What to pair with /Cold?


Amy_Amp

 

Posted

I've been looking into rolling a /Cold Dom controller, but I'm not sure what primary to pair it with? With the new AoE effect of the ice shields coming up soon, I would really like to try out the set. I hate being a buff bot, but with the new shielding changes and all the toys Cold has to offer, I want to find a good primary to pair it with.

I understand that almost any primary will work well, and I'm not asking for a gamebreaker ultimate combo, I would just like to know what you more experienced Cold controllers have to say about different strategies and and the effectiveness of various pairings.

What's you favorite /Cold controller and why?

Thanks for the help.


 

Posted

from what ive seen and heard, almost anything will go great with /cold lol

the only one i dont think will benefit as much from it will be mind since it has no pets to buff

the ill/cold i have is godly at taking down tough targets, perma PA perma heat loss perma benumb and perma sleet just floor baddies lol

the other combo i have seen someone do good with is elec/cold, which they had screenshots of them soloing a pylon in RWZ (i cant find the thread with it atm)

plant/cold will also be very nice too especially once the change is made to buffs cause then you can cast carrion creepers and then your ice shields and will buff all of them just because you can lol


so yeah, basically anything with pets and /cold will be a killer lol

edit: i read what you said about buff botting, and cold is definitely not a buff bot, you dont even have to use the buffs really unless your team or pets need the extra safety net


 

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Quote:
Originally Posted by Necrotech_Master View Post
from what ive seen and heard, almost anything will go great with /cold lol

the only one i dont think will benefit as much from it will be mind since it has no pets to buff

the ill/cold i have is godly at taking down tough targets, perma PA perma heat loss perma benumb and perma sleet just floor baddies lol

the other combo i have seen someone do good with is elec/cold, which they had screenshots of them soloing a pylon in RWZ (i cant find the thread with it atm)

plant/cold will also be very nice too especially once the change is made to buffs cause then you can cast carrion creepers and then your ice shields and will buff all of them just because you can lol


so yeah, basically anything with pets and /cold will be a killer lol

edit: i read what you said about buff botting, and cold is definitely not a buff bot, you dont even have to use the buffs really unless your team or pets need the extra safety net
Boomie is the name of the poster who had the Elec/Cold that has soloed pylons, AVs, GMs, and entire TFs.

I agree than any of the primaries will work with /cold. However, Mind/ wouldn't take full advantage due to a lack of pets you could buff.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by Weather Lord View Post
What's you favorite /Cold controller and why?
I'll cast my vote for Fire/Cold especially with the upcoming changes. /Cold helps round out Fire/ in the control department with Sleet and Snow Storm. /Cold also brings some endurance management to the table to help offset the cost of running Hotfeet. Great shields and Frostworks can be applied to Fire Imps to extend their longevity. Great ST debuffs for those hard targets. I paired mine with /Stone app for melee action, the hp boost and soft capping potential. /Ice app would go well too. Have patience it's a late blooming combo.


 

Posted

Cold is a late-blooming set, with its two best powers coming at 35 and 38. Illusion/Cold and Plant/Cold have good control and damage powers early, helping you through those low levels. Grav/Cold, too.

If you can wait long enough for two late blooming sets, Fire/Cold should be excellent.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Necrotech_Master View Post
edit: i read what you said about buff botting, and cold is definitely not a buff bot, you dont even have to use the buffs really unless your team or pets need the extra safety net
You don't have to but you should; those shields are awesome. Even before these changes, it's not as hard or annoying as people make it out to keep a team shielded and have plenty of time for button mashing.


Want an awesome /cold toon OP? Illusion/Cold.


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"....you are now tackle free for life."-ShoNuff

 

Posted

I really like my fire/cold controller. Smoke > Flashfire > sleet just crushes any incoming alpha attacks.


Triumphant Defenders Forever
Psylenz FF/Psi, ArticQuark Storm/Rad, Symon BarSisyphus Bots/psn, Max VanSydow Thugs/Dk, Cyclone Symon Bots/stm, Blue Loki Ice/Cd, Widow 46526
HelinCarnate:OMG it is so terrible. I have the option to take 3 more powers but no additional slots. Boo F'ing hoo.

 

Posted

Thanks for all the replies.

I just have a few questions regarding some of the Cold powers. Firstly, is Frostwork worth taking? I have read on the forums on occasion that many people have mixed feelings about it.

Earth Control looks interesting, and I was thinking of either pairing Cold with Fire, Earth, or of course Ill. I really would like at least 1 pet, as was mentioned earlier.

With the shields and Arctic Fog on, I figure thats about ~23ish defence enhanced per pet and/or other player. Assuming these buffs are applied to squishy pets, such as Imps or Jack Frost, would that greatly increase their survivability?

And finally, alot of the powers in the Cold set seem to scream +recharge, how difficult would it be to perma some of these powers, such as Heat Loss most notably? 1min 30s duration compared to a 6 min recharge, that seems pretty substantial?

Thanks again for the responses.


 

Posted

Quote:
Originally Posted by Weather Lord View Post
Earth Control looks interesting, and I was thinking of either pairing Cold with Fire, Earth, or of course Ill. I really would like at least 1 pet, as was mentioned earlier.
As long as you understand Earth is a low damage set and will have to team pretty much up to 32, then it's worth looking into. That's really it's only downside. Earth itself is awesome.


 

Posted

Quote:
Originally Posted by Weather Lord View Post
Thanks for all the replies.

I just have a few questions regarding some of the Cold powers. Firstly, is Frostwork worth taking? I have read on the forums on occasion that many people have mixed feelings about it.

Earth Control looks interesting, and I was thinking of either pairing Cold with Fire, Earth, or of course Ill. I really would like at least 1 pet, as was mentioned earlier.

With the shields and Arctic Fog on, I figure thats about ~23ish defence enhanced per pet and/or other player. Assuming these buffs are applied to squishy pets, such as Imps or Jack Frost, would that greatly increase their survivability?

And finally, alot of the powers in the Cold set seem to scream +recharge, how difficult would it be to perma some of these powers, such as Heat Loss most notably? 1min 30s duration compared to a 6 min recharge, that seems pretty substantial?

Thanks again for the responses.
Frostwork is skippable, however, not in the sense that you should avoid it like the plague. It's useful to help other players hit their HP caps (helping tanks with DP like powers save them for when they need a heal, etc...). It's also useful for your pets, too. I have a cold/rad defender and it's pretty funny when I use it on my veteran buff pet that has like 10hp and negative resist values. It's HP shoots up to like 1100hp, which is useful since foes like to target it instead of me. It doesn't require a lot of slots to be effective, either. You could reasonably get by with the base slot for a recharge enhancement so you can cast it more often. Mine has 3 Numina IOs in it. Bottom line, unless there's something more beneficial to you that you'd like in your build, take Frostwork (extra slots optional).


For your shields and arctic fog - you're right in it being about 23% when well slotted. Add maneuvers to that for another 4% (well slotted). Not really huge for your pets, but on teams it's quite nice and your teammates will love it.

Benumb and Heat Loss are permable, but require a hefty amount of recharge to do so. My defender is running on 138% and I have a 20sec downtime on HL and a ~7sec downtime on Benumb.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
What's you favorite /Cold controller and why?
For purposes of establishing some bonafides, I've played every control set to 50 either on a Dom or Troller and also every Buff/Debuff set across the 4 ATs with those powers. I'm not pointing that out to say "look at all my 50s" but just to establish hands-on experience.

My favorite controller, regardless of secondary, happens to be a /Cold, Earth/Cold to be specific.

"Why?" you ask...

Is it the awesome farming, like a fire/kin or plant/storm offers? No. I haven't earned any incarnates post alpha for this character, but I'm sure aquiring those would help in that regard. He can farm, it's safe enough, it's just not fast.

Is it the AV/GM solo big-game hunting like ill/rad, ill/cold or even some fire/rads can do? No, though again incarnate pets should actually make this achievable.

What it does offer though, is exceptional crowd control such that I find I've always got an aoe control available in reserve, just in case. 3 of these 4 aoe controls can be placed around corners (as can Quicksand). Then you've got aoe debuffs, including the great Freezing Rain. With Quicksand and/or Snow Storm, there simply are no runners to chase down (except War Wolves). The cherry on top is Stoney, who's quite tough before you add shields or hp, and he generates a good amount of threat to get and hold aggro.

Though damage from the primary is on the low side among the control sets, it's "good enough" with Stoney and epics.

So, bottom line, I haven't seen a group encounter yet where this character wasn't making substantial contributions.

Edit to add - With respect to Frostworks, it's a good power, but in Cold, is perhaps the first one to go when evaluating what to skip to pick something else you think is more valuable. To make the most of Frostworks, you would need a good awareness of your teammates to know who the best targets are. The Stalker? No. The Brute? Oh yes. It gets more complicated with Tanks and Scrappers because utility of FW can vary across powersets within an AT.


Global = Hedgefund (or some derivation thereof)

 

Posted

Quote:
Originally Posted by Weather Lord View Post
I just have a few questions regarding some of the Cold powers. Firstly, is Frostwork worth taking? I have read on the forums on occasion that many people have mixed feelings about it.
Frostworks adds ~500HP to the Fire Imps' ~1000HP @Lvl 50 (w/o slotting) as an example. 50% HP per Fire Imp is well worth it in my eyes. So its great with just its native slot.

For most ATs 500HP more than caps out their HP so the excess is considered a waste. This is why its considered a wasted power selection for most.

IMO the hidden advantage of Frostworks is that its a proactive power that requires one action. In contrast Aid Other would require two reactive applications to have an equivalent benefit. One proactive action vice two reactive actions. IMO in short Frostworks lets you buy freedom of action up front; actions that can be spent controlling or debuffing the situation.

As always YMMV.

Quote:
Originally Posted by Weather Lord View Post
With the shields and Arctic Fog on, I figure thats about ~23ish defence enhanced per pet and/or other player. Assuming these buffs are applied to squishy pets, such as Imps or Jack Frost, would that greatly increase their survivability?
Its even better than that.

There are two unique PET IO that grant +5%DEF each, so add another +10% to your figure. With Maneuvers add another ~4% DEF. Its fairly easy to hit +40% DEF on your pets. If you go Fire/ you can add Smoke (-5% To Hit) for good measure.

Be warned that I suspect the Pet vs. Critter defense/to hit table table has different values than the Player vs Critter equivalent table. The point of this is that +45% DEF may not necessarily be the equivalent of softcapped DEF as it would be to a player.

Is it still worth it? Hell yeah its worth buffing your pets and fellow Players! With your buffs, their survivability gains will be substantial enough to notice.

Quote:
Originally Posted by Weather Lord View Post
And finally, alot of the powers in the Cold set seem to scream +recharge, how difficult would it be to perma some of these powers, such as Heat Loss most notably? 1min 30s duration compared to a 6 min recharge, that seems pretty substantial?
With IO sets that grant global recharge bonuses, the Alpha Spiritual tree, and/or the Destiny Ageless Tree its quite feasible to make those powers perma or "close enough" near perma.

I hope that helps! GL with whatever combo you choose!


 

Posted

Thanks for all the help and advice, I decided to try an Illu/Cold, and have looked through several sample builds on the forums to give me a starting point.

Thanks for the time, I appreciate it.


 

Posted

i recently completed my ill/colds build with 213% global rech, with the tier 4 spiritual alpha i have perma PA by about 2 sec, perma heat loss by about 2 sec, perma benumb by about 5 sec and can easily stack sleet on baddies

i went with the ice APP so i could sit at range and ice storm while i have a decent defensive barrier for larger groups

the only thing that could make him better would be for the devs to fix the phantasm AI so he doesnt run into melee range constantly


 

Posted

Hi all,

Like the OP I'm looking to make a /Cold but having a really tough time deciding which Primary.
i've been playing for quite a few years, primarily controllers and consider myself a knowledgeable Vet - this however has me running in circles.

I'm after a relatively high damage combo for team and sole, on that basis I was looking at Ill, Fire and Plant. I dismissed Illusion for the simple fact that I have enough Illusion Controllers and I don't want to invest a massive amount of inf in thiis controller to chase perma PA.

I was going to run a Fire/Cold but I see conflicts in the two. I can see the benefits of /Cold for the Imps but Fire needs to be played in melee in order to leverage HotFeet. Cold doesn't seem to give the personal mitigation that I would like when playing in melee, no self heal, mez protection or extra control that I get from my Fire/Rad or Fire/FF. It does have sleet but the KD in that will be negated if I use cages for containment with hotfeet.
So with Fire/cold - I'm not sure.

That leaves me with Plant.
The Cold debuffs will be usefull to increase overall damage with all the AoE but will do little to maximize ST damage. Storm would appear to be the better pairing with Plant as you can immob the target and throw in LS and Tornado - this would greatly increase both AOE and ST damage. So if that's true why play a Plant/Cold if a Plant/Storm is the better and more flexible pairing?

So basically I'm confused, I've not got any experience with Electric Control so that's an outsider but does this have any synergy and I've also heard that the damage isn't great.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

So far, Electric Control is not all that great to me. It has too many weeknesses. I have an Elec/Rad at 47, and I'm working on an Elec/Earth dom. The big problem is that it is a low damage set so it needs to team to level up at a good rate. However, because it relies heavily on the AoE sleep, Static Field, and many types of teammates have AoE DoT powers that make disrupt the sleep. If there is another controller on the team with an AoE Immob that has -knockback, then Jolting Chain is worthless. The Chaining confuse power takes so long to take effect that teammates often enter combat before it has any significant effect. And the Gremlins are fairly fragile and do a disappointingly low amount of damage.

If you want to try Electric Control, try pairing it with Rad. Choking Cloud and the Rad debuffs add a lot. I'm not sure I would choose to pair it with Cold.

I have an Illusion/Cold at 50. He is wonderful on TFs as the single target debuffs help the team take down AVs embarassingly quickly. I think Illusion/Cold is a great pairing, since Illusion mainly focuses on single target damage so the single target debuffs work well. Cold's debuffs help Phantom Army do more damage. Cold's Snow Storm adds a lot to Illusion's AoE soft controls.

Plant focuses more on AoE control and damage. Certainly Plant/Cold will ge a good character, but I'm not sure that Plant is the best pairing with */Cold.

Mind/Cold should be a good character, as Mind has a lot of AoE control but single target damage. I think that Mind/Cold should be good. Grav/Cold should be good if you can like Gravity Control. (Just got my Grav/Storm up to 50 last week.) Gravity is a unique set that is pretty weak on AoE control but has good single target damage if you have enough patience. I like it better solo than on teams.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Local_Man View Post
So far, Electric Control is not all that great to me. It has too many weeknesses. I have an Elec/Rad at 47, and I'm working on an Elec/Earth dom. The big problem is that it is a low damage set so it needs to team to level up at a good rate. However, because it relies heavily on the AoE sleep, Static Field, and many types of teammates have AoE DoT powers that make disrupt the sleep. If there is another controller on the team with an AoE Immob that has -knockback, then Jolting Chain is worthless. The Chaining confuse power takes so long to take effect that teammates often enter combat before it has any significant effect. And the Gremlins are fairly fragile and do a disappointingly low amount of damage.

If you want to try Electric Control, try pairing it with Rad. Choking Cloud and the Rad debuffs add a lot. I'm not sure I would choose to pair it with Cold.

I have an Illusion/Cold at 50. He is wonderful on TFs as the single target debuffs help the team take down AVs embarassingly quickly. I think Illusion/Cold is a great pairing, since Illusion mainly focuses on single target damage so the single target debuffs work well. Cold's debuffs help Phantom Army do more damage. Cold's Snow Storm adds a lot to Illusion's AoE soft controls.

Plant focuses more on AoE control and damage. Certainly Plant/Cold will ge a good character, but I'm not sure that Plant is the best pairing with */Cold.

Mind/Cold should be a good character, as Mind has a lot of AoE control but single target damage. I think that Mind/Cold should be good. Grav/Cold should be good if you can like Gravity Control. (Just got my Grav/Storm up to 50 last week.) Gravity is a unique set that is pretty weak on AoE control but has good single target damage if you have enough patience. I like it better solo than on teams.
Thanks for the reply, what are your thoughts on Fire/Cold? Idealy that's what I'd like to make but as I said above, I've got concerns with the synergy.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller

 

Posted

Quote:
Originally Posted by Psiphon View Post
Thanks for the reply, what are your thoughts on Fire/Cold? Idealy that's what I'd like to make but as I said above, I've got concerns with the synergy.
Both Fire and Cold are great sets. I agree that there are some questions about the synergy, but there are some positives, too. Fire has good damage that will be supplemented by Cold's Resistance Debuffs. The Imps will be a LOT more durable with Cold Shields. If that's what you want to make, try it! Understand, however, that both Fire Control and Cold Dom are late blooming sets. You won't really have a good idea on how good they are until probably your 40's.


LOCAL MAN! The most famous hero of all. There are more newspaper stories about me than anyone else. "Local Man wins Medal of Honor." "Local Man opens Animal Shelter." "Local Man Charged with..." (Um, forget about that one.)
Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control

 

Posted

Quote:
Originally Posted by Psiphon View Post
I was going to run a Fire/Cold but I see conflicts in the two. I can see the benefits of /Cold for the Imps but Fire needs to be played in melee in order to leverage HotFeet. Cold doesn't seem to give the personal mitigation that I would like when playing in melee, no self heal, mez protection or extra control that I get from my Fire/Rad or Fire/FF. It does have sleet but the KD in that will be negated if I use cages for containment with hotfeet.
So with Fire/cold - I'm not sure.
There is only conflict if you don't play smartly. Its the same thing with these knuckleheads that claim Ice/ sucks and you go watch them in game and they use Ice Slick immediately followed by the AoE immobilization. From having actually played these sets in combination from 1-50 in normal content I never felt any apparent conflicts. Early on was rough only because Fitness wasn't inherent yet. That was about it.

Leveling up, your controls will protect you, though I didn't play in melee until the later levels when I had more controls developed. Post 40 I recommend looking at /Ice mastery or /Stone Mastery. I went with /Stone Mastery because its primarily Melee and had a +HP/Heal. Either way both APPs would be fairly easy to softcap with IOs. That's all the protection you need.

Don't let me sell you on it though. It seems like you are well versed enough with Fire/ that if you have your doubts you probably wont enjoy this combo.


 

Posted

Thanks for the feedback guys.
I made a Plant/Storm in the end, I've held off on the /Cold for now.


L50s: Tanks: Cryofission - Ice/EM - Dr Celsius - Fire/Ice - Saint George - SD/SS | Controllers: Psichosis - Ill/Kin - Major Chaos - Ill/Stm | Scrappers - Neutron Crusader - DM/SR

Currently Levelling: Angelic Blade - BS/WP Scrapper | Seeds of Destruction - Plant/Kin Controller