ice secondary


Jay Peace

 

Posted

I'm fairly new to CoH, and couldn't understand why I couldn't find anything about controllers' cold domination secondary, such as a guide. Now I understand its because its a new addition to their power sets.

Anyway, my question is, what does the cold secondary complement the most: solo, team, selfish team, etc? In particular is there any synergy between it and illusion? Just looking for some experienced Heroes or Villains to let me in on the details.


 

Posted

You aren't seeing much about Cold Domination because it was just recently introduced to controllers as a secondary. Given it has ally shields the set in its entirety is probably more of a team based set. (Don't know what selfish team means, though) While it has tools that are nice for solo efforts the set as a whole lends itself great for teaming.

I'm currently running an Ill/Cold myself and like the little bits of extra control that /cold has to offer the set to offset Illusions lack of "traditional" control. So far I like it a lot.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Thanks, I like it myself. "Selfish Teaming" was a term I found on an illusion control guide on the net. I think what he meant by it was running a team build but selecting abilities mostly for their effect on yourself.

What is your illusionist/cold 's theme? I had trouble coming up with ideas. Only thing I could think of was a ghost for my guy.


 

Posted

I'm a major proponent of the Cold Dom secondary. It takes a bit to get going, but once it does, it's a genuine monster. I've found it best used best in smaller teams, 2-5 people. That way you don't spend so long buffing allies, and your ST debuffs are more effective. With 16 baddies, debuffing 1-2 of them is a 12% total debuff. With only 6-8 of them, you double the debuff percentage to 25%. Until 35+ when you have Sleet and Heat Exhaustion, you really don't have much in the way of AoE debuffs, so smaller teams are definitely better.

Also, and this is anecdotal, but smaller teams tend to stay together more, and will benefit from your Artic Fog more than a large team that is more likely to split into 2 or even 3 groups working on separate mobs. Larger teams also generally means more buffs, so Frostworks isn't as greatly appreciated, while a smaller team that may only have one melee toon, possibly not even an actual tank, would benefit more from Frostworks' +HP.

IDK whether you are interested in Farming, but the shields from Cold Dom combined with Sleet and Heat Exhaustion make Cold a great support toon for farmers, especially fire/kins that can always take advantage of +def and +hp. When I was leveling my Cold/Ice def, I was always getting invited by friends who were farming simply because I made the runs go so much faster.

~WP


Just my opinion, feel free to disregard...

 

Posted

It's a complimentary/opposite theme to my Illusion/Thermal. The Ill/Therm is named Flash Powder Jane and is a stage magician type who creates her Illusions using tech based stage trickery but has no actual magical abilities. She wears a red and yellow top hat and stage outfit. So when they announced /cold I knew I wanted an Illusion/Cold and just decided to take the easy way out and make Jane's opposite: Flash Frozen Jen. She wears a similar outfit but in light blue and white and her powers are actually magic based i.e. she actually creates the illusions and effects herself.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Haha, sounds cool MM, and thanks for the advice WP. I'm particularly interested in pvp, so I hope it will work fine there.


 

Posted

Quote:
Originally Posted by Serve and Protect View Post
Haha, sounds cool MM, and thanks for the advice WP. I'm particularly interested in pvp, so I hope it will work fine there.
Heh, that's the reason I originally made my Cold/Ice def. At the time, defender debuffs were unresisted, and Ice Blast's attacks still did good damage. All the stacking -rech really ruined any click-based toons life horrible. Add on -regen, -special (including heal), -def, -res, -tohit, and -dam, and once I got going, nothing could compete unless they specifically had resistance to my debuffs. /SR scrap/stalkers were just about the only thing that could give me issues, and even then, Aim got past their def and the slows eventually broke Practiced Brawler, leaving em open for my two Holds.

Sadly, then I13 happened.

Defender debuffs were no longer unresistable. Diminishing Returns further killed what little slow effects I had. Sets with quick animations found their damage reduced, while longer activation sets got a damage increase. Everything that was great about my cold/ice got nerfed into the ground. I'm sure Cold Dom can still do well, but it's no where near where it once was, sadly. And for the foreseeable future, it's not looking to go back to where it once was, either. Oh well, I found other things to do to keep me playing, I'll get by.

Enjoy the set!

~WP


Just my opinion, feel free to disregard...