What to pair with /Cold?
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
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 |
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)
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.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
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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Want an awesome /cold toon OP? Illusion/Cold.
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I really like my fire/cold controller. Smoke > Flashfire > sleet just crushes any incoming alpha attacks.
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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.
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. |
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)
What's you favorite /Cold controller and why? |
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.
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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.
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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.
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?
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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.
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?
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I hope that helps! GL with whatever combo you choose!
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.
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
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
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
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. |
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
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
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. |
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.
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
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.