solo build - Thermal's great if you have a "concept" you would want to fit odd powers or more pool powers in with, as you can skip a heal, the rez, pretty much everything but the healing aura through to your level 35 debuff. Add fighting, add leadership, add something like the fears from Presence if you want to - you'll have room to do it, while still having a full or nearly full primary.
Yes, it is very bad. It's bad that Thermal is such an underplayed set.
I don't have any advice with respect to Thermal but I will give you advice with respect to how you should conduct yourself.
Interesting you clump min/maxers and fotm with so called "munchkin copycats." What I find incredibly ironic about players like you and Fire_Minded is you claim to set yourselves apart from everyone else by prioritizing concept over performance. One of the primary factors in determining which combos you play is your desire to try something different from the norm. You're determined to not be another fotm lemming. Therefore your approach to gaming is unique and based on what is right and fun for you. One problem though: your whole reason for gaming and the thing that gets you to the place you want to be is a result of the mindset you are against. You base your gaming experience on the gaming experiences of the community at large. If you're interested in Thermal, say that. When you start throwing jabs at so called fotms, min/max'rs, munchinks, lemmings, etc...you're given yourself away for what you really are. |
I don't have any advice with respect to Thermal but I will give you advice with respect to how you should conduct yourself.
Interesting you clump min/maxers and fotm with so called "munchkin copycats." What I find incredibly ironic about players like you and Fire_Minded is you claim to set yourselves apart from everyone else by prioritizing concept over performance. One of the primary factors in determining which combos you play is your desire to try something different from the norm. You're determined to not be another fotm lemming. Therefore your approach to gaming is unique and based on what is right and fun for you. One problem though: your whole reason for gaming and the thing that gets you to the place you want to be is a result of the mindset you are against. You base your gaming experience on the gaming experiences of the community at large. If you're interested in Thermal, say that. When you start throwing jabs at so called fotms, min/max'rs, munchinks, lemmings, etc...you're given yourself away for what you really are. |
Uh...
It's not really my business but it seems to me you went a little extreme in your reply here. We do clash on the Controller boards sometimes but IMO you're making this inappropriately personal. I think people should be able to ask questions without us drawing their blood. I've got a fiery personality too, so I'm in no real position to lecture. I'd just like us all to consider keeping the tone friendlier so we don't intimidate people from asking questions or posting builds. Many thanks.
To actually answer the question though, Thermal is a decent enough set if you like to team. It's not as suited to solo play as some sets. I'd put it in the same general tier as Empathy. And you are right that it isn't a favorite of min/maxers, farmers and the like, despite being an overall capable set.
My boyfriend has a Fire/Therm controller and its very good, very team friendly.
Therm offers good buffs and heals for a group. 2 heals, 2 shields, a status protection and even a mini fortitude. Later on it also offers some good debuffs with heat exhaustion (great for AV's) and melt armour.
I think its a very powerful and well rounded set. I suspect the only complaint is its very geared towards teamplay, and doesn't really help you solo until your 30's where you can heal/buff pets and get the 2 debuffs.
Strong combo though, goes nicely with fire mastery aswell!
I played a Fire/Thermal/Fire controller to level 50, and she was a pretty good character. She could be a bit endurance-heavy at times, with all the crazy healing, buffing, controlling, Hot Feet, damage powers etc. The other issue will be slots ... so many of the powers crave slots that it may take longer than it does on some other controller combos to get all your powers slotted like you want. But still, its a decent combo for both performance and concept.
I found I prefer Earth/Thermal, but hey, Fire/Thermal is just fine.
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Thermal is actually one of the more powerful secondaries from a min/max perspective. It isn't popular for a bunch of reasons. The main one being is that similar to cold it is largely a buff bot until very late game.
Since the pet recharge nerf it can drop targets about as fast as fire/rad.
Have the people who are saying the rez is skippable really tried it out? It's not just a combat rez, it's also an AoE attack like Rad's Fallout that deals a lot of damage, knocks enemies back and disorients them. It has changed the tide of battle for me many times and it's even better if you use it as a controller, since you can immob the baddies before rezzing to make sure they don't get knocked back and receive all the damage.
Only skippable in a solo build, in my opinion.
There's certainly a case to be made for powers like PotP, Fallout, and Vengeance; the latter two are worthy of more consideration, in my opinion. However, there are two things to consider against them.
One is that you have a primary and secondary dedicated to protecting your allies. Death may happen, but a controller should greatly reduce the frequency of it and the need for such powers. The second is that /thermal leans towards a very tight build. The debuffs are a must and its buffs are all very appealing for any team. The powers I place on the bottom rung are the heals and its rez. Unfortunately, you're locked into taking one of heals. That leaves two powers for the cutting room floor.
I always skip Power of the Phoenix. It does do a Mag 4 stun and 300 points of damage, which would be useful, except that to leverage that you need to slot them. If you use this power unslotted on a +4 enemy group (the main situation where you have an excuse for someone having died), it does only about 150 damage and the stun lasts just 7 seconds. For this it costs 1/2 of your endurance bar--it is the single most endurance expensive power Controllers can take. It also simultaneously draws aggro to you while making the rezzee untouchable. Did you just rezz the tank? Well, now you get to have his aggro and he can't steal it back for 15 seconds.
Then there is the 300 second Recharge time. The rezz in Empathy, Pain, and Radiation recharges in 180 seconds; this takes 300.
The PBAoE power Rise of the Phoenix available in our epic power pool is a different story. IMO that power is almost better than having a resistance shield, because it avoids two of the big issues of Power of the Phoenix; when it draws aggro to you you're invulnerable and enemies immediately lose interest, and rather than cost half your endurance bar it gives it half back. That power gives you the freedom to play like a kamikaze and has been the foundation of some of my most daring and ridiculous victories.
Have the people who are saying the rez is skippable really tried it out? It's not just a combat rez, it's also an AoE attack like Rad's Fallout that deals a lot of damage, knocks enemies back and disorients them. It has changed the tide of battle for me many times and it's even better if you use it as a controller, since you can immob the baddies before rezzing to make sure they don't get knocked back and receive all the damage.
Only skippable in a solo build, in my opinion. |
If you're doing your job as /Thermal controller, team deaths are going to be rare. Between your control powers and your buffs and heals, the percentage of time that you have dead allies around is going to be exceedingly small: perhaps less than 1/10th of 1% of the time.
The missed opportunity cost of a power that can be used 100% of the time is simply too great to justify a rez power that can only be used on dead allies. Practically any other power, no matter how marginal its use, will be more worthwhile than a power that can only be used when there are dead allies around.
Furthermore, there are at least three other methods for resurrecting downed allies: the Day Job rez, the new Resuscitator temp power, and giving allies awakens combined from insps obtained from the rest of the team.
I have started a Fire/Thermal. Seems a natural combo huh? I have found one post on an Illusion/Thermal and nothing else that uses the secondary. I can reroll if Thermal is useless. I don't want the ZOMG fotm overpowered build favored by min/max'ers and munchkin copycats. I do want some decent performance. Good on teams and able to solo a little bit.
Theme-wise I want Fire related powers. Character name is Homura no Umaretsuki (Born of Flame/Fire). With the (really cool and new to me) ability to edit power colors I guess several secondaries could fit the 'look' of my idea if I end up changing. I am a returning player. The last time I was around WW had just come in and I am P.O.O.R. (under 12 million across all characters and only because veteran players are very nice with contests and giveaways) No expensive builds for me! I could use some advice. |
I can only imagine how powerful the set would be for keeping teams alive on a defender.
Here is the build I currently use. I enjoy the feel of the fire/therm. As i'm sure unicycle and frost will debate, that my build doesn't have hotfeet. I continue to prefer not to have it, so my build does not have it. It has pros, and cons, the cons are more to me than the pros for the playstyle of a fire/therm personally.
Now when making builds, you can't really expect you'll never even earn money along the way. Or that if you like a character that you can't simply work towards earning IOs when you hit 50 even. That in mind, I rarely use purples, and try to keep my builds generally cheap while effective. But good news is this combo does quite well with even SOs (definite boon to thermal there).
FYI this build was made before ninja run. I'd drop SJ for hasten, ditch the recharge in warmth/cauterize and 3 slot hasten.
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Fire Thermal: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Thermal Radiation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Char -- Para-Acc/Rchg(A), Para-Acc/Hold/Rchg(5), G'Wdw-Acc/Rchg(9), G'Wdw-EndRdx/Hold(19), G'Wdw-Hold/Rng(34), G'Wdw-Acc/Hold/Rchg(34)
Level 1: Warmth -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25)
Level 2: Thermal Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(3), ResDam-I(7)
Level 4: Cauterize -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(5), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(25)
Level 6: Fire Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(17), TotHntr-Acc/EndRdx(19), TotHntr-Immob/Acc(40)
Level 8: Combat Jumping -- Ksmt-ToHit+(A)
Level 10: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(11), ResDam-I(11)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(17)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
Level 16: Hurdle -- Jump-I(A)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc/Rchg(21), P'Shift-EndMod/Acc(45)
Level 22: Power of the Phoenix -- RechRdx-I(A)
Level 24: Thaw -- EndRdx-I(A)
Level 26: Bonfire -- RechRdx-I(A), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(46)
Level 28: Forge -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(29), AdjTgt-EndRdx/Rchg(37), AdjTgt-Rchg(37)
Level 30: Cinders -- Para-Acc/Rchg(A), Para-Acc/Hold/Rchg(31), G'Wdw-Acc/Rchg(31), G'Wdw-EndRdx/Hold(31), G'Wdw-Hold/Rng(34), G'Wdw-Acc/Hold/Rchg(37)
Level 32: Fire Imps -- C'Arms-Acc/Dmg(A), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33), C'Arms-EndRdx/Dmg/Rchg(33), BriL'shp-Acc/Dmg(46)
Level 35: Heat Exhaustion -- Acc-I(A), Acc-I(36), RechRdx-I(36), RechRdx-I(36), RechRdx-I(40)
Level 38: Melt Armor -- UndDef-DefDeb/Rchg(A), UndDef-DefDeb/Rchg/EndRdx(39), UndDef-Rchg/EndRdx(39), UndDef-Rchg(39), ShldBrk-Acc/DefDeb(40), ShldBrk-Acc/EndRdx/Rchg(46)
Level 41: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Fire Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(45), Aegis-ResDam/EndRdx(45), Aegis-ResDam(50)
Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Level 0: Ninja Run
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Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
An interesting thing for Thermal is that if you do a dual build for the rare occasion you are without a team, almost the entire set is skippable, and you have a ton of room to pick up any/all pool powers you might want. For a team build you will want to pick most if not all of the set, and while it's a bit of an oddball, it's very versatile and useful. +Res shields, Forge, heals and debuffs will make you a popular hero no matter what your team is lacking.
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
Nice build, but I have a nitpick. I know some people disagree but I'm always a proponent of taking Hot Feet on any Fire Control build. Damage is the main thing Fire Control's got over the other Control sets, but only if you take the powers that actually deliver it. I know some folks prefer to play from range, but, IMO, unless you're doing it for concept reasons, you're better off with a different set than skipping one of the best AoE damage powers in a set that's mainly devoted to damage.
IMO trying to play Fire Control in the style of other, control heavy sets is mistake. You do have one pretty good ranged control. But all it takes is one Dispersion Bubble and enemies are immune to all of your controls. Flexibility is not a strength of Fire Control; you want the ability to win by brute force.
I always skip Power of the Phoenix... unslotted on a +4 enemy group... it does only about 150 damage and the stun lasts just 7 seconds
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A reason I might skip it is that it doesn't go boom until the teammates accepts the rez. This usually makes it a little like Time Bomb, it rarely goes boom at the right time to actually hit stuff.
Nice build, but I have a nitpick. I know some people disagree but I'm always a proponent of taking Hot Feet on any Fire Control build. Damage is the main thing Fire Control's got over the other Control sets, but only if you take the powers that actually deliver it. I know some folks prefer to play from range, but, IMO, unless you're doing it for concept reasons, you're better off with a different set than skipping one of the best AoE damage powers in a set that's mainly devoted to damage.
IMO trying to play Fire Control in the style of other, control heavy sets is mistake. You do have one pretty good ranged control. But all it takes is one Dispersion Bubble and enemies are immune to all of your controls. Flexibility is not a strength of Fire Control; you want the ability to win by brute force. |
I would certainly not consider fire as "mainly" devoted to damage, it has some good control options, really the damage from hotfeet, and the damage that imps do over other pets is about the only difference to initiate that stigma, otherwise its a pretty standard control set.
It also gets the stigma from (very annoyingly IMO) all the fire/kins, which yes obviously synergizes with hotfeet very well. But in a set that outside of melt armor, which is on a long recharge, you're dealing with hotfeet all on its own with no extra damage help. Add the extra aggro you get from hotfeet and the end cost for again a secondary that helps you pretty much none, the extra risk is not near worth it IMO for what you would gain by picking up hotfeet on this build.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
I would certainly not consider fire as "mainly" devoted to damage, it has some good control options, really the damage from hotfeet, and the damage that imps do over other pets is about the only difference to initiate that stigma, otherwise its a pretty standard control set.
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I wouldn't call it a "stigma" I'd call it an "edge." It's your choice whether to play to it or not. I'm certainly not saying you have to do it, but take a look at Fire's control options:
Single Target Hold - same as all Controllers
AoE Hold - same as all Controllers but requires melee-ish range
AoE Stun - shared with Earth Control
I guess we could throw Bonfire in there somewhere. I don't even know what to think of that powers. It's ok but IMO more "interesting" than "competitive" with controls from other primaries.
As a ranged Controller Fire is basically outclassed on all sides. It's just not a huge strength of the set, which is why I said unless you're doing it for concept you are, IMO, better off with a different primary if you plan to skip Hot Feet. Earth/Thermal for example has almost exactly as much damage (about .5 less damage in Cages), a much sturdier pet that won't die and drag aggro back to you, and better and further reaching control options than the Hot Feet-less Fire Controller.
Fire Control is just kind of a "psycho" set. It's inherently risky but the payoff is you get around the main Controller strangle hold, and get decent damage--IF you take the powers that provide that. It's definitely not a set I'd ever pick for its ability to be cautious; for that I'd say Mind or Illusion completely blows it away. Can't argue with concept of course, but I did want to put that out there for people new to the sets.
I have started a Fire/Thermal. Seems a natural combo huh? I have found one post on an Illusion/Thermal and nothing else that uses the secondary. I can reroll if Thermal is useless. I don't want the ZOMG fotm overpowered build favored by min/max'ers and munchkin copycats. I do want some decent performance. Good on teams and able to solo a little bit.
Theme-wise I want Fire related powers. Character name is Homura no Umaretsuki (Born of Flame/Fire). With the (really cool and new to me) ability to edit power colors I guess several secondaries could fit the 'look' of my idea if I end up changing.
I am a returning player. The last time I was around WW had just come in and I am P.O.O.R. (under 12 million across all characters and only because veteran players are very nice with contests and giveaways) No expensive builds for me!
I could use some advice.