/Cold Domnation synergy?
I have a level 39 fire/cold that is fun. Ice shielded imps increases their survivability a bit and the debuffs from cold help both in AOE settings and single target. There isn't a huge synergy as I find fire is better in melee range and cold may be better at range.
Plant/cold should be really good. Plant blooms early with seeds and cold comes into it's own pretty late, in my experience. In the end, seeds+sleet+creepers alone should be some very potent damage and control.
Earth/cold would be a phenomenal team addition in almost any situation. Lots of control, both hard and soft. Earth can be played at range effectively and snow storm + quicksand should be very good. Not to mention EQ+Sleet. Just don't be expecting to wipe whole maps by yourself. But nothing should ever move.
I don't see a great synergy with grav, but then I never see synergy with anything for grav except storm, or maybe rad. Ill/cold could be very very good with a little soft control help from cold and great single target debuffs. It also helps the lack of a heal in cold by giving you 3 indestructible friends. Ice is like earth lite, so it would be a potent soft controller but not as effective at totally locking things down as earth.
In short I would say plant/cold for aoe damage, ill/cold for single target, and earth/cold for lockdown.
This is all my 2 cents. Hope it helps.
I have good experience with controllers. /cold dom is an awesome support set. I hope to be really good at grouping and not suck at solo. Exotic controls and the ability to surgically drop powerful abilties to control are more my style then "blaprollers." Lookng for something that isn't horribly late blooming either.
This is a summery of what I was thinking. Mind/Cold - This seems like an amazing match. I have a lot experience with Mind control. That experience though is as a dominator. I'm worried about Mind not living up to my memories of what it can do under Domination. also both mind and cold have few powers that can be skipped. Makng little room for power pools. This really does seem fun and potent. Illu/Cold - This one has potential. I have quite a few illusion controllers. I'm not sure what would be the true selling points here. Ice/Cold - Probably the most common for thematic reasons. It has a lot going for it though. Really nice and constant soft aoe control. Horrible damage. Earth/Cold - Same as ice really but a bit more hard control from range. Grav/Cold - Where mind was a set i played and loved as a Dom this was a set I hated. The final 2 powers are nice though. I might be willng to try it again as a troller. Plant and Fire - Almost 0 experience with these. Plant has some very promising potential though. I never liked anything that was fire elemental but maybe I should give it a chance. |
Cold will go well with pretty much anything. I might avoid the sets that rely heavily on an aoe immobilize, as it would negate the knockdown effect of sleet.
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Crush_Stalker's post was very good. I'm working on a Fire/Cold right now, but there isn't a whole lot of synergy. I would have done a Plant/Cold (with an Evergreen theme), but I have a Plant/Rad at 50 and I'm working on a Plant/Kin and a Plant/Storm, so i was feeling a little too "planted."
Plant/Cold should be a nice combo. Seeds+Roots is the core of any plant controller. If the confuse in Seeds runs out, then Roots + Snow Storm should mitigate most of the damage from the foes. Sleet's debuffs plus Carrion Creepers should be outstanding AoE damage and control. Plus, Spirit Tree somewhat makes up for the lack of a heal in Cold. If you skip Entangle and Spore Burst, and then use Hasten/Super Speed for travel, you should be able to fit in just about everything you want from Cold.
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One nice thing about fire/cold is that aside from making your imps much tougher the set has unlimited endurance, which is nice because fire uses a lot of endurance.
Plant is just ridiculously good.
Earth/cold as mentioned would be a total beast for lockdown and team support.
Cold is great. Here are some synergy highlights:
Mind - Lots of enemy-targetable powers in Cold means it still works well even without a pet. Arctic Fog lets you get closer to enemies without alerting them to your presence, granting more leverage to powers that don't notify enemies. Combined with Super Speed or a -perception IO, you will be totally invisible.
Gravity - You can't heal the Singularity, but you can cold shield it to prevent damage. Add to this that you can use Sleet as a knockdown zone and pair it with an AoE immob. Suddenly you've got containment, with knockdown, in a zone that causes -resistance and -defense. In a word, awesome. (Gravity has other issues that prevent me from recommending it unless you know what you're getting into, though.)
Ice - Two knockdown patches are always better than one. Ice's low damage benefits tremendously from Sleet at higher levels. Cold Shields on Jack help his survivability. Heat Loss offsets the endurance costs of Arctic Air. While there is no real damage, there is also no knockback, so all powers can be used on teams and Arctic Air can be fully leveraged.
Plant - Nothing but the obvious. Plant is great with anything.
Illusion - Hmm. A safer, more team oriented Illusion/Storm Controller with no knockback, perhaps? But there are touches of Radiation in /Cold that make me wonder if Illusion/Cold couldn't be a pretty decent boss killer. That said, there is no self heal and no +recharge here. Not a bad combo, but difficult for me to min/max.
Fire - Similar to Fire/Storm, but trading damage for safety. Heat Loss should help tremendously with Fire's heavy endurance costs. The imps benefit from the cold shields. Massive -resistance combined with Hot Feet could be really nasty.
The ability to buff pets meshes nicely with the ability to use arctic fog to get pets close enough for them to initiate and take alpha. This is helpful for all controller primaries (except mind/, of course), and particularly helpful when facing opponents that frequently mez.
The heavy -resist in /cold ultimately makes primaries that do significant damage even more effective at soloing (fire, illusion, gravity), once the mid-30s has been reached. Plus, the knockdown, slows, and -recharge in /cold help to increase the damage mitigation capabilities of all the primaries.
Illusion - Hmm. A safer, more team oriented Illusion/Storm Controller with no knockback, perhaps? But there are touches of Radiation in /Cold |
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I have good experience with controllers. /cold dom is an awesome support set. I hope to be really good at grouping and not suck at solo. Exotic controls and the ability to surgically drop powerful abilties to control are more my style then "blaprollers." Lookng for something that isn't horribly late blooming either.
This is a summery of what I was thinking.
Mind/Cold - This seems like an amazing match. I have a lot experience with Mind control. That experience though is as a dominator. I'm worried about Mind not living up to my memories of what it can do under Domination. also both mind and cold have few powers that can be skipped. Makng little room for power pools. This really does seem fun and potent.
Illu/Cold - This one has potential. I have quite a few illusion controllers. I'm not sure what would be the true selling points here.
Ice/Cold - Probably the most common for thematic reasons. It has a lot going for it though. Really nice and constant soft aoe control. Horrible damage.
Earth/Cold - Same as ice really but a bit more hard control from range.
Grav/Cold - Where mind was a set i played and loved as a Dom this was a set I hated. The final 2 powers are nice though. I might be willng to try it again as a troller.
Plant and Fire - Almost 0 experience with these. Plant has some very promising potential though. I never liked anything that was fire elemental but maybe I should give it a chance.