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{{Header Nav|game=City of Heroes}}
{{Header Nav|game=City of Heroes}}


This guide contains little information on how other secondaries mesh with Fire Control and comparisons with other primary sets. Fire/Storm is one of the most fun and “flashy” powersets combinations, sharing the stage with Ice/Storm and Earth/Storm. It is also one of the most flexible combinations, allowing for varied play styles: offensive, defensive, group or solo oriented, and everything in between.
Brimstone Gale is the 3rd character I have created, is my main dude, and is still my favorite cartoon. I created her in the first week of CoH2, way before the days of Wolves and Ninjas (squrared). However, I was lucky enough to hook up with a great group of people and rarely had to solo. I have grouped with many different controllers and while I have little direct experience with other primaries, I always pay attention to what other controllers are doing, what their strategies and what powers they use.
 
I have no first-hand experience with how other secondaries mesh with Fire Control, and little experience with other primary sets, but from my observations, Fire/Storm is one of the most fun and “flashy” powersets combinations, sharing the stage with Ice/Storm and Earth/Storm (is there any wonder that all three have Storm Summoning as secondary? ).
It is also one of the most flexible combinations, allowing for varied play styles offensive, defensive, group or solo oriented, etc, etc, etc.


==About Controllers==
==About Controllers==
Controllers can make or break a team. A good controller will make impossible fights seem doable and can often turn the tide of battle with a single power. That said, they are also a very fragile AT and until they get pets (which doesn’t happen for Mind controllers at all) are very slow soloers. Playing a controller requires thought and strategy, and much like defenders, controllers mustn’t be selfish; their first priority is the safety of the team, whether via control of mobs or via buffs/debuffs, damage and glory are secondary. Despite their frailty, controllers are required to do things that inevitably will draw much agro, whether it’s because they have to get close to mobs for PBAoE hold or because their debuffs are pissing off the mobs. This means that controllers have to be on their toes, and sometimes retreating from battle for few seconds to let the mobs cool down is the smart choice.
Controllers can make or break a team. A good controller will make impossible fights seem doable and can often turn the tide of battle with a single power. That said, they are also a very fragile AT and until they get pets (which doesn’t happen for Mind controllers at all) are very slow soloers. Playing a controller requires thought and strategy, and much like defenders, controllers mustn’t be selfish their first priority is the safety of the team, whether via control of mobs or via buffs/debuffs, damage and glory are secondary. Despite their frailty, controllers are required to do things that inevitably will draw much agro, whether it’s because they have to get close to mobs for PBAoE hold or because their debuffs are pissing off the mobs. This means that controllers have to be on their toes, and sometimes retreating from battle for few seconds to let the mobs cool down is the smart choice.


==Fire Control==
==Fire Control==
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'''Char'''<br>
'''Char'''<br>
This is one of your bread-and-butter powers, i.e. take it and six-slot it as soon as possible. It’s a fairly accurate hold which means that at least in the early game you could probably get by with only 1 accuracy enhancement, though eventually it’s a good idea to put a second one in. The standard slotting is 2 accuracy, 2 hold duration, 2 recharge reduction. If you have perma-hasten then you can drop the second recharge redux (that second recharge redux only speeds it up by 0.5 seconds). If you have Tactics well slotted (4-6 tohit buffs) then you could also drop one accuracy, together with perma-hasten allowing you to slot 4 holds in it.
This is one of your bread-and-butter powers, i.e. take it and six-slot it ASAP. It’s a fairly accurate hold which means that at least in the early game you could probably get by with only 1 accuracy enhancement, though eventually it’s a good idea to put a second one in. The standard slotting is 2 accuracy, 2 hold duration, 2 recharge reduction. If you have perma-hasten then you can drop the second recharge redux (that second recharge redux only speeds it up by 0.5 seconds). If you have Tactics well slotted (4-6 tohit buffs) then you could also drop one accuracy, together with perma-hasten allowing you to slot 4 holds in it.
  Type: Single Target, Ranged
  Type: Single Target, Ranged
  Endurance: 12.5 pts
  Endurance: 12.5 pts
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'''Fire Cages'''<br>
'''Fire Cages'''<br>
Personally I consider immobilizes to be poor-man’s control, but in case of fire control, Fire Cages is one half of a power combo that gives you a second hold. By using Flashfire in combination with Fire Cages you will have the mobs immobilized and stunned, which essentially has the same effect as a hold – true that it’s a slow and expensive hold but sometimes it’s either that or a team wipeout. It has a weak damage so slotting it for damage is not going to give you a lot, and it has an accuracy penalty, which means that you need at least one accuracy enhancement to just even it out with a non-enhanced Ring of Fire. It is also fairly expensive, in fact, it’s as expensive as Cinders, while not as useful. Nonetheless, to use it as a part of Cages/Flashfire combo it will need to be slotted with two accuracy and two immobilization duration enhancement. It recharges fairly fast, and way faster than Flashfire so rest of the slots can be endurance reduction. Personally I didn’t bother too much with it because I try no to use the Cages/Flashfire combo, I only have one accuracy and one hold duration in it, and 2 end redux, which together with 2 end redux in Flashfire means that the combo is only slightly more expensive than Cinders, something like 26-27 end points.
Personally I consider immobilizes to be poor-man’s control, but in case of fire control, Fire Cages is one half of a power combo that gives you a second hold. By using Flashfire in combination with Fire Cages you will have the mobs immobilized and stunned, which essentially has the same effect as a hold – true that it’s a slow and expensive hold but sometimes it’s either that or a team wipeout. It has a weak damage so slotting it for damage is not gonna give you a lot, and it has an accuracy penalty, which means that you need at least one accuracy enhancement to just even it out with a non-enhanced Ring of Fire. It is also fairly expensive, in fact, it’s as expensive as Cinders, while not as useful. Nonetheless, to use it as a part of Cages/Flashfire combo it will need to be slotted with two accuracy and two immobilization duration enhancement. It recharges fairly fast, and way faster than Flashfire so rest of the slots can be endurance reduction. Personally I didn’t bother too much with it because I try no to use the Cages/Flashfire combo, I only have one accuracy and one hold duration in it, and 2 end redux, which together with 2 end redux in Flashfire means that the combo is only slightly more expensive than Cinders, something like 26-27 end points.
  Type: Targeted AoE
  Type: Targeted AoE
  Endurance: 22.5 pts
  Endurance: 22.5 pts
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'''Hot Feet'''<br>
'''Hot Feet'''<br>
Wow, talk about a useless endurance drain. As a controller you don’t want to stay close to mobs for long but to use this power that’s exactly what you have to do. It also has the distinct drawback of pissing off all the mobs around while not mitigating their damage in any way – sure they going to move slower but their attacks are still going at normal rate so once they close in to melee range you’re dead meat. Having said that, it has a decent damage and much like Ring of Fire can be used in the early game to boost your already poor damage and make soloing a bit easier (with the intent of respec’ing it at higher levels). Problem with that as I see it, is that the early game is when you have the most endurance problems and using this power is going to make that even worse.
Wow, talk about a useless endurance drain. As a controller you don’t want to stay close to mobs for long but to use this power that’s exactly what you have to do. It also has the distinct drawback of pissing off all the mobs around while not mitigating their damage in any way – sure they gonna move slower but their attacks are still going at normal rate so once they close in to melee range you’re dead meat. Having said that, it has a decent damage and much like Ring of Fire can be used in the early game to boost your already poor damage and make soloing a bit easier (with the intent of respec’ing it at higher levels). Problem with that as I see it, is that the early game is when you have the most endurance problems and using this power is going to make that even worse.
  Type: Toggle, PBAoE
  Type: Toggle, PBAoE
  Endurance: 1.5/sec
  Endurance: 1.5/sec
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'''Cinders'''<br>
'''Cinders'''<br>
This is your AoE hold and the primary control tool, treat it with care and love.  Needless to say, six slots as soon as possible, in fact, even before Stamina. It’s fairly slow and even with perma-hasten and 2 recharge redux in it, sometimes you’re going to wish it’d come up sooner, without perma-hasten it almost becomes a situational power, not because there are few situations where you need, but because you don’t want to use it unless it’s absolutely necessary. It’s also fairly expensive but unfortunately you can’t afford to slot it with end redux. The standard slotting is 2 acc, 2 hold and 2 recharge redux, and even with perma-hasten and tactics you probably want to keep the 2 acc and 2 recharge redux.
This is your AoE hold and the primary control tool, treat it with care and love.  Needless to say, six slots ASAP, in fact, even before Stamina. It’s fairly slow and even with perma-hasten and 2 recharge redux in it, sometimes you’re going to wish it’d come up sooner, without perma-hasten it almost becomes a situational power, not because there are few situations where you need, but because you don’t want to use it unless it’s absolutely necessary. It’s also fairly expensive but unfortunately you can’t afford to slot it with end redux. The standard slotting is 2 acc, 2 hold and 2 recharge redux, and even with perma-hasten and tactics you probably want to keep the 2 acc and 2 recharge redux.
  Type: PBAoE
  Type: PBAoE
  Endurance: 22.5 pts
  Endurance: 22.5 pts
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  Accuracy: -10%
  Accuracy: -10%
  Range: 50 ft
  Range: 50 ft
  Cone Angle: 90°
  Cone Angle: 90 deg


'''O2 Boost'''<br>
'''O2 Boost'''<br>
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'''Steamy Mist'''<br>
'''Steamy Mist'''<br>
I took this power early and couldn’t possibly imagine playing without it, however, delaying it until after you get Stamina might be a good idea because it’s a heavy toggle (then again I managed just fine with it in the early levels). Combined with Smoke, Steamy Mist means that you can come up to melee range of mobs before they notice you, and combined with Super Speed it means invisibility without taking Stealth. It does slow down movement but SS negates that. It also provides a defense and resistance bonus for you and your team making it even better. One way to slot it is 1 end redux and 5 defense, that will give you 15% defense, which is noticeable. You could also slot it with resistance but its resistance is limited to not-so-common damage types, while the defense works against any type of damage. Either way, I wouldn’t suggest slotting it “evenly” with both, either go full defense or full resistance. I also don’t think that there’s a point in slotting it unless you can six slot it. Personally, I just have 2 end redux in it because I run it all the time and have many other toggles, if I could I’d six-slot it and put defense but I don’t have slots to spare.
I took this power early and couldn’t possibly imagine playing without it, however, delaying it till after you get Stamina might be a good idea because it’s a heavy toggle (then again I managed just fine with it in the early levels). Combined with Smoke, Steamy Mist means that you can come up to melee range of mobs before they notice you, and combined with Super Speed it means invisibility without taking Stealth. It does slow down movement but SS negates that. It also provides a defense and resistance bonus for you and your team making it even better. One way to slot it is 1 end redux and 5 defense, that will give you 15% defense, which is noticeable. You could also slot it with resistance but its resistance is limited to not-so-common damage types, while the defense works against any type of damage. Either way, I wouldn’t suggest slotting it “evenly” with both, either go full defense or full resistance. I also don’t think that there’s a point in slotting it unless you can six slot it. Personally, I just have 2 end redux in it because I run it all the time and have many other toggles, if I could I’d six-slot it and put defense but I don’t have slots to spare.
  Type: Toggle, PBAoE
  Type: Toggle, PBAoE
  Endurance: 0.76/sec
  Endurance: 0.76/sec
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Do I really need to talk about Stamina? Oh well…<br>
Do I really need to talk about Stamina? Oh well…<br>
Take it and slot it as soon as possible, it’s particularly important for controllers, and even more so for this combo because of the number of toggle powers. The first two powers in Fitness pool are up to you and don’t need slotting.
Take it and slot it ASAP, it’s particularly important for controllers, and even more so for this combo because of the number of toggle powers. The first two powers in Fitness pool are up to you and don’t need slotting.


Just in case you were wondering: Inherit Endurance recovery is 1.67/sec.<br>
Just in case you were wondering: Inherit Endurance recovery is 1.67/sec.<br>
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This is a 2-stage build (i.e. you will use at least 1 respec), it shows how I might do things now. The first 27 or so levels you use a damage oriented build, that's the ''pre-respec build''. After the respec you create a regular controller build, that's the ''post-respec build''.<br>
This is a 2-stage build (i.e. you will use at least 1 respec), it shows how I might do things now. The first 27 or so levels you use a damage oriented build, that's the ''pre-respec build''. After the respec you create a regular controller build, that's the ''post-respec build''.<br>
Two notes about this:
Two notes about this:
#This build looks good on paper but I don't know if it's actually going to be fun. If you've played other controllers, you might be ok with the slow progress for the first 32 or so levels, and so won't need the pre-respec-damage-oriented build.
#This build looks good on paper but I don't know if it's actually gonna be fun. If you've played other controllers, you might be ok with the slow progress for the first 32 or so levels, and so won't need the pre-respec-damage-oriented build.
#I'm glad I don't have to do this all over again because there are some hard choices in this build.
#I'm glad I don't have to do this all over again because there are some hard choices in this build.


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