Cold/Sonic advice, please
[ QUOTE ]
Cold Domination puzzles me, though. It starts with a lot of buffing and ends with a lot of debuffing. I've also never seen it in action, so I have no idea what I'm supposed to do with it apart from putting up shields.
[/ QUOTE ]
Cold domination is, IMO, one of the most versatile Defender sets even though it lacks a heal (which, frankly, is just nice). I play my Cold/Sonic mostly as a blaster. Every 4 minutes I buff everyone up with the shields and then just blast. And then blast some more. And make it rain every once in a while to make blasting more fun.
Cold has, on top of the shields, AMAZING debuffs.
<ul type="square">[*]Infrigidate: Good single target debuff against bosses, EBs, AVs and even tough lieutenants. Awesome when solo against few enemies. It does huge -DEF, -rech and -speed along with some -DAM(Fire).[*]Benumb: This is, in my opinion, the best single target debuff in the game. It debuffs the target's regen, damage, endurance and any special effects, meaning any mezzes/buffs/debuffs that are affected by power boost (quite a few of them) have reduced efficiency.[*]Sleet: One of the many gems of Cold Domination. An AoE you can place without needing LoS rendering most alpha strikes much weaker. It offers great -DEF (as much as Infrigidate, except it's AoE), great -RES, -speed, -rech and has a chance on each tick to do knockdown. The recharge is low'ish and the effects can be made permanent with SOs only.[*]Heat Loss: This is also a great power. On top if it being an endurance recovery tool, it gives you 90 seconds of highly increased recovery and it also works as an AoE -resistance power. Absolutely great in any circumstance where you need more endurance or just want to get the enemy's resistance bottomed. Invaluable in AV fights.[/list][ QUOTE ]
As it is, I've taken Snowstorm pretty late for my taste, and Frostwork much much later. My expperience with Snowstorm on my grav/storm controller, is that it's a very useful power in the lower levels, but loses its appeal later due to it being an end hog with a longish activation that hinders visibility and only provides slow, which is THE softest mitigation out there.
As to Frostwork, it just seems like a shame to take it so late, since it is the one truly special thing that the set can do. No other Defender primary can add extra hp to anyone.
Maybe I should swap them around and take Snowstorm at 44 as an extra layer of support, or maybe you guys have better suggestions?
[/ QUOTE ]
I actually skipped Snow Storm on my cold/sonic. Most of the time I wouldn't even have time to toggle it on after I've used Sleet and Howl. Enemies that are slowed by Sleet and have -60% resistance on them aren't going to last long if there's a team with any AoE against them. Against bosses Sleet + Infrigidate is usually enough to put them at the slow cap. I realize Snow Storm could be useful against flying enemies but Screech is usually enough to stun and drop them.
Here's my build if it's of any use.
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Winterkill: Level 50 Magic Defender
Primary Power Set: Cold Domination
Secondary Power Set: Sonic Attack
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Psychic Mastery
Hero Profile:
Level 1: Infrigidate -- TmpRdns-EndRdx/Rchg/Slow(A), HO:Lyso(5), HO:Lyso(13), Achilles-ResDeb%(15)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(17), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40)
Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(13), Decim-Acc/Dmg/Rchg(15)
Level 4: Ice Shield -- LkGmblr-Rchg+(A), GftotA-Def(5), GftotA-Def/EndRdx(25), S'fstPrt-ResKB(25)
Level 6: Glacial Shield -- GftotA-Def(A), GftotA-Def/EndRdx(7), LkGmblr-Rchg+(7)
Level 8: Frostwork -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(11), Dct'dW-Rchg(11)
Level 10: Hurdle -- Jump-I(A)
Level 12: Combat Jumping -- ULeap-Stlth(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Benumb -- Acc-I(A), RechRdx-I(19), RechRdx-I(19), RechRdx-I(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(21), P'Shift-End%(39)
Level 22: Arctic Fog -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(23), TtmC'tng-ResDam/EndRdx/Rchg(23), S'fstPrt-ResDam/EndRdx(39), S'fstPrt-ResKB(39)
Level 24: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(45)
Level 26: Sleet -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(27), LdyGrey-DefDeb/Rchg/EndRdx(27), TmpRdns-EndRdx/Rchg/Slow(34), UndDef-DefDeb/Rchg(37), Slow-I(37)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Amplify -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(43), AdjTgt-EndRdx/Rchg(43), AdjTgt-Rchg(45)
Level 32: Heat Loss -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(33), P'Shift-Acc/Rchg(33), P'Shift-EndMod/Acc(33), Efficacy-Acc/Rchg(34)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(37)
Level 38: Shout -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(46), Decim-Acc/EndRdx/Rchg(46), Decim-Acc/Dmg/Rchg(46)
Level 41: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(42), FtnHyp-Sleep/EndRdx(42), FtnHyp-Plct%(43)
Level 44: Assault -- EndRdx-I(A)
Level 47: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(48), AdjTgt-ToHit/EndRdx/Rchg(48), AdjTgt-EndRdx/Rchg(48), AdjTgt-ToHit/EndRdx(50)
Level 49: Mind Over Body -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]4% DamageBuff(Smashing)[*]4% DamageBuff(Lethal)[*]4% DamageBuff(Fire)[*]4% DamageBuff(Cold)[*]4% DamageBuff(Energy)[*]4% DamageBuff(Negative)[*]4% DamageBuff(Toxic)[*]4% DamageBuff(Psionic)[*]6,75% Max End[*]3% Enhancement(Stun)[*]4% Enhancement(Heal)[*]71,3% Enhancement(RechargeTime)[*]42% Enhancement(Accuracy)[*]10% FlySpeed[*]148,8 HP (14,6%) HitPoints[*]10% JumpHeight[*]10% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Immobilize) 8,25%[*]MezResist(Sleep) 4,4%[*]MezResist(Terrorized) 2,2%[*]17% (0,28 End/sec) Recovery[*]5,36% Resistance(Fire)[*]5,36% Resistance(Cold)[*]2,52% Resistance(Energy)[*]2,52% Resistance(Negative)[*]10% RunSpeed[/list]
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
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- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
Thanks a lot! I dropped Snowstorm and took some really good tips from your build with some changes. Superspeed remains my trvael power, because it's the closest to skiing we can get, and I'd rather use Siren's Song than Mass Hypnosis. I also got the third single target blast much sooner, since I want to have a good attack change. I'm very happy with my current build thanks to you!
Hehe, no problem.
The only reason I actually picked Mass Hypnosis was to get Mind Over Body. I barely ever use it even though it's slotted, but that's just for the cheap purple bonuses.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
I took dominate. The pose where they're clutching their heads is very fitting. It's what you'd do if you'd heard a terrible noise, too.
A good point about Mass Hypnosis, though, is that it's a wonderful way to start any fight without any alpha strike, Mass Hypnosis is, also, a totally aggro free power. It has many uses that are often overlooked because of the 'soft' control aspect of it.
But does it work well on defenders? I wasn't overwhelmed by the speed duration as a Dominator. It sure does seem to have more utility than Siren's Song, but you get the Song at 28, as opposed to 41.
I had another question: Heals are calculated using the caster's max hp. Does that mean that by using Frostwork on an Empath, I am buffing his heals?
[ QUOTE ]
But does it work well on defenders? I wasn't overwhelmed by the speed duration as a Dominator. It sure does seem to have more utility than Siren's Song, but you get the Song at 28, as opposed to 41.
[/ QUOTE ]
The duration is ok. It's also "ok" to sleep an AV + his groupies if your team is capable of using ST damage only to keep the AV on his toes... But then, you can't use Sleet for example.
The best use you have for any sleep powers is to drop an accidentally aggroed group of enemies out of combat. And that's it. Soloers may find some use, too.
[ QUOTE ]
I had another question: Heals are calculated using the caster's max hp. Does that mean that by using Frostwork on an Empath, I am buffing his heals?
[/ QUOTE ]
Sadly not. Heals are actually calculated by the target's base HP. Regen, on the other hand, is calculated by the target's max HP which means that by frostworking someone, you're effectively boosting both his resistance and regeneration.
A thing to keep in mind with frostwork is that some ATs and AT/powerset combinations are able to get to the HP cap or very close to it by themselves so frostworking them would be pretty useless. In general, WP tankers and blasters are the number one teammates to avoid with frostwork because blasters get easily to the cap with the accolades and a couple of set bonuses. WP tanks get a lot of +maxHP out of HPT and accolades and thus are also close to the cap.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
Hmm, would disagree on WP being among the worst to Frostwork. Those that have extensive enough +MaxHP from set bonuses accolades to get close to the Health cap are the minority. If anything, WP Scrappers/Tankers/Brute are among those that benefit the most from Frostwork.
They do benefit from it, yes. But they're among the ones who benefit the least from it. If an invuln tanker (assume not perma DP) can get +1k HP from frostwork (just guessing the numbers) and a WP tank gets +500HP (assume that's enough for him to hit the cap) it's not hard to decide which gets more mileage out of frostwork.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
Is there any place where I can find this information?
HP caps can probably be found at Paragonwiki or Redtomax. Just google either and you should find the homesites.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
So I should focus on using it on Controllers and other Defenders, with the odd Scrapper thrown in?
I usually focus on those people who actually take the damage. Particularly SR scrappers/brutes and Dark Armor tanks/brutes/scrappers. Basically any characters that take the beating and have very few or no means at all to increase their own HP.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
I believe on average scrappers do theoretically benefit the most from Frostwork but more importantly there is the matter of players who attract aggro who aren't near max hp. Even tank sets with like Invuln, Stone and Ice who have +hp powers won't always have them on fast rechg or perma so that they're constantly enough at max.
It's safe to be focusing on whose attracting the most attention but you would be wasting it on those who are at the hp cap. But that's pretty much checking for hoarfrost, dullpain and earths embrace icons next to tankers names.
To some people it maybe a wasted powerpick but its not if you like to add flexibility to improve chances in almost any team. It could be that some blaster is in an intense area of effect. Some +hp may be best there, or it may not, educated guesses or learning from experience is going to count.
I would take snowstorm. I'd want to floor recharge through aoe as often as possible, push out streakbreakers and tank mage, the -fly is also a great tool. I'd have to be a haste and ss on this one.
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.
[ QUOTE ]
educated guesses or learning from experience is going to count
[/ QUOTE ]
This pretty much sums it up.
- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom
My Katana/Inv Guide
Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein
I dont think I skipped anything on the Cold side on my defender, I picked a secondary that I didn't feel I needed many powers from for that purpose.
Frostwork on a Fire/Fire scrapper was the time I could see the best benefit from it, but I am sure it has been just as helpful on others as well
"Well, they found my diary today.
They were appropriately appalled
at the discovery of the eight victims
They're now putting it all together.
Women wrapped in silk
with one leg missing
Eight legs, one body, silk,
spider, brilliant!"
Hi, everyone!
Ok, here's the deal. I have a new Defender prancing around in Atlas Park at level 4. The idea for him came as a flash and had me giggling all the time I was making him: Der Yodelmeister, a mutant with superyodeling powers. He had to leave his hometown in the Alps because his superhuman shouting caused constant avalanches. But now he's in Paragon City, it turns out that people still end up covered in snow whenever he sings.
So I had some fun making a pair of Lederhosen for him to wear on the costume creator and raised him to level 4. Sonic Attack is all I could wish from it: hard hitting, pretty, fast animating attacks, even if the sound effects could be better (the first attack sounds like a sigh: not really satisfactory). Cold Domination puzzles me, though. It starts with a lot of buffing and ends with a lot of debuffing. I've also never seen it in action, so I have no idea what I'm supposed to do with it apart from putting up shields.
Can I get any input? I'd also like some help choosing the order in which to take the powers. Slotting I'll figure out myself, as I see which powers I find more useful, but the order is always pretty crucial to me, since my characters level slowly due to altitis.
As it is, I've taken Snowstorm pretty late for my taste, and Frostwork much much later. My expperience with Snowstorm on my grav/storm controller, is that it's a very useful power in the lower levels, but loses its appeal later due to it being an end hog with a longish activation that hinders visibility and only provides slow, which is THE softest mitigation out there.
As to Frostwork, it just seems like a shame to take it so late, since it is the one truly special thing that the set can do. No other Defender primary can add extra hp to anyone.
Maybe I should swap them around and take Snowstorm at 44 as an extra layer of support, or maybe you guys have better suggestions?
Thanks a lot!
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Der Jodelmeister: Level 48 Natural Defender
Primary Power Set: Cold Domination
Secondary Power Set: Sonic Attack
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Infrigidate <ul type="square">[*] (A) Empty[/list]Level 1: Shriek <ul type="square">[*] (A) Empty[/list]Level 2: Scream <ul type="square">[*] (A) Empty[/list]Level 4: Ice Shield <ul type="square">[*] (A) Empty[/list]Level 6: Glacial Shield <ul type="square">[*] (A) Empty[/list]Level 8: Howl <ul type="square">[*] (A) Empty[/list]Level 10: Hasten <ul type="square">[*] (A) Empty[/list]Level 12: Arctic Fog <ul type="square">[*] (A) Empty[/list]Level 14: Super Speed <ul type="square">[*] (A) Empty[/list]Level 16: Shout <ul type="square">[*] (A) Empty[/list]Level 18: Swift <ul type="square">[*] (A) Empty[/list]Level 20: Health <ul type="square">[*] (A) Empty[/list]Level 22: Stamina <ul type="square">[*] (A) Empty[/list]Level 24: Benumb <ul type="square">[*] (A) Empty[/list]Level 26: Snow Storm <ul type="square">[*] (A) Empty[/list]Level 28: Sleet <ul type="square">[*] (A) Empty[/list]Level 30: Siren's Song <ul type="square">[*] (A) Empty[/list]Level 32: Heat Loss <ul type="square">[*] (A) Empty[/list]Level 35: Screech <ul type="square">[*] (A) Empty[/list]Level 38: Dreadful Wail <ul type="square">[*] (A) Empty[/list]Level 41: Amplify <ul type="square">[*] (A) Empty[/list]Level 44: Frostwork <ul type="square">[*] (A) Empty[/list]Level 47: Power Build Up <ul type="square">[*] (A) Empty[/list]Level 49: Temp Invulnerability <ul type="square">[*] (A) Empty[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Vigilance