what/cold?
Anything works. I avoid Gravity on principal but any primary benefits from endless endurance, strong boss debuffs, and ( with super speed ) invisibilty.
The popular ones that I've seen seem to be Earth/, Ice/, and maybe Mind/. They all seem to work pretty well with it.
I found /Cold to be a bit of a dud. I've played it on one controller to level 50, and on another to level 37. I found that I was able to enjoy it most when I paired it with a primary I really loved. Since Earth Control was my favorite, I found I like my Earth/Cold (37) pretty well. Whereas my level 50 Fire/Cold I just did not particularly enjoy. I only played him to 50 because I was stubborn. And Fire is my second or third favorite primary. But it wasn't enough.
But of course, you may love it. Plenty of people do. I would just play either a primary you already know you enjoy, or play a primary that is new to you, whichever inspires your curiosity the most.
I bet Plant/Cold would be decent, if only because you get Seeds of Confusion early, and that's always fun.
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I have been thinking about re-rolling my ill/ff as ill/cold lately. I don't have much experience with trollers, but I know it would be a good thematic match in the very least. Can anyone think of any synergy between the two?
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I like /cold on trollers quite a bit.
The powers that generally get more attention are the debuffs--especially sleet, which is an AOE debuff and an "every-spawn" kind of power. Heat loss, benumb, and infrigidate (sometimes snowstorm) also get quite a bit of attention when cold domination is discussed. For a defender and corruptor, these are highly visible contributions when on teams, and indispensable when soloing.
I happen to particularly like the quieter powers on a /cold troller. The AOE stealth and resistance to -recharge from arctic air are very handy, and quite team friendly. Also, the shields, arctic air, and frostworks make a troller's pet(s) far more effective, especially when soloing. You can stroll or run up to mobs with arctic air on and your pet(s) heavily buffed, while in stealth mode, have your pet(s) take aggro on mobs, and then involve your troller. Its a relaxing way to solo, and very handy when fighting DE, malta, carnies, and other mez-heavy mobs.
Cold domination is also one of the most team-friendly secondaries because it is a nicely balanced set; it speeds up battles with tough single mobs with strong debuffs, helps in taking down crowds more quickly, and boosts team defenses in ways that makes progress more reliable and team wipes more unlikely.
To answer magikwand's question about illusion, specific synergies with illusion include the following:
1. the heavy amount of -resistance and -def that it can bring about, as those substantially increase the effectiveness of phantom army
2. the boosts you can bring about for your phantasm through shielding and frostwork
3. the previously mentioned ability to have your phantasm open battle after battle when soloing (even when phantom army is down), by using stealth from arctic air to let your phantasm get close to mobs
4. The -to hit in spectral terror is -15%, up to about 23-24% when well enhanced. This stacks very nicely with the +defense buffs in the shields and in arctic air; after defense totals have been enhanced in the shields and after spectral terror has been enhanced for -to hit, your pet and teammates will be functionally quite close the softcap limit on defenses. Almost any more boosts provided by teammates--or by running maneuvers on your troller, if you'd like to do that--will have mobs routinely whiffing.
I have been thinking about re-rolling my ill/ff as ill/cold lately. I don't have much experience with trollers, but I know it would be a good thematic match in the very least. Can anyone think of any synergy between the two?
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*harder to build though.
I generally avoid /cold on a controller, if for mainly because sleet doesn't come until 35 and that's just way too late for me, plus the cold shields are weaker on a controller.
If you're dead set on it on a controller though, most will work with it, since you're avoiding fire and illusion:
I personally am not a fan of it on an ice, unless for theme, or earth (though the shields and frostwork are nice on both pets).
The buffs and debuffs are good for gravity, even though I avoid it right now still. Plant works well with it for several reasons. Gotta jet though at work and need to get off the net!
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I like my Ill/Cold. I made it as a counter to my Ill/Thermal. The slows and sleet make up for the control holes in Illusion.
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I like /cold on trollers quite a bit.
4. The -to hit in spectral terror is -15%, up to about 23-24% when well enhanced. This stacks very nicely with the +defense buffs in the shields and in arctic air; after defense totals have been enhanced in the shields and after spectral terror has been enhanced for -to hit, your pet and teammates will be functionally quite close the softcap limit on defenses. Almost any more boosts provided by teammates--or by running maneuvers on your troller, if you'd like to do that--will have mobs routinely whiffing. |
Maybe you could use an Enzyme to squeeze in some ToHit Debuff, but I've never tried it. And it may or may not work since Spooky is a pet.
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I don't think that Spectral Terror takes any ToHit Debuff enhancements. My understanding is that the -15% ToHit Debuff is unenhanceable. Spooky only takes Fear sets.
Maybe you could use an Enzyme to squeeze in some ToHit Debuff, but I've never tried it. And it may or may not work since Spooky is a pet. |
That leaves the numbers at about 22-23 defense (after good slotting for +def on shields and arctic air) and 15 to hit debuff. The defense boost and to hit debuff is still a nice synergy between the sets, but not quite at the soft cap (even with a slotted up maneuvers) without further help.
It also according to Tomax has more debuff in the terrify power it casts as well as its pbaoe cloak aura:
http://coh.redtomax.com/data/powers/...id=Pets_Terror
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Hey, I just like the combo, I'm not responsible for where the powers fall.
@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff
At level 35, ugh, they need to put sleet at least at tier 7, nobody needs Benumb at level 28 ugh. With a 120 second base recharge it is pretty much ONLY an AV power really. I'd suggest more that it actually gets put to tier 9 but grr. Devs really didn't think that through unless their sole purpose was to piss us off XD
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Or push sleet down to t5 (FW position) and then flip FW and Benumb, so FW ends up being T7 and Benumb ends up being T8.
Either way, would be fine. Waiting until 35 for sleet is brutal.
Benumb either needs to be aoe with the rech/duration it has or it needs to cycle a lot faster. it is a great power, but not so great that it should be unable to perma outside of extreme conditions.
I think they should just flip the position of FW and Sleet. Would really change how cold progresses.
Or push sleet down to t5 (FW position) and then flip FW and Benumb, so FW ends up being T7 and Benumb ends up being T8. Either way, would be fine. Waiting until 35 for sleet is brutal. Benumb either needs to be aoe with the rech/duration it has or it needs to cycle a lot faster. it is a great power, but not so great that it should be unable to perma outside of extreme conditions. |
I think sleet, while would be nice to be earlier, is fine at either tier 7 or 6. It should not be earlier than freezing rain on storm, as thats where part of the namesake of storm comes by. So I don't mind it being later, but 35 is just WAY too late. I will never play a cold controller until it gets switched, its just that bad.
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FW is a really good buff at all levels of the game. Don't believe everything Turboski says in regard to it. Perma dull pain, fully accoladed, or otherwise hp capped toons are not common at all.
And even pretending everyone did have perma dullpain, they can then use it as a heal, which /cold otherwise lacks.
cold is a mix of buff/debuff moreso than any other set.
It goes:
debuff, buff, debuff, buff, buff, buff, debuff, debuff, debuff.
infrig, iceshield, snow, glacial, fw, arc fog, benumb, sleet, HL
Unfortunately it sort of puts you in a position where you are a bit of a buff bot for much of the game.
I say change it to:
debuff, buff, debuff, buff, debuff, buff, debuff, buff, debuff.
infrig, iceshield, snow, glacial, sleet, arc fog, benumb, FW, HL
That way cold is truly a hybrid buff debuff and you can pick whichever course attracts you more. If FW is as bad as people say then it may as well come later in the build when you aren't as power hungry. IMO though, FW is needed more in the 30's due to enemies becoming significantly stronger and more frequently doing mixed damage that you may not have ideal res/def too, so placing it there just makes sense for whatever camp you reside in. It's a good buff early in the game too, but not as good as sleet would be for team/personal performance.
FW is about as important to cold as Clarity is to sonic, which also happens to be a T8. Sonic of course being the other pure buff/debuff hybrid with 5 debuffs and 4 buffs like cold.
And even pretending everyone did have perma dullpain, they can then use it as a heal, which /cold otherwise lacks. |
As mentioned before, frostwork at 35, would never happen, for other reasons mentioned before, it would never be later than benumb, which should be at 35 or 38 at the earliest.
And no its not as good as sleet, hence one reason why sleet comes after it, and for what mentioned before why sleet needs to come later than a stormy can get freezing rain.
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Only that's the problem, it DOESN'T heal right now, only +HP buff . It SHOULD heal, or at least have that 150% regen buff as mentioned. And even if people are not at the cap, with accolades, bonuses, and other +HP powers, they seriously diminish the usefulness of the +HP of frostwork, why hence it needs to have that heal or regen component.
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Arguing that sources of +hp found in the game through inventions and by grinding accolades devalue FW is tantamount to arguing that the tohit debuff of hurricane is severely diminished because so many people have +def IO's, or even closer to home, that cold's def shields become seriously diminished. I mean ya if you go out searching for scenarios you will find them, but that doesn't in any way detract from what the powers bring to the table.
For every 1 perma dullpain/capped hp toon you point out, you could find over 100 that can benefit considerably from FW. Maybe not to its full value as it is a ridiculously strong power, but we don't knock other powers due to them being too strong. We say thanks, and put valuable slots elsewhere.
We all know about layered mitigation. Even if you are only adding 200hp w/ FW, on top of your shields and crazy debuffs the survivability of your teammate just went up by a huge amount.
As mentioned before, frostwork at 35, would never happen, for other reasons mentioned before, it would never be later than benumb, which should be at 35 or 38 at the earliest. And no its not as good as sleet, hence one reason why sleet comes after it, and for what mentioned before why sleet needs to come later than a stormy can get freezing rain. |
Power order isn't an indication of relative power, or at least not in the sense that we arbitrarily assign power ratings. The examples of early powers being some of the top performers within a set are numerous and extend beyond such glaring examples as rad emissions and dark miasma. If powersets progressed from weakest to strongest like you are suggesting everything would be lopsided like old /psi assault was.
Putting Sleet into t5 would make it available at the same level as Freezing rain is for storm. Further precedent to support it. If you look at my second suggestion it was to flip FW and sleet and then flip benumb and FW, so sleet at 16, FW at 28, benumb at 35. But honestly benumb and FW being separated by a single tier doesn't really matter.
Anyway, that's just my feelings on the set. I've ran it to 50 a couple times now as a secondary and am doing it again right now. I've ran it to 40 as a primary and waiting till 26 wasn't as painful, but is still pretty crazy when my storm/sonic opened up the clone of it at 8. I honestly wouldn't change any of the powers in the set, it is really good and does a great job buffing and debuffing without being OP'd. The only thing that is lame about it is the power ordering imo, it makes it a real grind by either being difficult to solo, or shoehorning you into a buffer role until pretty late in the game. For such a potent debuff set that is more debuff than buff that doesn't seem fair.
Frostwork confuses me. I'm terrible at math but basically it looks like at level 50 it would put most characters at their HP caps. If you put the power on another Controller, she'd go from around 1017 HP to around 1606 HP, which is a change of 589 HP. That's basically the same as providing around +35% Resistance, if the character heals that damage. Or so. My math skills are total fail. If i'm right it's better than a Thermal or Sonic shield. But only on a few party members at a time and you have to buff-bot it every 2 minutes. IMO still totally skippable unless you mostly work on small teams. Though I guess you could use it on a pet.
What do you think is skippable in /cold?
Even with ill/, which can get away with skipping a bunch of things in the primary, I find myself wanting to take everything in the secondary.
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I hear ya, there are a lot of good powers in /Cold.
Personally, I took 7 of the /Cold powers, skipping only Frostworks and Snow Storm. I don't team up much with my Plant/Cold and between Seeds, Sleet, Creepers and my Fly Trap, mobs don't last long enough to cast Snow Storm.
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What do you think is skippable in /cold?
Even with ill/, which can get away with skipping a bunch of things in the primary, I find myself wanting to take everything in the secondary. |
My ill/cold is skipping sup invis (already have arc fog which is way better) and group invis. That makes it a very tight build, but you don't really need a lot of powerpools to do well with it imo.
Frostwork confuses me. I'm terrible at math but basically it looks like at level 50 it would put most characters at their HP caps. If you put the power on another Controller, she'd go from around 1017 HP to around 1606 HP, which is a change of 589 HP. That's basically the same as providing around +35% Resistance, if the character heals that damage. Or so. My math skills are total fail. If i'm right it's better than a Thermal or Sonic shield. But only on a few party members at a time and you have to buff-bot it every 2 minutes. IMO still totally skippable unless you mostly work on small teams. Though I guess you could use it on a pet.
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FW does some things that a resistance buff would not do though like make any regen value you have more powerful. It also protects against all types of damage, even untyped.
And in case anyone hasn't noticed /cold provides no defense against non-positional Psi and many toons are weak to any psi damage that gets through. FW is pretty much a godsend in that situation. Combined with high resistance to -rech and endurance immunity thx to heatloss, cold puts teams in a pretty good situation to face some difficult mobs without issue.
Basically to simplify things w/o FW you make everyone about as survivable as a /sr stalker. With FW you make everyone about as survivable as a /sr brute. Then you start adding your active mitigation on top of that. Our understanding of layered mitigation states that the gap between the two only gets larger with more mitigative aspects.
Whether that increase in baseline survivability is valuable to your team is the question. But considering /cold will let your team easily hit and deliver high damage to even the most extreme mobs it only seems to make sense to me that you try to boost survivability high enough to leverage that scenario. But I like to set my support toons up so that they don't have to sweat it if I'm the only one doing my job. Just like when I was the only support on an RSF with my traps corr and told everyone not to worry about it, I don't really fret if I'm the only thing keeping us standing while on my cold toons either. But ime if the team wants to fight the same way they would if they had a healthy regiment of support I need to use FW on the people that draw attention. In the case of my fire/cold corr I wish I could use it on myself lol.
Basically if the emp that has the tank on follow and his aura on auto gets stuck on a rock I don't want the team to get jittery at the "lack of healzorz" heh.
The only /cold power I skip on my builds is snowstorm. Not because it isn't a decent power, but because it is slow to cast and I feel you have more than enough active mitigation to warrant not using it.
My ill/cold is skipping sup invis (already have arc fog which is way better) and group invis. That makes it a very tight build, but you don't really need a lot of powerpools to do well with it imo. |
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Thinking about making anothe controller, and I'm thinking I'll probably go with /cold, but I can't decide on what to do for a primary. I already have fire/ and ill/, so those are probably out, but I'm really open to anything else. Plant, maybe?
Or I could just re-roll my ill/; /storm isn't doing as much for me as I thought it would, at least through level 28.
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