Ice is an overall well rounded collection of powers from across the various power sets. Focusing on impacting a foe’s speed and recharge rate (limiting movement and how often they can activate powers), along with solid holds and a number of defensive options. We see the return of the sword, Ice Sword, Ice Sword Circle, and Geater Ice Sword, however, because we’re not as constrained as a video game, maybe we can get a bit more creative with weapon types to help differentiate from the Fire set.
Ice Dominion
- Parent Attribute: Strength or Wisdom
- Primary Role: Support: Constitution
Lingering TY
Ranged TY
Radius TY
Alter: Create Ice (Improve / Worse Results) MA2
Meddling MA
Secondary Role: Defense (Full Role) MA2
Armor MA
Passive Defense TY
Unique Drawback: Activation Required
Resist: Ice & Cold MA
Secondary Role: Offense (Full Role) MA2
Devastating MA
Trapping (Variable Trap, Power Pass) MA3
Cost: 1 Power + 30 Selections / AP
A well rounded power overall as Ice provides some ability to control foes across power sets. To represent their unique crowd control around Frost, Ice Patches, Snow Storms, and other similar powers, the Ice Dominion hero is able to create a Close Radius effect, either around themselves or up to Medium Range that applies half the power’s Value as penalty to any attempt to move through that area using Alter, and to other rolls using Meddling. Stacking these effects allows the hero to set up zones of control, which can be especially effective if they are trying to keep foes at range or away from something. Ice Dominion also begins with a strong Trapping option that allows them to layer on cold attacks while keeping a foe completely locked down. On the downside, because Ice is so well rounded as an overall set, we will explore weapons in greater detail for Damage focused characters. However, assume that these heroes can create a range of melee weapons from ice at will.
Specializing Roles
Damage
Add Boost Devastation, Total Devastation 2 + MA6
(S) Meddled Targets 7
(S) Slowed Targets 7
(S) Trapped Targets 7
Locked Power: Boost Devastation, Total Devastation only at Close Range.
Cost: +14 Selections / AP
Ranged Option: Reduce Total Devastation 2 to Total Devastation, increase Ranged to MA and remove Locked Power: Boost Devastation, Total Devastation only at Close Range.
Minions
Backup: Frostling (Powerful Backup 7: Crowd Control + Reinforced + Striker + Tough) MA7
Cost: +14 Selections / AP
Control
Selective MA
Add Untouchable Trap MA
Barrier (Armored Barrier, Does Not Root) MA3 (Note: While City of Heroes does not offer any wall of ice style options, it is thematically fitting both for the power type, and overall control themes. Also, these types of powers may have been excluded due to technical limitations of the time.)
Control: Cold & Ice (Expanded Control) MA2
Cost: +14 Selections / AP
Tanking
Add Boost Armor and Impervious + MA2
Defends Against: All MA
Unmoving MA
(S) Ice Shield (Active Defense) 7
(S) Frozen Phalanx (Defend Others) 7
Cost: +14 Selections / AP