Liliaceae

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  1. Hi everyone, the old discussion thread has died, and there are several changes that have to be made to the issues list, so here's a new thread. Here are the initial lists of updates that I'm proposing:

    Additions

    <ul type="square">[*]Zapp's PvP damage is far less than that of the other sniper attacks.[/list]
    Removals

    <ul type="square">[*]Drain Psyche's recovery buff is resistable, meaning ally buffs which grant protection from recovery debuffs will reduce the recovery it grants.[*]Having high damage powers late in the secondary makes the Dominator weak when malefactored for PvP, notably in Siren's Call and Bloody Bay.[*]None of the Pet Damage invention sets have recharge reduction, which is the third desirable attribute for Dominator pets, and instead they have endurance reduction which is much less useful.[*]Poisonous Ray does not accept Defense Debuff IO sets.[/list]
    New Wordings

    I'd replace this:

    <ul type="square">[*]Entangle and Roots grant -Fly, but cannot be activated against flying enemies. Roots can still hit flying enemies, as long as its target is grounded. This makes Plant Control the only primary without a practical -Fly power, and creates an additional annoyance having powers that sporadically can't be activated.[/list]
    with these:

    <ul type="square">[*]Plant Control is the only primary without a practical -Fly power, since the immobilizes cannot target flying enemies.[*]Entangle and Roots inflict -Fly but cannot be activated against flying enemies, which is pointless and counterintuitive. The -Fly will only have a practical effect against enemies who fly, are protected from the immobilize effect, and are inclined to fly away instead of run, of which there must be very few in game.[*]Entangle and Roots' inability to be activated against flying targets is an annoyance because it can be confused with other problems such as powers not being recharged due to lag.[*]Roots' ability to affect flying targets, but not be activated on them is confusing. The -Fly can be used, but only by targetting a grounded enemy near the flyer.[/list]
    Minor fixes

    <ul type="square">[*]Note that Wormhole has the wrong icon just like Dimension Shift.[*]Fix spelling error in Volcanic Gasses issue.[*]Replace "are missing" with "actually missed" in Elec blasts issue.[/list]
  2. Objective

    The black market's supply of low to mid-level Pool C and D recipes has dropped significantly.

    I thought things were fine, but it seems previous supply was keeping it afloat for a few weeks, and now I'm having real trouble getting some lower level Pool C and D recipes. For example:

    <ul type="square">[*]Impeded Swiftness Chance for Smashing - I see no sales in weeks.[*]Decimation Acc/Dam/Rech lvl 33 used to go for 12 - 20 million. The only sales recently were 5 of mine that I sold for 40 million apiece.[*]Kinetic Crash Knockback/Dam/Acc - I see very few going through.[*]Malaise's Illusion triple are abundant at level 50, but rare below level 40.[/list]I'm not sure if the playerbase will pick up the slack in this case. I don't play heroes, so can't compare with Wentworths, but I wonder if more merit generation opportunity is needed in the mid-levels to get people comfortable using that random-roll. (Another mid-range SF please!) Rolling and selling isn't much incentive if you can't use the inf to buy what you want.
  3. I'm enjoying the dual build feature so far.

    The main use I've had for it is to work on a new build for my character, while leaving the previous one intact so I can keep playing. This works since I have the resources of course.

    Additionally, I've used it in the low levels to try out different powers to see if I like them or not.

    I like how it's done as a level-up and not a respec. I like how the builds don't share enhancements. It has an elegance to it.

    I don't like the 15 minute timer. I tend to want to switch to one build to train and try a power, or equip some enhancements, and then switch back again. 15 minutes is prohibitively long for this activity, so I have to adjust and try and do it before or after I start playing.

    I'd like it if the power trays could be set up on the second build so I wouldn't have to arrange all of my powers again. Many powers are shared in both builds.

    I'd like a nice visual representation of which build I am on currently. Naming the builds would be nice, or linking them to default costumes. Having to peer at my enhancement screen to figure it out is a little frustrating.
  4. To the players: Rather than quoting and responding to multiple posts, I'll put in a few general remarks here.

    By and large merits have added rewards/options to the game. Most SFs and TFs give more rewards than previously. Story arcs and flashback now give rewards. We can now save up for recipes instead of being forced to roll randomly.

    You're right that merits have not replaced the market, and I'm sure that wasn't their intention. Perhaps some help text needs to be added about merits to align expectations. "Merit rewards are just the sugar coating for your character. The bulk of your enhancements will come from regular vendors, IO tables or purchased through the market."

    Merits have negatively impacted the heavy farming of the quick SFs, Trials and TFs. I have no doubt that this was intentional, and I don't think the devs will roll that back. Having the playerbase focussed on just a few activities is bad for the game. People tend to gravitate to what others are doing and some will get bored quickly and possibly leave the game due to the perception that there's nothing else to do.
  5. Subjective Feedback: Stepping back, I find that merits have improved my game experience. This is because a much wider range of activities are actually worthwhile since they have merit rewards attached. Some activities are still better ROI, but the discrepancy is much less now.

    I agree that only mission owners getting rewards for story arcs is bad, and that something needs to be done about that.

    I agree that it's frustrating that merit rewards are limited to a single character, but I don't think that needs to be changed. The random recipe roll is quite achievable at 20 merits, and is a valid option to take, and I expect that we will get used to the restriction.

    I've experienced cultural clashes between speed-runners and regular players and I worry that merits will worsen this problem by pushing the speed-runners out of their niches. I'd love to see the merit system used to disincentivize speed-running. Linking merits rewarded to mobs defeated on instanced maps was suggested earlier.

    I haven't perceived any large negative impact on the black market. Perhaps a slight reduction in mid-range Pool C recipes, but nothing dramatic yet.

    Objective Feedback: The Merit Vendor UI is by far the slowest one in the game.

    The distinction between Pool C and Pool D drops is now irrelevant.

    The difficulty slider and SF restrictions are not in any way linked to merit rewards.
  6. [ QUOTE ]
    Buggerarsehellcrapthub.

    Okay, bad news. It seems obliteration, unlike in the early info I had, now drops only to level 40. So it's the PBAOE Decimation.

    *sigh*

    [/ QUOTE ]
    I'm in the black market now and there are some level 50s for sale.
  7. [ QUOTE ]
    Good Morning Paragon - Channel for off-hour players to chat and organize teams Heroes and Villains (All Servers)


    [/ QUOTE ]
    This channel is private, so should be removed from this list.
  8. Might want to update the description of channel Australia, it's not just for Aussies but all people in similar time zones (there's definite representation from New Zealand, Singapore, Japan and others)
  9. Please post comments/additions in the discussion thread. Do not post to this thread.
  10. This list reflects the community's belief about what the current Dominator issues are. What's on this list affects you, because the devs are sure to look here when they want to balance Dominators. So, read the list, report new issues, verify discussed issues, and state your opinion.

    To ensure the quality of the list, and to make sure that it accurately reflects community feelings, there are strict criteria for an issue to be added to the list. A simple bug-type issue requires two people to confirm that it is a bug, and no reliable negative confirmations. Basic power balance issues, eg "Animation time of Propel is too long", require strong support from many community members, and no serious objections. Bigger balance issues, eg "Snipe powers are not particularly useful" require overwhelming community support, possibly in the form of their own forum threads, and no major objections. Suggestions to change the effects of a power, not just values of existing effects, eg "Propel should have a chance to disorient.", will not be included in this list, because of the difficulty in obtaining community consensus. The criteria for removing an issue from the list are the same as for adding it to the list.

    I have intentionally chosen not to classify the issues as bug, quality of life, etc. This is because I doubt this would help the dev team beyond indicating what is most important to the community, and that getting agreement on what is most important is an impossible task. Furthermore, the standard classifications are too subjective for many of the issues.

    Some of the items on this list are unlikely to be addressed because they present significant effort due to technical considerations. However, these are still kept on the list because they remind the devs that they are still problems; it prevents players from repeatedly reporting the same issues; and it informs the community of some problems they may not be aware of.

    Problem Arises
    Add it to the issues list?
    Bickering instead.

    ---Gail_Sieht

    General Issues

    <ul type="square">[*]Dominators are at a disadvantage when facing most Arch Villains and Heroes (AVs), even in their Elite Boss forms, due to the special mez protection represented by the "Purple Triangles of Doom" (PToD). This is inappropriate since AVs are the most important team content in the game and Dominators are labelled as team-support, being the only villain archetype without a damage primary.
    The PToD provide AVs very strong protection to most control effects for 50 of every 75 seconds, during which time most solo Dominators cannot provide meaningful damage mitigation. For the other 25 seconds they have boss level protection to control effects and a solo Dominator can easily keep them held, but the control effects available to all other ATs, notably knockdown, are also effective, making the Dominator's contribution redundant. Unfortunately, if a team is able to survive 50 seconds without control they are typically quite capable of surviving indefinitely without it because they are depending on other means of damage mitigation. Finally, the time when control is ineffective cannot be chosen, reducing tactical options.
    Additionally, a Dominator's damage output is also hampered in AV fights, since the best damage comes from melee attacks, but it is extremely dangerous to enter melee range with an uncontrolled AV.
    The PToD were created before Dominators, when Controllers were the control AT. They made sense then, because Controller's secondaries are still very valuable in AV fights, but do not any longer because the Dominator's needs are different.[*]The Purple Triangles of Doom, which are very important to Dominators, are too difficult to see.[*]Arch Villains and Heroes have more mez protection when down-graded to Elite Bosses, because their base mez protection is higher (6 for EBs, 4 for AVs).[*]Contribution against enemies with PToD doesn't scale smoothly with the number of Dominators. If there aren't enough Dominators to hold the enemy through the PToD, then their contribution isn't that great, while if there are enough, any more don't contribute a lot. This is because the PToD have only two states, rather than varying more continuously.[*]Sometimes during Domination, the big orange DOMINATION will appear when the Dominator has not cast a control power. There appear to be several possible causes: pets, damage ticks, or the reapplication of control powers such as Strangler retaking effect after its target has been knocked back.[*]The pet window is difficult to find. Ideally it should appear automatically when a pet is summoned, but enabling the UI option by default for Dominators would also help.[*]Domination brings Dominators too close to their damage cap, when combined with Fiery Embrace, Build Up, or Aim. This means they benefit less from damage buffs than other ATs.[/list]
    Power Issues

    Common Issues
    <ul type="square">[*]The AoE holds are very disappointing. There is nothing for which they are particularly well suited, instead there are several things they can do poorly. What's worse is that they must be heavily enhanced to achieve this mediocrity. The structure of missions and consistency of spawn sizes means that most fights are against a single spawn, with the occasional 2 or 3 spawn fight. As an emergency power in a multi-spawn fight, they fall flat because their duration is too short to give the team time to deal with the situation. Their place is clearly not every-spawn control, since there are other powers for that purpose, and that would be overpowered. Naturally there are other possible uses, none of which are particularly impressive: they can be stacked with the single target hold to deal with bosses, but of course Domination is far superior for that; multiple Dominators can alternate them to get every spawn control, which would be an odd tactic given that there would be several other control options available.[*]Snipe powers are not particularly useful to Dominators. Our crowd control powers provide much better openers for battles. Snipes don't fit well in an attack chain with melee attacks, because of the greater risk of interruption at melee range. They do grant additional flexibility, but most come too late for that to be meaningful; by level 35 our tactics are pretty well defined.[*]Powers should state in the description if they are autohit in PvE, but take accuracy enhancements for PvP, otherwise people cannot make well-informed slotting decisions. Powers affected include Smoke.[*]Pool powers are boosted by Domination, but don't float the "DOMINATION" message. Affected powers include Flurry, Boxing, Intimidate, and Invoke Panic.[*]AoE immobilizes can be a pain point for new Dominators. They are always the first AoE control power available, usually at level 2, which makes them very enticing. But misusing them on teams is a death-sentence because they can cause the entire spawn to attack the Dominator. This is particularly problematic in low levels when fewer characters have AoE powers and there is no aggro control. They protect their targets from a variety of control effects, making them more dangerous, and giving them little option but to immediately turn around and attack someone, usually the hapless Dominator. The problem could be somewhat alleviated by explaining in the power description that affected foes are still able to attack.[*]Many of the Dominator mez animations are difficult to see, sometimes don't show, or get overridden by others. This is problematic because visual cues are an extremely important part of combat. The specific problems are outlined throughout the issues list, but the primary concerns are the hold animations for Fire, Gravity, and Mind which disappear when the mob is held by another power, are turned off by knockback, are incorrect in some cases for mobs holding guns and sometimes do not happen at all for unknown reasons. Replacing the mentioned emote-style hold animations with obvious rooted style animations would go a long way to solving the problem.[*]The Domination help text no longer mentions that it grants status protection.[*]The AoE immobilizes (Stone Cages, Fire Cages, Crushing Field, Frostbite, Roots) do not inflict -Fly if they are the first power used in a combat. This was observed against Goldbrickers in Cap au Diable. The -Fly from Roots does kick-in when the mobs return fire.[*]The patron attacks (Dark Obliteration, Disruptor Blast, Bile Spray, Ball Lightning) are all extremely disappointing. Counter to the intent of epic powers, they do not provide any abilities not already available in Dominator's primary or secondary (ranged AoE is not significantly different from cone or PBAoE). In fact they are numerically weaker than the cone attacks already available in the secondaries, due to their excessive recharge times. Additionally, the one virtue of these attacks - range - is at odds with the Dominator's partial melee role.[*]Power Boost recharge feels too long, and does not seem to follow standard rules when compared to Blaster and Controller versions.[*]Visuals for status effects (like the purple bubbles of Confuse) are not lasting the full duration of the effect. It seems that they disappear after the base duration of the power, rather than lasting the full enhanced duration.[*]Some pet powers are missing buff icons: Quicksand, Bonfire, Ice Slick, Carrion Creepers, Thorntrops, Summon Seer, Summon Coralax, Summon Guardian, Summon Tarantula.[*]In Warburg some pets will spontaneously do animations. This is most noticeable with Fly Trap which will replay the spawning animation, or Jack Frost which does a little combat ready stance change.[/list]Earth Control
    <ul type="square">[*]Fossilize activation time is longer than root time and animation time.[*]Salt Crystals plays its ending animation part way through the effect when boosted by Domination.[*]Earthquake root time is much longer than activation time.[*]Earthquake is mislabelled Ice Slick in the Pet Hit Rolls channel.[*]Volcanic Gasses is mislabelled in the Pet Hit Rolls channel.[*]Vocanic Gasses doesn't report misses in the Pet Hit Rolls channel.[/list]Fire Control
    <ul type="square">[*]Char and Cinders animations are too subtle, especially when the target is also affected by Smoke.[*]A foe held with Char or Cinders who is knocked back does not return to the regular choking animation after standing up.[*]Smoke should take range enhancements.[*]Hot Feet inflicts -Fly on enemies, but this is not stated in either the long or short description.[*]Flashfire's disorient effect occasionally allows mobs a short action, such as a movement, weapon draw or even an attack. This appears to happen because mobs are released from the disorient when they are not grounded, including falling off very small ledges common in caves. It does not make sense for the disorient to lose effect because the mobs isn't grounded.[*]Bonfire's appearance is unimpressive, especially when compared with the large 3D Spirit Tree.[/list]Gravity Control
    <ul type="square">[*]Gravity's lack of early practical AoE control means that it can only provide negligible team-support before level 26 when Wormhole becomes available. This is problematic because the Dominator's intended role is team-support. In early levels the single target controls are sufficient damage mitigation for the solo Dominator, but bring no meaningful damage mitigation for a team, especially considering how short control duration is at low levels. The early AoE controls are Crushing Field, which suffers from the problem of all immobilizes, that it actually makes affected enemies more dangerous (see the AoE immobilize issue for details); Gravity Distortion Field, which suffers from the problem of all AoE holds, it isn't useful as every spawn control; and Dimension Shift which is difficult for many teams to work with, since affected foes cannot be attacked. This disparity of AoE control is typically explained as a trade-off for the extra damage of Propel, but this isn't appropriate for Dominators, who have an assault secondary.[*]The hold and immobilize visual effects are too similar. Often the hover associated with the hold does not occur correctly, making it difficult to identify if a target is held or immobilized.[*]Lift's damage is significantly less than that of Levitate, although most other aspects of the power are very close.[*]Gravity Distortion's hold effect occurs a long time after casting, giving the target plenty of time to move or attack before they are held.[*]Gravity Distortion and Gravity Distortion Field animations don't always occur correctly, the held enemy does not always hover.[*]Gravity Distortion and Gravity Distortion Field animations are too subtle.[*]When Gravity Distortion is enhanced with Recharge Reduction enhancements, it is listed as boosting the Slow effect of the power.[*]Propel activation time is far too long.[*]Propel does knockback, but this is not listed in the description.[*]Propel shows different objects to different players, which negatively affects immersion and role-playing.[*]The caster should be able to end the effects of Dimension Shift early. (Similarly to the way Phase Shift is implemented as a timed toggle.) This is unlikely to be addressed due to technical limitations.[*]The Dimension Shift icon has the four cornered border of a single target power, but it's a targeted AoE.[*]Dimension Shift is difficult to work with. The bright glow animation is counterintuitive and highlights mobs for attack, rather than discouraging it. Targetting unphased mobs is difficult, because they must be located visually, but they are obscured in the bright glow of the phased mobs. Other options for locating unphased mobs are not available or practical because the phased mobs can still be targetted and attacked, and the "UNAFFECTED" message is subtle and only occurs after an attack has been wasted.[*]Targets aggroed by Wormhole have the opportunity to attack the caster prior to being disoriented if they have line of sight when it is cast. Most other mez powers don't allow this initial attack. [*]Singularity accepts intangibility enhancements, and yet has no intagibility powers.[*]Singularity makes too much noise when foes protected from knockback by Gravity Distortion are in its Repel field.[/list]Ice Control
    <ul type="square">[*]Ice Control lost some effectiveness relative to the other control primaries when it was ported over from Controllers. Specifically two of its fast recharging AoE control powers, Shiver and Arctic Air, were reduced in effectiveness, but are not in any way improved by Domination.[*]Ice Control benefits less from Domination because it has no fast recharging effective damage mitigation power which is boosted by Domination (like Flashfire, Wormhole, or Seeds of Confusion). [*]Arctic Air's confuse effect is not boosted by Domination.[*]Arctic Air's confuse effect does not generate any visual effect on affected targets. The purple bubbles of the other confuse effects should appear.[*]Arctic Air accepts Fear enhancements, while neither Hot Feet, nor the Controller versions do. Furthermore it's unclear if the enhancements actually do anything.[*]Ice Slick disappears if the caster is defeated, which is counter intuitive given the power's description, and a weakness compared with similar soft controls in the other sets.[*]Flash Freeze compares very poorly with the other sleep powers when comparing recharge, duration, and range.[*]The visual effects of Flash Freeze and Glacier are difficult to distinguish.[*]Jack Frost acts very strangely if there are enemies directly above him. He tries to find a way to melee with them, and basically just runs around if that's not possible and achieves nothing.[/list]Mind Control
    <ul type="square">[*]When chain sleeping a foe with Mesmerize, they sometimes wake up and attack before the next sleep takes effect. This is unlikely to be addressed due to technical limitations.[*]Dominate and Total Domination animations are too subtle.[*]Foes with pistols drawn (eg RIP) do not perform the correct animation when held by Dominate or Total Domination.[*]A foe held with Dominate who is knocked back does not return to the regular "Aah my head!" animation after standing up.[*]The Telekinesis anchor should be clearly identified, like it is for other anchored powers.[*]Telekinesis pushes enemies partly through walls rather than only against them.[/list]Plant Control
    <ul type="square">[*]Strangler activation time is longer than root time and animation time.[*]Entangle and Roots grant -Fly, but cannot be activated against flying enemies. Roots can still hit flying enemies, as long as its target is grounded. This makes Plant Control the only primary without a practical -Fly power, and creates an additional annoyance having powers that sporadically can't be activated.[*]Strangler has multiple disadvantages when compared to the other single target holds, it has the longest activation time, and unlike the other long-activating holds does not have a secondary effect. This is inappropriate for a power that is so critical to the control sets, especially against the toughest enemies.[*]Spore Burst animation is very subtle, unlike the obvious ZZZ of Mind Control.[*]The immovable Spirit Tree doesn't fit well in a game designed for action, where battles are dynamic, fast paced, and where players progress rapidly inside missions.[*]Spirit Tree obscures vision and blocks movement far too much. (Make it smaller, make it intangible?)[*]Some Carrion Creepers damage ticks appear in grey rather than orange.[*]Carrion Creepers continues to generate damage ticks on defeated enemies.[*]Carrion Creepers pet names are always visible. This is irritating since there are so many of them, and there's not much useful that can be done with them anyway.[*]Carrion Creepers causes knockdown, but also protects enemies from that effect with it's immobilize powers.[*]When being affected by Carrion Creepers in PvP the debuff icon is misnamed "Bramble".[*]When being affected by Carrion Creepers in PvP the debuff icon reports a -Res debuff, but not -Jump, which is contrary to the short and long power descriptions.[*]The presence of a Carrion Creepers pet is not indicated in any way (Pet Window or buff icon), nor does it obey the release_pets command, which makes some usages difficult, such as knowing when it's safe to stealth.[*]Carrion Creepers detailed info shows very high damage.[*]Fly Trap will not engage in combat in some circumstances. It appears to be related to her distance from the enemy. The problem exhibited itself when I ran up to the enemy with her behind me, and immediately confused or held them all with the first attack; she would stop a distance away from them, possibly out of range for her attacks, but not so far from me that she felt the need to move, and would just stand there doing nothing.[*]Fly Trap uses Entangle power regularly, which negates knockdown of Carrion Creepers.[*]Fly Trap largely negates the utility of Spore Burst, since it will wake up sleeping enemies with its AoE attacks.[*]Fly Trap's Entangle power is marked as a Fire attack in the detailed info instead of a lethal attack.[/list]Electricity Assault
    <ul type="square">[*]Electricity Assault has no power with a 64% chance to drop toggles in PvP.[*]Electricity Assault blasts always appear to hit the target, even when they are missing.[*]Charged Bolt's animation has the hand extended for noticeably longer than the electricity effect.[*]Charged Brawl's animation alternates fists, and yet electricity only appears on one fist.[*]Static Discharge does not accept EndMod invention sets. [*]Voltaic Sentinel does not last long enough. Resummoning it every minute makes the power a source of irritation.[*]Voltaic Sentinel's damage doesn't appear in the Pet Damage Inflicted channel.[*]Voltaic Sentinel is Scourging. (Without Scourge its damage output may become an issue.)[/list]Energy Assault
    <ul type="square">[*]Energy Assault has unacceptably low damage compared to the other assault sets, with non-existant AoE damage and marginal at best single target damage, all in commonly resisted damage types.[*]Total Focus has a frustratingly long delay before reporting a miss.[/list]Fiery Assault
    <ul type="square">[*]Incinerate compares poorly with the other second tier melee attacks. It is entirely DoT, which takes 10 seconds to happen, and yet only does slightly more damage. The Brute and Tanker versions of Incinerate have endurance discounts and improved damage relative to similar attacks.[/list]Icy Assault
    <ul type="square">[/list]Psionic Assault
    <ul type="square">[*]Psionic Dart's activation time is too long for such a low damage quick recharging attack.[*]Telekinetic Thrust is too weak. Being a melee attack makes it hard to use, and the animation time is prohibitive in a set already full of long animation attacks.[*]The long travel time of Mental Blast means that it is an often wasted attack.[*]Drain Psyche's recovery buff is resistable, meaning ally buffs which grant protection from recovery debuffs will reduce the recovery it grants.[*]Subdue does not have 100% chance to immob, but Impale from Thorny Assault does.[/list]Thorny Assault
    <ul type="square">[*]The Thorny redraw effect interferes with movement. There is a notable pause when drawing the thorns while flying, and a slight twitch when retracting them while running, jumping, or flying.[*]Fling Thorns lethal damage is too low compared to other cone attacks.[*]Imaple does not inflict -Jump, as stated in the description.[*]The immobilize effect of Impale is not buffed by Domination. The "DOMINATION" message doesn't appear, mag is not increased, and duration is not increased.[*]Thorn Barrage doesn't accept Defense Debuff IOs or IO sets.[/list]Leviathan Mastery
    <ul type="square">[/list]Mace Mastery
    <ul type="square">[*]The Poisonous Ray damage resistance debuff doesn't stack on the same target, which is not mentioned in any description, including the plaques.[/list]Mu Mastery
    <ul type="square">[*]Power Sink should not accept taunt enhancements.[*]Mu Guardian should prioritize healing its summoner before other pets.[/list]Soul Mastery
    <ul type="square">[*]Dark Consumption should not accept taunt enhancements.[*]Dark Consumption's recharge is excessively long. In particular, it compares poorly to Power Sink. Furthermore, the original plaques listed a 3 minute recharge, which caused some people to choose the patron in error.[/list]
    PvP Issues

    <ul type="square">[*]Having high damage powers late in the secondary makes the Dominator weak when malefactored for PvP, notably in Siren's Call and Bloody Bay.[*]Suppressing extra player graphics hides hold and other mez graphics on enemy players, making it difficult to see what is happening.[*]Pets are problematic in PvP, they tend to attack the wrong enemies, they are slow to get to the fight, and their long recharge means they often won't be there for a Dominator who is defeated regularly.[*]Slows have less practical effect against jumping than running or flying.[/list]
    Invention Issues

    <ul type="square">[*]None of the Pet Damage invention sets have recharge reduction, which is the third desirable attribute for Dominator pets, and instead they have endurance reduction which is much less useful.[*]Stupefy: Chance for Knockdown negates the teleport of Wormhole.[*]Poisonous Ray does not accept Defense Debuff IO sets.[*]Some procs do not activate in Carrion Creepers, specifically Positron's Blast: Chance for Energy Damage, Trap of the Hunger: Chance for Lethal Damage, and Debilitative Action: Disorient Bonus. However, Impeded Swiftness: Chance for Smashing Damage was activating.[*]Invention sets which were new in I11 are available as slotting options for pets (Fly Trap accepts Defense Debuff, Singularity accepts Knockback), while older sets are not (Jack Frost doesn't accept Hold or Slow; Singularity doesn't accept Immobilize or Hold; Fly Trap doesn't accept Immobilize). Either non Pet Damage sets should be forbidden, or all appropriate sets should be made available.[/list]
  11. Please post comments/additions in the discussion thread. Do not post to this thread.
  12. Possibly the easiest way to get the missions done safely is to take them at 45 and have a level 50 come along to complete them. Not exactly fun, but Pither doesn't value fun, he values efficiency!
  13. May I suggest you change the order of the guides, so that the newer ones are at the top? Newer ones are (hopefully) more useful. Also, you might want to remove the "How not to suck" guide by Waybreaker, because his other guide incorporates most of the information from that one:

    [ QUOTE ]
    Yes, I'm back again. For those of you who read my previous guide, How Not to Suck, this guide incorporates the majority of information from that guide. But with a hefty chunk of new stuff.

    [/ QUOTE ]

    And also, thanks for keeping this stuff updated!
  14. <h2><a name="SecondaryPowers">Secondary Powers</a></h2>




    Dominator assault sets are not remarkable for the damage output, and do
    poor damage for endurance spent, but they are certainly effective and
    they allow Dominators to solo satisfactorily and contribute damage on
    teams.
    </p>




    Fiery Assault and Thorny Assault provide the best AoE damage in the
    earlier levels, only falling behind Psionic Assault at level 38 when it
    receives Psychic Shockwave. Icy Assault provides good AoE damage,
    Electricity Assault provides some in later levels, and Energy Assault's
    AoE damage is negligible.
    </p>




    Electricity Assault provides the best single target damage, followed by
    Fiery Assault and Icy Assault, while the rest provide acceptable single
    target damage. Thorny Assault and Energy Assault are hindered by long
    activation times, and Psionic Assault by its lack of heavy hitting single
    target powers.
    </p>




    Fiery Assault includes a very good damage buff from Fiery Embrace, as
    does Electricty Assault with Build Up. Thorny has a reasonable damage
    buff from Aim.
    </p>




    Energy Assault and Electricty Assault provide the best damage mitigation
    of all the secondaries because stuns, knockbacks and sleeps are a good
    complement for controls from the primary; Icy Assault and Psionic Assault
    both provide decent levels of damage mitigation due to recharge debuffs,
    making them the most effective against AVs; Thorny Assault provides some
    damage mitigation from Thorntrops; and Fiery Assault provides no damage
    mitigation beyond defeating the enemy faster with bonus damage.
    </p>




    The first melee power in each assault set has a 5% chance to drop a
    toggle in PvP. Additionally all of the sets, except Electricity Assault,
    have another power with a 64% chance to drop a toggle: Total Focus from
    Energy Assault, its high damage melee attack available at level 28; Blaze
    from Fiery Assault, the final blast available at level 38; Ice Slash from
    Icy Assault, a melee attack available at level 35; Psychic Shockwave for
    Psionic Assault, its large radius PBAoE attack available at level 38; and
    Ripper for Thorny Assault, a melee cone attack available at level 35.
    </p>

    <h3><a name="SharedSecondaryPowers">Shared Powers</a></h3>

    <ul>[*]



    The majority of the assault powers are attacks, with suggested
    slotting of 4 - 5 additional slots with 35 - 80% accuracy, depending
    on the typical level of enemies faced, 95% damage, 0 - 40% endurance
    reduction, depending on the endurance situation of the particular
    character, and 0 - 40% recharge depending on availability of slots.
    </p>
    [*]



    Charged Bolts, Power Bolt, Flares, Ice
    Bolt
    , Psionic Dart, and Thorny Darts are the first
    blasts, and are all low damage, medium range blasts. They are quite
    useful in the early levels (pre 20), but become less useful as more
    assault powers become available. On smaller teams and solo they are
    useful for building Domination. Suggested slotting is 0 - 1
    additional slots (slots are better used in other attacks) with
    accuracy. With their fast recharge, these are often a good choice
    for slotting IO Procs.
    </p>
    [*]



    Charged Brawl, Bonesmasher, Incinerate, Ice
    Sword
    , Mind Probe, and Skewer are the first melee
    attacks. They all do decent damage, and are highly recommended,
    since they provide a significant boost to damage output, especially
    in the lower levels. Standard attack slotting is suggested.
    </p>
    [*]



    Lightning Bolt, Power Blast, Fire Blast, Ice
    Blast
    , Mental Blast, and Impale are the second
    blasts, and are all decent ranged attacks. While not necessary to be
    effective, they do make a Dominator's life easier, especially on
    large teams where it can be difficult to enter melee. Taking an AoE
    attack instead is a viable choice for a team oriented Dominator.
    Standard attack slotting is suggested.
    </p>
    [*]



    Zapp, Sniper Blast, Blazing Bolt, and Psionic
    Lance
    are the snipe powers. They are marginal powers because
    they do not fit particularly well into a regular attack chain due to
    their long activation time and possibility of interruption. On a
    large team the activation can be too long for safety, and there are
    often effects which will interrupt the power. Solo they are a lot
    more useful, since there is a much smaller possibility of
    interruption, and they do present some opportunity for varied tactics
    on occasion. In the earlier levels they are more useful, making Zapp
    the most attractive of them with its availability at level 20, while
    the others come at 35 by which point the "control them, assault them"
    tactic works in almost all situations. The fact that snipes are
    interrupted by movement creates a nifty trick for building
    Domination, continually activating and interrupting the snipe will
    build Domination without actually attacking an enemy. Standard
    attack slotting is suggested, with some consideration for interrupt
    enhancers. Alternatively the Sting of the Manticore IO set is very
    popular, due to its nice recharge bonus.
    </p>
    [*]



    Power Burst, Blaze, Bitter Ice Blast, and
    Thorn Barrage are the final blasts, and are all high damage
    medium range single target blasts. They fill a gap in the
    Dominator's attack chain, and provide a significant increase in the
    Dominator's damage output. They are highly recommended powers.
    Standard attack slotting is suggested.
    </p>
    [*]



    Power Boost is shared by Energy Assault and Icy Assault. It
    is a self buff of short duration (15 seconds) which greatly increases
    most power effects, notably mez durations, debuffs, buffs, and
    healing. Important exceptions are knock*, accuracy, damage, and
    pet/drop power duration. It is of primary use to Dominators to
    extend the duration of control effects, typically doubling the
    duration, making it very popular for boosting the initial AoE
    control. Unfortunately for Ice Control it does not boost Ice Slick
    in any way. Other popular powers to combine it with are: Power Sink
    to boost its endurance drain; Scorpion Ray for an increased debuff;
    Aid Self for a bigger heal, especially in PvP; Tactics for a bigger
    ToHit buff, also good on the initial strike; and Vengeance for
    certain high-level content.
    </p>
    [/list]
    <h3><a name="ElectricityAssault">Electricity Assault</a></h3>

    <h4>Overview</h4>




    Electricity Assault is a primarily single target assault set with
    smashing and energy damage, and average endurance usage. It also has
    many secondary effects which are somewhat useful, but not terribly
    important, they are endurance drain, recovery debuff, caster endurance
    gain, sleep, stun, and knockback. It is the best single target damage
    assault set, and has some AoE potential in later levels.
    </p>




    Electricity Assault is the newest of the Dominator secondaries and is
    organized very differently from the other sets. Most importantly, it has
    an almost full single target attack chain by level 10, making it a very
    friendly set for solo play, even in the low levels. Build Up plays a
    major role in its damage out put in low levels, but less so in higher
    levels when attack powers are slotted better. The trade off for this
    early single target damage is limited AoE potential which the first AoE
    attack at level 28. Static Discharge is a good AoE attack, Thunder
    Strike provides only negligible AoE damage, and Voltaic Sentinel's AoE
    potential is impractically slow. All of this makes Electricity Assault a
    very compelling choice for PvP and solo PvE, but not ideal for team PvE.
    </p>




    While Electricity has a large number of secondary effects, none of them
    are outstandingly useful. All of the attacks drain endurance and debuff
    recovery on their target, which has little effect on an already
    controlled enemy, but can provide some utility against difficult to
    control enemies like downgraded Heroes and AVs with superior mez
    protection. Many of the attacks recover endurance for the caster, but
    combined with the set's endurance efficient melee focus, and its
    endurance inefficient fast activation times, results in a set whose
    endurance usage is pretty average. The chance to sleep effect of the two
    first melee attacks is difficult to use for damage mitigation because its
    visual effect is not obvious and it requires fast target switching,
    furthermore Dominators do not typically melee with unmezzed foes. The
    knockback from Havoc Punch and Thunder Strike can be useful against
    bosses, although Thunder Strike's AoE knockback can quite frustrating at
    times. Finally, Thunder Strike's chance for stun may provide some
    benefit on a rare occasion.
    </p>




    Essential powers: Charged Brawl, Build Up

    Disappointing powers: Zapp, Voltaic Sentinel
    </p>

    <h4>Powers</h4>

    <ul>[*]



    Charged Bolts is a typical first blast, see the Shared Powers section.
    </p>

    [*]



    Charged Brawl is a typical first melee attack, see the
    Shared Powers section. It
    activates amazingly quickly (in just over a third the time of the
    others) making it the best of the first melee attacks.
    </p>

    [*]



    Lightning Bolt is a typical second blast, see the Shared Powers section. It is
    unique in that it is available at level 4, but is typical in other
    ways.
    </p>

    [*]



    Havoc Punch is a single target melee attack with very good
    damage, but a long recharge. It is highly recommended for increasing
    single target damage. Standard attack slotting is suggested.
    </p>

    [*]



    Build Up is a short self-buff to damage and to-hit. Its best
    use is as a damage boost for initial spike damage. Although it can
    be used to improve AoE controls, by reducing accuracy slotting in
    favour of other aspects, much like Power Boost, this does not work
    out very well in practice, because an AoE control power with poor
    accuracy is almost useless, and the utility of both powers is reduced
    by this dependency. Suggested slotting is 0 - 2 additional slots
    with recharge.
    </p>

    [*]



    Zapp is a typical sniper attack, see the Shared Powers section. It is more
    useful than the other snipes, solely because it is available much
    earlier when it can useful because the Dominator's power has not yet
    fully developed. However it is still a disappointing attack, with
    the longest activation time, and less damage than Thunder Strike and
    Havoc Punch. Don't use Zapp immediately after Build Up, it's long
    activation time wastes the damage buff, a better choice is Build Up,
    Charged Brawl, Havoc Punch, Lightning Bolt, Charged Bolts, and
    finally, Zapp.
    </p>

    [*]



    Static Discharge is a wide and medium length cone attack with
    decent damage. As Electricity Assault's only real AoE attack it is
    recommended for teaming builds. The wide and short cone makes it
    more usable than some of the other cone attacks, particularly for a
    melee focused set like this. Typical attack slotting is suggested,
    with additional consideration for range enhancement.
    </p>

    [*]



    Thunder Strike is a high damage single target attack, with a
    small amount of AoE splash damage, and AoE knockback. It is
    recommended for its high damage and its fun factor. Its long
    activation time is a serious drawback, making the Dominator
    vulnerable for that period, and due to the possibility that the
    target may be defeated mid-animation, which means it doesn't always
    fit as an appropriate attack. Additionally, its AoE knockback can be
    problematic on occasion. Typical attack slotting is suggested.
    </p>

    [*]



    Voltaic Sentinel summons a short-lived non-targettable pet
    with a single high accuracy weak lightning attack. Its short
    duration means that the pet must be constantly resummoned, which can
    feel like a frustrating burden for a power that doesn't have an
    instantenous effect, made worse by the fact that only one may be
    summoned at a time. While it may appear to be able to provide good
    damage, a lot of its attack potential is wasted travelling between
    spawns and attacking inappropriate enemies. Overall it is a weak
    power which doesn't significantly increase performance, although
    there is hope for improvement, because there's currently a bug
    preventing damage enhancements from increasing its damage. Assuming
    the damage bug is fixed, recommended slotting is 2 - 3 additional
    slots with 0 - 40% accuracy, 95% damage.
    </p>
    [/list]
    <h3><a name="EnergyAssault">Energy Assault</a></h3>

    <h4>Overview</h4>




    Energy Assault is an almost exclusively single target assault set, with
    smashing and energy damage types, and secondary status effects of
    knockback and disorient. It is a very weak AoE set, with only a single
    melee-ranged AoE with low damage. Despite its weakness at AoE damage, it
    is also weak at sustained single target damage, and only excels in
    initial burst single target damage. It is a very endurance friendly set,
    due to its large damage from the more efficient melee attacks and long
    animation times. The damage mitigation secondary effects are somewhat
    beneficial, and may reduce dependence on the primary, allowing further
    focus on damage.
    </p>




    Energy Assault is not a powerful PvP set, unlike the infamous Energy
    Melee, mostly because it lacks Build Up and Energy Transfer. However,
    the fact that it has its second high damage melee power at level 28,
    instead of 35 like Thorny Assault and Icy Assault, makes it more
    attractive for PvP in Siren's Call.
    </p>




    Essential powers: Total Focus, Power Burst

    Disappointing powers: Whirling Hands, Sniper Blast
    </p>

    <h4>Powers</h4>

    <ul>[*]



    Power Bolt is a typical first blast, see the Shared Powers section. Its
    secondary effect is a chance to knockback.
    </p>
    [*]



    Bone Smasher is a typical first melee attack, see the
    Shared Powers section. Its
    secondary effect is a decent chance to disorient.
    </p>
    [*]



    Power Push is a ranged knockback attack with very little
    damage, but very high accuracy. It is more of a control power than
    an assault power, and as such should be taken only to fill a lack in
    the primary set. Fire Control, Plant Control, and Ice Control in
    particular can benefit due to lack of single target controls.
    Suggested slotting is 0 additional slots, with recharge or endurance
    reduction.
    </p>
    [*]



    Power Blast is a typical second blast, see the
    Shared Powers section. Its
    secondary effect is a chance to knockback.
    </p>
    [*]



    Power Boost is a short self-buff, see the Shared Powers section.
    </p>
    [*]



    Whirling Hands is a melee range AoE which does low damage and
    has a chance to disorient. Its small radius and low damage make it a
    very disappointing power.
    </p>
    [*]



    Total Focus is an extreme damage melee attack with a
    guaranteed stun. It is highly recommended due to its high damage.
    Its biggest drawback is that it has an extremely long activation
    time, enough to make Bonesmasher more efficient as damage/activation
    time. Typical attack slotting is suggested.
    </p>
    [*]



    Sniper Blast is a typical sniper attack, see the Shared Powers section.
    </p>
    [*]



    Power Burst is a typical final blast, see the Shared Powers section.
    </p>
    [/list]
    <h3><a name="FieryAssault">Fiery Assault</a></h3>

    <h4>Overview</h4>




    Fiery Assault is the most damaging of the Dominator secondaries, with
    exclusively fire damage. Its only secondary effect is additional damage,
    which combines with Fiery Embrace to assure its status as the leader in
    damage. It does decent AoE damage, although both of its AoEs (Breath of
    Fire and Combustion) are somewhat difficult to use.
    </p>




    Fire resistant foes can be problematic because no alternative damage type
    is available. The fact that many attacks include DoT creates
    compatability problems with sleep and terrorize powers. For best
    efficiency, damage over time attacks, like Incinerate, should be used
    first, so that additional damage ticks are not wasted on defeated foes.
    </p>




    Essential powers: Blaze, Fiery Embrace

    Disappointing powers: Blazing Bolt
    </p>

    <h4>Powers</h4>

    <ul>[*]



    Flares is a typical first blast, see the Shared Powers section. It does
    less damage with a faster recharge than the other first blasts, but
    with the same activation, which makes it good for building
    Domination, but poor damage for activation time.
    </p>
    [*]



    Incinerate is a typical first melee attack, see the
    Shared Powers section. It
    deals good damage, but spread over several seconds. To get the best
    efficiency out of Incinerate it should be used as an opening attack,
    rather than a finisher.
    </p>
    [*]



    Fire Breath is a high damage cone attack, with a longish
    activation time, and an accuracy bonus. The cone is narrow and not
    long, but the damage is good. Typical attack slotting is suggested.
    </p>
    [*]



    Fire Blast is a typical second blast, see the Shared Powers section. It has a
    nice short activation time.
    </p>
    [*]



    Fiery Embrace is an excellent self damage buff. It
    significantly increases the damage of all the fire attacks for 30
    seconds, and moderately increases the damage of all non-fire attacks
    for 10 seconds. It makes a dramatic difference in the damage
    potential of the set and is highly recommended. It has a much longer
    recharge rate than the other Dominator self buffs, to match its much
    longer duration. Suggested slotting is 0 - 2 additional slots with
    35 - 95% recharge reduction.
    </p>
    [*]



    Combustion is a PBAoE which deals acceptable damage in a 15'
    radius. Most of its damage is DoT, which means that it appears less
    effective than it actually is. It has a long activation which can
    also cause frustration. Typical attack slotting is suggested.
    </p>
    [*]



    Consume is an endurance recovery power with additional minor
    PBAoE damage. It has a negligible endurance cost, minor damage, long
    recharge, and recovers a medium amount of endurance.
    It requires the investment of slots in order to make it an effective
    endurance recovery power, and so is only recommended to characters
    who are having endurance problems. Its negligible endurance cost
    makes it very useful in situations where endurance has been fully
    drained. Suggested slotting 3 - 5 additional slots with 40 - 80%
    accuracy, 35 - 95% endurance recovery, and 0 - 80% recharge
    reduction.
    </p>
    [*]



    Blazing Bolt is a typical sniper attack, see the Shared Powers section.
    </p>
    [*]



    Blaze is a typical final blast, see the Shared Powers section. It has a
    short activation, high damage, and a fast recharge, making it the
    best of the final blasts.
    </p>
    [/list]
    <h3><a name="IcyAssault">Icy Assault</a></h3>

    <h4>Overview</h4>




    Icy Assault is a well balanced assault set, with good single target and
    AoE attacks, good ranged and melee attacks, and an effective slow
    secondary effect. It falls in the middle for damage, below Fiery Assault
    Electricity Assault, and Thorny Assault with their damage secondary
    effects and self damage buffs, and above Psionic Assault and Energy
    Assault. It is characterized by its fast activating single target
    attacks.
    </p>




    Icy Assault's biggest drawback is that it is very endurance intensive.
    Fast activating attacks can quickly deplete endurance, and its AoEs,
    notably Ice Sword Circle, have a high endurance cost.
    </p>




    Essential powers: Bitter Ice Blast

    Disappointing powers: Chilling Embrace
    </p>

    <h4>Powers</h4>

    <ul>[*]



    Ice Bolt is a typical first blast, see the Shared Powers section.
    </p>
    [*]



    Ice Sword is a typical first melee attack, see the
    Shared Powers section. It has
    good damage and a short activation time.
    </p>
    [*]



    Ice Sword Circle is a PBAoE attack. It has a short range,
    high damage, and a high endurance cost. Its high damage makes it a
    very effective power for a melee oriented Dominator. Standard attack
    slotting is suggested.
    </p>
    [*]



    Ice Blast is a typical second blast, see the Shared Powers section. It has a
    short activation time.
    </p>
    [*]



    Power Boost is a short self-buff, see the Shared Powers section.
    </p>
    [*]



    Frost Breath is a cone attack. It has a standard sized cone,
    an accuracy bonus, longish activation time, and decent damage.
    Standard attack slotting is suggested.
    </p>
    [*]



    Chilling Embrace is a toggled PBAoE slow effect, with a small
    radius, reaching slightly beyond melee, and a low endurance cost. It
    has no damage debuff like the Tanker or Blaster versions of the
    power, but has a higher recharge debuff. Its small radius makes it a
    difficult power to use for Dominators, since being in melee with
    uncontrolled enemies is dangerous. It also doesn't work well with
    Arctic Air and Hot Feet, whose flee effect tends to keep enemies
    outside the radius of Chilling Embrace.
    </p>
    [*]



    Ice Slash is a decent single target melee attack. It is 20%
    greater than Ice Sword in all aspects, including a 20% accuracy
    bonus. Graphically it is much larger than the regular Ice Sword, to
    the point of absurdity. Standard attack slotting is suggested, with
    a little less need for accuracy.
    </p>
    [*]



    Bitter Ice Blast is a typical final blast, see the Shared Powers section. Unlike the
    other Icy Assault powers, Bitter Ice Blast has a respectable to-hit
    debuff in addition to the standard slows.
    </p>
    [/list]
    <h3><a name="PsionicAssault">Psionic Assault</a></h3>

    <h4>Overview</h4>




    Psionic Assault is the lowest single target damage assault set, and is
    also the second weakest AoE set until level 38 when Psychic Shockwave
    makes it the strongest AoE set. Its attacks have longer range than the
    other assault sets, as well as an appreciable recharge debuff. All of
    the attacks but one are pure psionic damage, which means that psionic
    resistant foes, who are usually heavily resistant, such as robots and
    undead, take a lot more effort. Several of the attacks have slow moving
    projectiles as well, meaning that the damage occurs quite a while after
    the attack is launched. Its lower single target damage means that
    Psionic Assault is more suited for large team play than solo.
    </p>




    The ranged blasts are arranged differently in Psionic Assault compared to
    the other assault sets. Mental Blast, its second blast, matches the
    other first blasts of the other sets in endurance cost, damage, and
    recharge; Psionic Dart, its first blast, is a faster less damaging blast,
    and its third blast, while weaker than the others, is available at level
    28 instead of 38. Despite these differences, the blasts fill similar
    roles within the set, resulting in slightly degraded single target
    damage. Psychic Shockwave at level 38 does more than compensate for
    this.
    </p>




    Essential powers: Psychic Shockwave, Drain Psyche

    Disappointing powers: Psionic Lance, Mental Blast
    </p>

    <h4>Powers</h4>

    <ul>[*]



    Psionic Dart is a first blast, see the Shared Powers section. It is quite
    different from the other first blasts, with less damage, a much
    shorter recharge time, and a greater range. Its slow moving
    projectile, long range, and short activation make it an excellent
    tool for pulling.
    </p>
    [*]



    Mind Probe is a typical first melee attack, see the
    Shared Powers section.
    </p>
    [*]



    Telekinetic Thrust is a melee range low damage attack with
    guaranteed knockback, and a slightly higher endurance cost. It is
    more of a control power than an attack, although it does provide some
    smashing damage which may help in those situations where psionic
    damage is being resisted. Like Power Push, it may benefit the
    control sets with fewer single target controls. Suggested slotting
    is 0 - 4 additional slots, with 35 - 80% accuracy and damage if
    desired.
    </p>
    [*]



    Mental Blast is the second blast, see the Shared Powers section. Its low
    damage and long activation make it a mediocre power which is
    primarily a stop gap until level 28 when Subdue is available. It
    also has a slow projectile, but not a fast activation time, so it is
    not appropriate for pulling.
    </p>
    [*]



    Psychic Scream is a huge cone decent damage attack with a good
    recharge debuff. Standard attack slotting is suggested.
    </p>
    [*]



    Drain Psyche is a click PBAoE regeneration and recovery
    debuff, which increases the caster's regeneration and recovery for
    each foe affected. It is a useful power when solo to help with
    endurance problems, and on teams it can help out when things go
    wrong. Its regeneration debuff is also very useful against Hero and
    AV class enemies. Suggested slotting is 5 additional slots with 35 -
    80% accuracy, 35 - 95 % recharge, 0 - 95% endurance modification and
    0 - 95% healing.
    </p>
    [*]



    Subdue is a good ranged attack with a chance to immobilize.
    It deals almost as much damage as Mind Probe, and is an important
    power for single target damage potential. Standard attack slotting
    is suggested.
    </p>
    [*]



    Psionic Lance is a typical sniper attack, see the Shared Powers section.
    </p>
    [*]



    Psychic Shockwave is a high damage, large radius, PBAoE attack
    with a chance to disorient. It is the best Dominator attack, and
    arguably the best attack in the game. In fact, this power is so good
    you will probably want to start a thread on the forums when you get
    it. Standard attack slotting is suggested.
    </p>
    [/list]
    <h3><a name="ThornyAssault">Thorny Assault</a></h3>

    <h4>Overview</h4>




    Thorny Assault is a high damage assault set, with good single target
    damage attacks, and ok AoE attacks. Its secondary effects are a good
    defence debuff, and toxic DoT. However, the attacks deal primarily
    lethal damage which is resisted by many enemies. Also, the attacks have
    an associated thorn animation on the caster, which can interfere with
    some costumes, has a tendency to look odd on small and large characters,
    and which can be frustrating because the redraw interferes with jumping
    movement.
    </p>




    Essential powers: Thorn Barrage, Aim

    Disappointing powers:
    </p>




    Thorny Assault is the most melee oriented of the Dominator secondaries,
    its cone attack has a shorter range than the other cones, its second
    ranged attack, Impale, has a frustrating long activation time, and its
    level 35 power is a cone melee attack.
    </p>

    <h4>Powers</h4>

    <ul>[*]



    Thorny Darts is a typical first blast, see the Shared Powers section. It
    recharges slightly faster than other blasts, and deals the same
    amount of damage for less endurance cost.
    </p>
    [*]



    Skewer is a typical first melee attack, see the Shared Powers section.
    </p>
    [*]



    Fling Thorns is a decent damage cone attack with a good
    defence debuff. It has a much shorter range than the other cone
    attacks. Standard attack slotting is suggested.
    </p>
    [*]



    Impale is a typical second blast, see the Shared Powers section. It deals
    the most damage of all the second blasts, has an immobilization
    effect and a very long activation time.
    </p>
    [*]



    Aim is a short self-buff to damage and to-hit. Its best use
    is as a damage boost for initial spike damage. Although it can be
    used to improve AoE controls, by reducing accuracy slotting in favour
    of other aspects, much like Power Boost, this does not work out very
    well in practice, because an AoE control power with poor accuracy is
    almost useless, and the utility of both powers is reduced by this
    dependency. Suggested slotting is 0 - 2 additional slots with
    recharge.
    </p>
    [*]



    Thorn Burst is a decent damage, decent radius, PBAoE attack
    with a good defence debuff. Standard attack slotting is suggested.
    </p>
    [*]



    Thorntrops is a drop power which causes decent damage, slows
    run speed, and causes enemies to flee. Suggested slotting is 0 - 4
    additional slots with 0 - 80% recharge, 0 - 95% damage.
    </p>
    [*]



    Ripper is a high damage, melee range cone attack with a chance
    to knockdown. It has special spin in the air animation, and
    consequently a bit of a long activation. Standard attack slotting is
    suggested.
    </p>
    [*]



    Thorn Barrage is a typical final blast, see the Shared Powers section.
    </p>
    [/list]
    <h2><a name="PatronPowers">Patron Powers</a></h2>




    The Patron powers are by and large disappointing, because many of them
    are similar to, but weaker than, existing Dominator powers. The Patron
    Power Pools are all similar by design, the biggest differences being in
    the first power of each set.
    </p>

    <h3><a name="SharedPatronPowers">Shared Powers</a></h3>

    <ul>[*]



    Dark Embrace, Scorpion Shield, Shark Skin, and
    Charged Armor are the Patron shields. They all provide a high
    level of resistance or defence for low endurance cost, and are decent
    powers. Suggested slotting is 0 - 2 additional slots with 35 - 95%
    resistance or defence.
    </p>
    [*]



    Dark Obliteration, Disruptor Blast, Bile Spray,
    and Ball Lightning are the Patron attacks. They are very
    disappointing because they are less effective than available powers
    in the secondary due to their long recharge times. The only
    difference is that some are ranged AoE instead of PBAoE or cone.
    They are only appropriate for a Dominator who has taken all the AoEs
    from their secondary and wants more. Standard attack slotting is
    suggested.
    </p>
    [*]



    Fortunata Seer, Toxic Tarantula, Blue Coralax,
    and Mu Guardian are the Patron pets. They suffer from the
    drawback that unlike existing Dominator pets, they are not permanent,
    and as such are more suited to special situations. Their damage
    output and survivability is not particularly impressive. Suggested
    slotting is to taste, depending on preferred use.
    </p>
    [/list]
    <h3><a name="LeviathanMastery">Leviathan Mastery</a></h3>

    <ul>[*]
    Water Spout summons a short-lived, unkillable, very aggresive
    pet which throws enemies around, disorients them, and deals high
    damage. It is useful for dealing with situations that have got out of
    hand, initiating difficult fights, and dealing damage to tough foes
    with knockback protection. The immobilizes or holds available in most
    of the primaries may be used to pin foes down to be damaged by the
    Water Spout. Suggested slotting is 0 - 5 additional slots with 35 -
    95% recharge reduction, 0 - 95% damage, 0 - 95% disorient duration.
    [*]
    Bile Spray is a typical patron cone attack, see the Shared Powers section.
    [*]
    Shark Skin is a typical patron shield, see the Shared Powers section. It resists
    smashing, lethal, and cold damage.
    [*]
    Blue Coralax is a typical patron pet, see the Shared Powers section.
    [/list]
    <h3><a name="MaceMastery">Mace Mastery</a></h3>

    <ul>[*]
    Poisonous Ray is a single target debuff with a decent resistance
    and tohit debuff, as well as some damage. It is useful in the toughest
    fights such as against EBs, AVs and Heroes, and can speed up some boss
    fights.
    [*]
    Scorpion Shield is a typical patron shield, see the Shared Powers section. It has good
    defence against smashing and lethal attacks, ok defence against energy
    attacks, and ok resistance against toxic damage. In many ways defence
    is better for Dominators than resistance, because it can prevent some
    mezzing attacks from ever landing.
    [*]
    Disruptor Blast is a typical patron attack, see the Shared Powers section. It has a small
    chance to cause knockback.
    [*]
    Toxic Tarantula is a typical patron pet, see the Shared Powers section.
    [/list]
    <h3><a name="MuMastery">Mu Mastery</a></h3>

    <ul>[*]
    Power Sink is a small radius PBAoE endurance drain and recovery
    power on a long recharge. It is auto-hit, which makes it very
    dependable for refilling endurance in combat, but has a high endurance
    cost, which reduces its utility against endurance draining enemies who
    tend to fully drain endurance. It is a decent, if unwieldy, power.
    Suggested slotting is 0 - 5 additional slots with 0 - 95% endurance
    modification, 0 - 80% endurance reduction, 0 - 95% recharge.
    [*]
    Charged Armor is a typical patron shield, see the Shared Powers section. It provides good
    resistance to smashing, lethal and energy damage.
    [*]
    Ball Lightning is a typical patron attack, see the Shared Powers section. It has a small
    endurance drain.
    [*]
    Mu Guardian is a typical patron pet, see the Shared Powers section. It does have a
    single target heal which it will use on the summoner or other pets.
    [/list]
    <h3><a name="SoulMastery">Soul Mastery</a></h3>

    <ul>[*]
    Dark Consumption is a small radius PBAoE endurance recovery
    which causes a small amount of damage to affected enemies. It has an
    absurd six minute recharge time, which makes it a very marginal power.
    Suggested slotting is 1 - 5 additional slots with 35 - 80% accuracy, 35
    - 95% endurance recover, 0 - 95% damage, and 0 - 95% recharge.
    [*]
    Dark Embrace is a typical patron shield, see the Shared Powers section. It provides good
    resistance to smashing and lethal damage, and okay resistance to toxic
    and negative energy damage.
    [*]
    Dark Obliteration is a typical patron attack, see the Shared Powers section. It has a minor
    to-hit debuff.
    [*]
    Fortunata Seer is a typical patron pet, see the Shared Powers section.
    [/list]
    <h2><a name="PoolPowers">Pool Powers</a></h2>




    Power pools should be chosen based on player preference, there is no
    must-have pool, although some are extremely beneficial. The most
    important pool powers, which all Dominators should consider, in order:
    Hasten from Speed, because it boosts the recharge of Domination; Stamina
    from the Fitness pool, to help with endurance problems; Acrobatics from
    Leaping, because knockback can kill; and Aid Self from Medicine which is
    particularly useful in zone PvP. The Power Pools which should be avoided
    except for concept reasons are Fighting, because the values are so low,
    and Presence, because Dominators get much better powers in their
    primaries.
    </p>




    In the late game, especially after level 40, enemies with status effects
    become very common. AoE mez attacks generate a lot of aggro, which means
    that Dominators are likely to experience a lot of these status effects.
    Being mezzed or knocked back can be deadly for a Dominator because rapid
    response often makes the difference between defeat and victory. For
    these reasons, many Dominators look to the power pools for additional
    status protection (for when Domination isn't available). Chief amongst
    the status protection powers is Acrobatics, which protects from knock*
    and hold. Hover provides a more limited form of knock* protection,
    turning it into a falling over effect, without the movement. Aid Self
    provides an unwieldy stun protection, Health provides sleep resistance,
    and Tactics provides fear resistance.
    </p>




    The high risk of being mezzed also reduces the utility of toggle powers,
    since dropped toggles are very frustrating. This is an important factor
    to consider when choosing pool powers, because there are many more
    toggles in the power pools than the primary and secondary sets.
    </p>

    <h3><a name="Concealment">Concealment</a></h3>




    Concealment is primarily a matter of preference for Dominators.
    Stealth is a useful power for opening fights with a well placed
    AoE control, notably Plant Control's Seeds of Confusion, or
    convincing a pet to engage the enemy and take the alpha strike. Beyond
    that, Concealment has no benefit specific to Dominators.
    </p>

    <h3><a name="Fighting">Fighting</a></h3>




    Fighting is a poor choice for Dominators. The additional attacks do not
    provide significant benefit compared to attacks already available in the
    secondary. Tough and Weave provide low resistance and
    defence values which make little difference because Dominators have no
    other defence powers to stack them with until level 41 when patron
    shields become available. Additional control powers from the primary are
    usually a better choice for enhancing survivability.
    </p>

    <h3><a name="Fitness">Fitness</a></h3>




    The majority of Dominators will want to take the Fitness pool for
    Stamina, since solo Dominators tend have endurance difficulties
    due to the low damage/endurance ratio of the assault sets. Dominators
    with confuse powers, high damage pets (Fire Imps), or high damage
    secondaries may find that it is not necessary. Those with Icy Assault
    will almost certainly want to take it, because its short activation times
    make endurance problems even more acute. Any two of the other powers can
    be taken depending on preference.
    </p>

    <h3><a name="Flight">Flight</a></h3>




    Air Superiority is a melee attack which provides guaranteed
    knockdown, making it very useful in early levels to fill in gaps in
    control, and in later levels against bosses specifically. Accuracy
    slotting is suggested, or standard attack slotting if desired.
    Hover is useful for its limited knockback protection. It also
    combines nicely with Wormhole, by allowing the targets to be directed
    straight down, thus reducing the problem of knockback. Suggested
    slotting for Hover is 1 - 2 additional slots with 80 - 95% flight speed.
    Group Fly can also be used with Fire Imps for humourous effect.
    Suggested slotting is 3 - 4 additional slots with 35 - 80% endurance
    reduction, and 35 - 95% flight speed.
    </p>

    <h3><a name="Leadership">Leadership</a></h3>




    While Dominators don't receive the best bonuses for the Leadership
    powers, they are quite acceptable and can be useful on larger teams. The
    biggest drawback to leadership is the notable endurance cost.
    Assault provides an appreciable bonus for its endurance cost on
    large teams, and is somewhat beneficial with Fire Imps. Suggested
    slotting is no additional slots with 35 - 40% endurance reduction.
    Maneuvers defense bonus is very small, making it not particularly
    worthwhile since Dominators have very few other defense powers to stack
    it with. Tactics is a nice substitute for additional accuracy
    enhancements, and its perception bonus is useful in some circumstances.
    Suggested slotting is 0 - 3 additional slots with 35 - 40% endurance
    reduction and 0 - 95% to hit buffs. Vengeance can be a very
    useful power on occasion for a teaming Dominator, and is of particular
    interest for Dominators with Power Boost, which can boost it to being
    significantly better than any other villain's Vengeance. Suggested
    slotting is 1 - 2 additional slots with 35 - 95% defence buff.
    </p>

    <h3><a name="Leaping">Leaping</a></h3>




    Combat Jumping provides nice mobility and protection from
    immobilize for a low endurance cost. No extra slots needed for this
    power. Jump Kick is a poor attack with a long activation time,
    and knockback which isn't guaranteed. Super Jump is the premier
    PvP travel power because there are very few powers that hinder it.
    Acrobatics is an excellent protection power, and can greatly
    increase survivability at later levels. Suggested slotting is 0 - 1
    additional slots with endurance reduction.
    </p>

    <h3><a name="Medicine">Medicine</a></h3>




    Aid Other provides some utility for a Dominator with pets, and can
    be appreciated on teams. Suggested slotting is heal, recharge, and
    interrupt reduction to taste. Stimulant provides a lot less
    utility, because mez is usually harder to identify, only a problem in
    combat when the risk of the power being interrupted is high. Aid
    Self
    is often useful, depending on play style, and may improve
    efficiency when solo. It is also significantly improved by Power Boost.
    Aid Self is particularly popular in PvP, where taking significant damage
    is unavoidable. Suggested slotting is 3 - 5 additional slots with 0 - 80%
    recharge reduction, 0 - 80% interrupt reduction, and 35 - 95% healing.
    Resuscitate is a very mediocre rez power, largely due to it's
    extremely long recharge time, and a Dominator would be better served by a
    power to prevent the defeat in the first place.
    </p>

    <h3><a name="Presence">Presence</a></h3>




    Challenge and Intimidate are very poor powers for
    Dominators who typically have enough aggro, and cannot survive it well.
    Intimidate is a weak single target fear power, with a long
    recharge, which is not even guaranteed to always affect lieutenants.
    Invoke Panic is PBAoE with a long recharge, and only affects
    lieutenants who are weak to fear. Both Intimidate and Invoke Panic are
    boosted by Domination, at which point they will affect bosses, and are
    quite usable control powers. Considering their limited usefulness
    outside of Domination, that fear is one of the weaker forms of control,
    and that a taunt power is required to open the pool, these powers are not
    a particularly good choice for Dominators.
    </p>

    <h3><a name="Speed">Speed</a></h3>




    Flurry is a weak attack, with a long activation time, and a low
    chance for disorient. Hasten is an excellent power, providing
    noticeably increased effectiveness when it is active, and is of
    particular importance to Dominators, because it makes Domination recharge
    more quickly, and is mandatory for any build aiming to achieve
    perma-Domination Suggested slotting is 0 - 2 additional slots with
    recharge enhancements. Super Speed is a stealth power as well as
    a travel power, which can be useful in the same ways as Stealth from the
    Concealment pool. However, it can be a very frustrating travel power in
    vertical terrain. Suggested slotting is endurance reduction.
    Whirlwind is a useful power on occasion, when extra control is
    needed, as well as being quite entertaining. It can also be useful with
    drop powers (Ice Slick, Bonfire, Carrion Creepers, Thorntrops) to keep
    mobs in the patch location. Suggested slotting is 0 - 2 additional slots
    with endurance reduction.
    </p>

    <h3><a name="Teleportation">Teleportation</a></h3>




    Recall Friend can be of use to Dominators with pets, to get them
    into melee, save them from bad situations, or position them near enemies
    to start the fight. Teleport Foe is occasionally useful to break
    up closely grouped enemies, although a ranged attack is almost always
    sufficient for such a task. Team Teleport can be used to great
    effect with Singularity, because when teleporting directly into the
    middle of a group of enemies it will take the majority of the aggro.
    </p>

    <h2><a name="Glossary">Glossary</a></h2>




    Confuse is an effect which causes a mob to attack friends instead
    of foes. Although damage from confused enemies does reduce xp received,
    it is not directly proportional to the amount of damage, and instead
    favours the player. Furthermore since it reduces the amount of time
    spent in each fight it actually increases overall xp gain by time.
    </p>



    Hold is an effect which drops toggles, prevents movement and
    prevents power activation.
    </p>



    Immobilize is an effect which prevents movement.
    </p>



    Fear usually means Terrorize, but can also mean Flee.
    </p>



    Flee is an effect which causes attempts to leave an area of
    effect. This does not affect players.
    </p>



    -Fly is a debuff effect which prevents flight.
    </p>



    Mob is a mobile object, including friend and foe.
    </p>



    Sleep is an effect which drops toggles, prevents movement and
    prevents power actvation, but which is ended by healing, damage and many
    status effects, importantly excluding sleep.
    </p>



    STH is an abbreviation for Single Target Hold.
    </p>



    Terrorize is an effect which prevents movement and prevents power
    activation, but whose effects are temporarily suspended when attacked.
    </p>



    PBAoE is an abbreviation for Point-Blank Area of Effect, meaning
    it covers an area centered on the caster.
    </p>

    </body>
    </html>
  15. <h3><a name="IceControl">Ice Control</a></h3>

    <h4>Overview</h4>




    Ice has good control, particularly with its secondary slow effects, and
    is very effective against bosses even without Domination. It needs less
    slots than some of the other control sets, because several powers
    (notably Ice Slick) do not require a significant number of slots. Unlike
    some of the other control sets, Ice does not provide total lockdown, but
    it can provide significant reduction of incoming attacks due to slows and
    knockdown.
    </p>




    Essential powers: Block of Ice, Ice Slick

    Disappointing powers: Flash Freeze, Glacier
    </p>




    Ice Control has a unique advantage against high level foes, because
    neither Ice Slick nor Arctic Air require accuracy checks.
    </p>




    Ice Control benefits less from Domination than the other control sets,
    because its slows, and Ice Slick are not boosted by Domination. Of
    course, the durations of Frostbite's immobilize, Flash Freeze's sleep,
    and Glacier's hold are all increased, but these are not its staple
    control.
    </p>

    <h4>Powers</h4>

    <ul>[*]



    Chilblain is a typical single target immobilize, see the Shared Powers section. It has a
    benefit over the other single target immobilizes in that it also
    includes a slow and recharge debuff. Its biggest weakness is that it
    protects enemies from the Ice Slick.
    </p>
    [*]



    Block of Ice is a typical STH, see the Shared Powers section. Its
    advantages over the other STHs are its obvious visual effect, a good
    secondary slow and recharge debuff, and no restrictions against
    flying enemies. Its biggest drawback is a long activation time, the
    second longest after Strangler from Plant Control.
    </p>
    [*]



    Frostbite is a typical AoE immob, see the Shared Powers section. Like
    Chilblain, it has a nice secondary slow and recharge debuff, but
    can't be used with Ice Slick.
    </p>
    [*]



    Arctic Air is an auto-hit PBAoE toggle which causes enemies to
    flee, confuses them occasionally and debuffs their movement and
    recharge speeds. It has an extreme endurance cost, good slow, and
    has a large radius. Suggested slotting is 2 - 5 additional slots,
    with 80 - 95% endurance reduction, 40 - 95% confuse duration, 0 - 40%
    slow. (It's unclear if Fear enhancements do anything.)
    </p>



    Arctic Air is very effective at keeping enemies moving slowly and
    reducing incoming attacks. The fact that it's PBAoE is nice because
    it makes it can move with the fight, or even chase problematic
    enemies. The large area and slow means that with a bit of fancy
    footwork an enemy can be kept debuffed, and out of melee. The
    confuse is a nice effect, but not dependable.
    </p>



    Arctic Air's extreme endurance cost combined with its longish
    recharge mean that it can't be used permanently, however, deciding
    when to turn it on and off can be tricky. The longish recharge also
    means that having it detoggled can be quite annoying.
    </p>
    [*]



    Shiver is a cone slow and recharge debuff power. It recharges
    quickly, has a large area, and a strong debuff, although it does
    require an accuracy check. Suggested slotting is 1 - 2 additional
    slots with 35 - 80% accuracy, and 0 - 40% slow.
    </p>



    Shiver is good for keeping your enemies moving slowly to make things
    easier for teammates to deal with. Unlike most other control effects
    it doesn't seem to attract much aggro, making it a good choice on
    large teams. It is often used as a backup control power, when Ice
    Slick isn't effective, such as against flying enemies.
    </p>



    Against enemies who have many attacks, or very damaging and mezzing
    attacks, Shiver falls short, because they will still get in a few
    those attacks, which can be devastating.
    </p>
    [*]



    Ice Slick is the signature power of Ice Control. It is a
    static patch on the ground which significantly reduces incoming
    attacks by inflicting knock down, slow and -Jump on all enemies on,
    above and below it. It is auto-hit, has medium duration, doesn't
    require line of sight to place, has a large area of effect, and a
    medium recharge which makes it available for every fight. Suggested
    slotting is 1 - 2 additional slots with 35 - 95% recharge.
    </p>



    Because Ice Slick's duration is unenhancable and is not affected by
    level scaling it is very effective immediately, and doesn't require
    many slots like most other control powers. Because it uses
    knockdown, Ice Slick is also effective against bosses, making it more
    useful on the largest teams. Finally, Ice Slick doesn't require line
    of sight to cast, so it can be done in safety from around a corner,
    fully preventing an alpha strike.
    </p>



    Care must be taken when starting a fight with Ice Slick, because if
    done within line of sight, the retaliation can be quite fierce. Also
    there is some terrain, notably underwater, where the Ice Slick is not
    visible, which can make it difficult to locate the edges.
    </p>
    [*]



    Flash Freeze is a typical AoE sleep power, see the Shared Powers section. Its recharge
    time is much greater than the other AoE sleeps.
    </p>



    Its graphics are much more obvious than the other sleeps, which can
    be useful on a team, although they may be confused with Ice's holds.
    </p>



    Flash Freeze inflicts damage as well, which prevents it from being
    stacked on top of other sleeps to deal with multiple stronger
    enemies. Furthermore it can only be used on grounded enemies, which
    is again frustrating because the -Fly immobs also have DoT which will
    wake the sleepers up.
    </p>
    [*]



    Glacier is a typical AoE hold, see the Shared Powers section. Like Block of
    Ice, it has the most obvious graphic, which is very handy on teams.
    </p>



    Because of Ice Control's lack of powers which work well with
    Domination, an Ice Dominator will very likely want to take Glacier
    for those extreme crisis situations.
    </p>



    Glacier cannot be used while flying, somewhat limiting its
    effectiveness, and is also a PBAoE which makes it more dangerous to
    use.
    </p>
    [*]



    Jack Frost is a typical pet power, see the Shared Powers section. He has a weak
    ranged attack, a melee hold and high damage melee attacks.
    </p>



    Jack Frost has very effective melee attacks, and significantly
    increases his summoner's damage.
    </p>



    Jack Frost is very aggressive, and has a tendency to get himself in
    serious danger. He prefers to attack uncontrolled enemies, which
    means he tends to aggro one with Freezing Touch and then move on to
    aggro the next.
    </p>
    [/list]
    <h3><a name="MindControl">Mind Control</a></h3>

    <h4>Overview</h4>




    Mind Control provides very good AoE control, even on large teams, due to
    its large number of AoE control powers. It doesn't have an every-fight
    power which prevents retaliation like Seeds of Confusion, Ice Slick,
    Stalagmites or Flashfire, its effectiveness is in the combination and
    number of its control powers. It also has by the far the best single
    target control available, which can make a big effect, even on large
    teams, and makes soloing straightforward. Confuse more than makes up for
    the lack of pet.
    </p>




    Essential powers: Dominate

    Disappointing powers: Total Domination
    </p>




    Mind Control is a very endurance light set, in large part due to Confuse,
    which dramatically improves soloing efficiency. Telekinesis is the one
    endurance intensive power, but is rarely used for extended periods of
    time.
    </p>




    Its large selection of control types (sleep, knockup, hold, confuse,
    repel, fear), makes Mind Control the most versatile control set, and the
    most likely to be able to exploit weakness in the enemies.
    </p>




    In PvP Mind Control has a unique advantage, because its powers are
    psionic, but not typed positionally (range, AoE, or melee) which means it
    ignores certain defence sets, notably Super Reflexes and Force Fields.
    Additionally, Telekinesis is very effective, because it's auto-hit, and
    few builds have protection against repel.
    </p>

    <h4>Powers</h4>

    <ul>[*]



    Mesmerize is a single target sleep with an accuracy bonus,
    small damage, a very long duration, and long activation. It's
    magnitude is high enough to sleep most bosses and AVs with a single
    application. Suggested slotting is 0 - 1 additional slots with 35 -
    80% accuracy.
    </p>



    Mesmerize is very handy for taking single enemies out of the fight
    for a long period of time. It is especially effective on outlying
    enemies, since they are less likely to get woken up by AoEs. One of
    my favourite uses for Mesmerize is to open the fight by using it on
    the boss of a spawn, which typically results in pulling the entire
    spawn except the boss. A boss can be slept while a more practical
    mez type, like hold or confuse, is applied. It also can prove
    extremely useful in some very tough encounters, by keeping Arch
    Villains and Heroes out of the fight until the team is ready to
    tackle them.
    </p>



    Mesmerize cannot be stacked on top of other sleeps against tougher
    foes, because the damage component breaks previous sleeps. When
    applied on a sleeping enemy, the damage in Mesmerize will briefly
    wake them up, allowing a small movement or an attack. Often standing
    behind a sleeping enemy when casting Mesmerize will mean they will
    use their brief action to turn around. The damage from Mesmerize is
    not reported until very late, which can be annoying because it is a
    nice confirmation that it hit.
    </p>
    [*]



    Levitate is a single target knockup with good damage and -Fly.
    Suggested slotting is either attack slotting, or 0 - 1 additional
    slots with 35 - 80% accuracy.
    </p>



    As a knockup attack, Levitate temporarily incapacitates bosses, which
    makes it very useful for stacking holds if Domination is not
    available, or if they are hold-resistant. It is also quite handy for
    dropping flying or perching enemies to the ground where they can be
    dealt with more easily. It is also a source of smashing damage,
    which may be useful to a Mind/Psi Dominator when facing enemies with
    Psi resistance.
    </p>



    Due to the way knockup interacts with powers activation, Levitate may
    not always actually result in a period of incapacity.
    </p>
    [*]



    Dominate is a standard STH, see the Shared Powers section. It has a very
    short activation time, but its visual effect on enemies is very
    subtle and easily obscured by other effects.
    </p>
    [*]



    Confuse is a single target confuse with a long duration and
    long activation, and which does not cause aggro. It is highly
    recommended due to great versatility. Suggested slotting 3 - 5
    additional slots with 35 - 80% accuracy, 35 - 95% confuse duration,
    35 - 80% recharge.
    </p>



    Confuse is a great fight starter, since it doesn't generate aggro it
    can be used to prevent problematic enemies such as Sappers or
    Demolitionists from ever causing any harm. The long duration means
    that it can stack applications very effectively. Also, since
    confused enemies damage each other, Confuse makes fights shorter, and
    reduces endurance needs.
    </p>



    The one drawback of Confuse is that it has a long activation time
    which can make it frustrating to use in the heat of battle. See
    confuse in the glossary for a brief discussion of confuse and xp
    gain.
    </p>
    [*]



    Mass Hypnosis is an AoE sleep power, see the Shared Powers section. The big
    difference from the other sleeps is that it doesn't generate any
    aggro.
    </p>



    Since it doesn't cause any aggro, Mass Hypnosis can be very effective
    for starting a fight and take the edge off the alpha strike. Since
    it doesn't deal damage it can also be stacked on other sleep powers
    to sleep more protected enemies.
    </p>
    [*]



    Telekinesis is a toggle which holds and repels its target and
    nearby enemies away from the caster. It has an extreme endurance
    cost, and a longish recharge. Repel protection is rare, so it will
    affect most enemies, although bosses and others with hold protection
    will still be able to attack while being repelled. Suggested
    slotting is 1 - 2 additional slots with 80 - 95% endurance reduction.
    </p>



    Telekinesis can be very effective in the right circumstances, pinning
    enemies in corners for teammates to deal with, and doesn't require
    line of sight, so can be used to keep difficult enemies out of line
    of sight, even if they can't be held. Since it's also a hold, it can
    be useful for quickly stacking hold mag onto bosses, but can be
    dropped once the boss is held. If necessary it can also be used to
    group up multiple tough targets, and then combined with Dominate to
    keep them permanently held, although for a high endurance cost.
    </p>



    Telekinesis is arguably the most difficult power to use in the game.
    The repel is fast, which makes mobility of the caster very important
    if the victims are to be kept in the right place. Without a sharp
    corner to pin them in, it is tricky to keep the repel from pushing
    them in unwanted directions. Its extreme endurance cost can also be
    quite frustrating.
    </p>
    [*]



    Total Domination is a typical AoE hold, see the Shared Powers section. It suffers
    from the same visual effect problems as Dominate.
    </p>



    In some circumstances Total Domination can be a very welcome power
    because it is total lockdown, and not easily broken or difficult to
    maintain like the other AoE controls.
    </p>



    Because Mind Control has many effective AoE control powers, with
    better durations and recharges than Total Domination, it benefits
    less from Total Domination than the other sets do from their AoE
    holds.
    </p>
    [*]



    Terrify is a cone terrorize power with noticeable damage. It
    has a slight accuracy penalty, a high endurance cost, a large cone
    area, a medium recharge, medium damage, and a decent duration
    terrorize effect. Suggested slotting is 2 - 5 additional slots with
    70 - 80% accuracy, 35 - 95% fear duration, 35 - 95% recharge
    reduction, 0 - 40% endurance reduction. The cone is large enough
    that range is not necessary.
    </p>



    Terrify is Mind Control's staple AoE control power, since it can be
    used in every fight, has a large area, and is more robust than a
    sleep. It is good for keeping a spawn contained, because it tends to
    prevent running, and prevents retaliation for enemies who are not
    being attacked.
    </p>



    The biggest drawback to Terrify is that it allows an attack before
    taking effect, which makes it a terrible power for starting a fight.
    </p>
    [*]



    Mass Confusion is a ranged AoE confuse which does not cause
    aggro. It has a decent base duration, a very long recharge time, a
    good sized area of effect, and poor accuracy. Suggested slotting is
    3 - 5 additional slots with 70 - 80% accuracy, 0 - 95% duration, 35 -
    95% recharge, 0 - 40% endurance reduction.
    </p>



    Mass Confusion is the perfect power for destroying an entire spawn
    without any risk to the team. Even with base duration, it lasts long
    enough for a high level spawn to mostly destroy itself. Of all the
    Dominator powers this one has the most profound effect on a battle.
    </p>



    Mass Confusion's biggest drawback is its long recharge time, but the
    reasoning is clear, because with a shorter recharge it would be
    overpowered.
    </p>



    Mass Confusion is often compared to Seeds of Confusion, against which
    it compares quite favourably. Its big disadvantages are that it comes
    at level 32 instead of level 8, and its extremely long recharge
    time. Its advantages over Seeds of Confusion are that it is much
    safer to apply since it causes no aggro and is a targeted AoE not a
    cone, and that it covers a greater area. Additionally, it can be
    stacked with Confuse to confuse bosses without causing aggro. The
    final, and most important, consideration is that for Mind Control it
    is a bonus on top of an already effective set, while for Plant
    Control Seeds of Confusion is the core power of the set.
    </p>
    [/list]
    <h3><a name="PlantControl">Plant Control</a></h3>

    <h4>Overview</h4>




    Plant Control provides average overall AoE and single target control.
    Its effective damage is above average due to Seeds of Confusion. Its
    visual appearance is much more fun than the other control sets.
    </p>




    Essential powers: Strangler, Seeds of Confusion, Carrion Creepers

    Disappointing powers: Spirit Tree, Vines
    </p>




    Plant Control is the most effective team accelerating power set,
    specifically due to Seeds of Confusion and the way it causes enemies to
    bunch up and damage each other, making it very easy for the team to
    dispatch an entire spawn.
    </p>




    Plant Control is a very unbalanced set, because the majority of its
    effectiveness comes from Seeds of Confusion, with additional support from
    Carrion Creepers, Strangler, and to a lesser extent Vines. The rest of
    its powers do not bring a significant amount of effectiveness. This
    gives it an advantage over the other sets, because with fewer power
    choices it can achieve equivalent performance. Of course, this
    concentration of control does have some drawbacks, notably enemies who
    are resistant to confuse, such as Nemesis and certain Longbow officers,
    can be quite a problem.
    </p>

    <h4>Powers</h4>

    <ul>[*]



    Entangle is a typical single target immobilize, see the Shared Powers section.
    </p>
    [*]



    Strangler is a typical STH, see the Shared Powers section. It has one of
    the better effect animations, because it is quite visible, but is the
    worst of the STHs because it has no secondary effect and has the
    longest activation (tied with Fossilize).
    </p>
    [*]



    Roots is a typical AoE immob, see the Shared Powers section. Roots is
    useful for Plant Control because Seeds of Confusion can cause scatter
    in some enemies. Additionally, it does double the damage of any of
    the other AoE immobs.
    </p>
    [*]



    Spore Burst is a typical AoE sleep, see the Shared Powers section. It has the
    least visible visual effect of all the sleeps, consisting of only of
    a subtle brown cloud around the affected enemies' heads.
    </p>
    [*]



    Seeds of Confusion is a cone confuse. It has a short recharge
    for an AoE control power, a medium sized cone, and a long duration.
    Suggested slotting is 3 - 5 additional slots with 70 - 80% accuracy,
    35 - 95% duration, 35 - 80% recharge reduction and 0 - 25% range
    increase.
    </p>



    Seeds of Confusion is the defining power of the Plant Control set,
    and the most effective AoE control power available to Dominators. It
    has a fast recharge, so it can be used in almost every single fight,
    and a long duration so that it can recharge before it runs out. As
    if that weren't enough, confuse is also one of the top two control
    effects, since it not only prevents enemy attacks, it also causes
    enemies to damage each other, to bunch together for AoEs, and can
    steal their buffs and debuffs.
    </p>



    The one weakness of Seeds of Confusion is that it is necessary to be
    at close range to gain the most effect. This means it can be
    difficult for opening fights, particularly on large teams where
    bosses are often present. However, combining it with a stealth power
    can mitigate some of this difficulty. Additionally, while not
    available every fight, Carrion Creepers is a good power for absorbing
    the initial strike and allowing Seeds of Confusion to be used safely.
    </p>
    [*]



    Spirit Tree is a immovable pet with a +Regeneration (healing)
    aura. It has a long cast time, long duration, medium area of effect,
    and a poor regeneration effect. The pet itself is large and can
    obstruct movement. Suggested slotting is 0-5 additional slots, with
    0 - 95% healing, 0 - 95% recharge reduction.
    </p>



    Spirit Tree can prove useful in situations where control is not an
    effective mitigator, although not to the same extent as most control
    powers. It can be used to block doorways and narrow passages to keep
    enemies at bay.
    </p>



    Spirit Tree's long cast time make it a dangerous power to use once a
    fight has started. Its long recharge time means that it won't be
    available every fight. Its large size can prove a hindrance for a
    team by obstructing vision and movement. Because it increases regen
    slightly, rather than healing, it is not terribly effective for
    saving a battle that is going badly, but must instead be used prior
    to any problems occuring. It's immobile further nature reduces its
    utility, because fights tend to move quite rapidly.
    </p>
    [*]



    Vines is a typical AoE hold, see the Shared Powers section. Vine's
    biggest use is when Seeds of Confusion is not recharged, or against
    foes who resist confuse.
    </p>
    [*]



    Carrion Creepers is a special ranged pet summon. It summons a
    pet at a targeted location which will slow enemies and prevent them
    from jumping or flying, and may immobilize them also. Additionally
    it summons creepers for each nearby enemy which inflict knockdown,
    attract attacks, and inflict some damage. It has a long duration,
    long recharge, average accuracy, large area of effect, medium damage,
    and average slow. Suggested slotting is 5 additional slots with 35 -
    80% accuracy, 0 - 95% damage, 0 - 80% slow, 35 - 95% recharge
    reduction.
    </p>



    Carrion Creepers is one of the best looking powers in the game, and
    is pretty effective as well. Its primary use is to absorb the
    initial attack of enemies, allowing other powers, such as Seeds of
    Confusion, to be used in relative safety. The creepers can deal an
    appreciable amount of damage if they survive. It does provide a good
    amount of damage mitigation through knockdown, but not nearly as much
    as Ice Slick. The creeper pet will follow the caster from one fight
    to the next, for the full duration of the power.
    </p>



    The biggest problem for Carrion Creepers is all the sources of
    immobilize in Plant Control which protect against the creepers
    knockdown effects: Entangle and Roots, as well as the Fly Trap's
    Entangle power, and finally the Entangle power generated by the
    Carrion Creepers themselves. While the creepers are able to attract
    the attention of enemies when they first appear, they do not deal
    enough damage to hold their attention for long. If not enough
    creepers are summoned initially (they require a hit check) then some
    enemies will immediately attack the caster. Although the Carrion
    Creepers will currently follow you around, I would not be surprised
    if this was removed in the future and that Carrion Creepers became
    static like the other pet summons.
    </p>
    [*]



    Fly Trap is a typical pet power, see the Shared Powers section. Her attacks
    are a small area targeted AoE immobilize, a cone damage with defence
    debuff, a single target ranged attack with defence debuff and a high
    damage melee bite attack.
    </p>



    Venus brings additional benefit to her caster by taking some aggro
    and some additional damage. She prefers to attack at range, but her
    damage output can be increased if she is coaxed into melee with
    Recall Friend, using stealth to allow her to engage first, or if the
    enemy angers her by attacking her directly.
    </p>



    Sometimes Venus will get confused and stand back from the combat not
    doing anything. While her AoE attacks are useful, they also mean she
    has a tendency to wake sleeping, and her immobilize AoE has all the
    drawbacks of other immobilizes, most importantly preventing the
    knockdown of Carrion Creepers. Finally, Venus has a disdain for
    melee combat, which greatly reduces her damage output.
    </p>
    [/list]
  16. <html>
    <head>
    <title>Dominator Powers Guide</title>
    </head>
    <body>

    <h1>Dominator Powers Guide</h1>

    <font size="-1">Updated for Issue 12[/color]

    1. Introduction

    2. Domination

    3. Primary Powers

      1. Shared Powers

      2. Earth Control

      3. Fire Control

      4. Gravity Control

      5. Ice Control

      6. Mind Control

      7. Plant Control

    4. Secondary Powers

      1. Shared Powers

      2. Electricity Assault

      3. Energy Assault

      4. Fiery Assault

      5. Icy Assault

      6. Psionic Assault

      7. Thorny Assault

    5. Patron Powers

      1. Shared Powers

      2. Leviathan Mastery

      3. Mace Mastery

      4. Mu Mastery

      5. Soul Mastery

    6. Pool Powers

      1. Concealment

      2. Fighting

      3. Fitness

      4. Flight

      5. Leadership

      6. Leaping

      7. Medicine

      8. Presence

      9. Speed

      10. Teleportation

    7. Glossary

    <h2><a name="Introduction">Introduction</a></h2>




    Welcome to the Dominator Powers Guide, a comprehensive guide to powers
    and power sets available to Dominators. Individual powers, as well as
    power sets, are discussed, compared and critiqued. Some power-specific
    strategies are also included. This guide is based primarily on my
    personal experience playing Dominators, and secondarily on discussions
    from the forums. Basic knowledge of the game and Dominators is assumed,
    although some terms are described in the glossary. I have tried to make
    it comprehensible for new player, but with over 2 years of CoX experience
    I can't be sure I've succeeded.
    </p>




    For each primary and secondary power set I provide a list of essential
    and a list of disappointing powers. Essential powers are the most
    effective ones in the set, skipping them significantly reduces
    effectiveness. Disappointing powers are ones that are either useful only
    in rare circumstances, have limited effect, or are weaker than other
    available powers.
    </p>




    For each power I recommend characteristics for slotting, along with
    percentages for those characteristics. I do not address specific IO sets
    or set bonuses, since that is a much more individual decision.
    Currently, going for sets with global recharge bonuses is popular,
    because this increases the availability of Domination, and in sufficient
    number can allow Domination to recharge before it expires, achieving
    &quot;perma-Domination&quot;.
    </p>




    There are many other useful Dominator resources, including
    <a href="showflat.php?Number=4397796">Waybreaker's
    Guide to Domination</a>, detailed power data available in-game, <a href="showflat.php?Number=8925065">Brev's Guide to
    Perma-Domination</a>, and the
    Dominator Issues List. There are also many
    guides that cover specific power set combinations, or even specific
    powers like Power Boost.
    </p>

    <h2><a name="Domination">Domination</a></h2>




    Domination is the Dominator's inherent, a click power which significantly
    increases personal effectiveness for a short period. It is the defining
    power of the archetype, and it creates the the overall feeling of
    Dominators as average villains with bursts of power. When Domination is
    activated the endurance bar is refilled, and then for 90 seconds control
    powers are more effective, damage is boosted, and the Dominator is
    protected against status effects.
    </p>




    Before Domination can be activated, the Dominator must fill their
    Domination bar by attacking and using targetted control powers. (Look
    for the dark purple bar right underneath the endurance bar.) The bar has
    a capacity of 100 points, and the base increase for each attack is 3
    points. This is increased by 16% for each nearby teammate (a
    long-standing bug includes MM henchmen in this bonus), and an additional
    8 bonus points are added in PvP if the attack hits an enemy player. When
    the bar reaches 90 points, a rainbow glow appears, and Domination may be
    activated if it is recharged. The bar empties slowly over time, by 1
    point every 7.5 seconds, and empties completely when Domination ends, or
    if the Dominator is defeated. As long as Domination is active, the bar
    will be full.
    </p>




    While Domination is active, it grants comprehensive status protection,
    enhances non-pet damage by 75%, and improves control powers by adding an
    additional status effect with a longer duration. The additional control
    means that weaker targets can be controlled for longer, and stronger
    targets can be controlled more quickly, notably most bosses can be held
    in one hit.
    </p>




    The biggest challenge of playing a Dominator is deciding when to use
    Domination. It needs to be available when things get really tough, but
    saving it too long reduces the Dominator's effectiveness overall.
    There's nothing more frustrating than reaching the final mission
    encounter with multiple bosses just as Domination drops. The Dominator
    must learn to predict upcoming fights, look ahead, determine if
    Domination will be needed soon, and if not, activate it immediately.
    Being familiar with the maps is very useful, knowing which rooms are
    particularly nasty and likely to result in multiple spawn aggros, and
    which ones are likely to hold a larger end-of-mission encounter. Leaving
    some enemies undefeated in empty rooms or dead-ends makes it possible to
    go back and build Domination if necessary. A Stalker or someone stealthy
    can also help by removing the guesswork of where the tough encounters
    are.
    </p>




    Domination does not increase resistance, defence, or health, meaning that
    the Dominator is still dependant on control for survival. It is not
    uncommon to activate Domination when things start going wrong, and be
    defeated very soon thereafter. Usually the defeat could have been
    avoided if Domination has been activated earlier, which is yet another
    reason for the Dominator to be looking ahead and anticipating problems.
    </p>




    Domination's recharge is affected by global recharge buffs such as
    Invention Origin enhancement set bonuses, Hasten, Speed Boost, and
    empowerement buffs. Since this increases its availablity, these buffs
    are very desirable for Dominators. Furthermore, with sufficient global
    recharge buffs Domination can be made to recharge before its effect
    expires, creating "perma-Domination". Attacking is not necessary to
    maintain perma-Domination, because the active Domination ensures that the
    Domination bar is always full, overriding the bar-emptying effect of the
    previous Domination ending. Naturally, a Dominator in perma-Domination
    is a very powerful villain indeed.
    </p>

    <h2><a name="PrimaryPowers">Primary Powers</a></h2>




    All of the primary power sets are effective, each with its own strengths.
    By the mid 20s they can all be used to solo very effectively, although
    some are difficult in the earlier levels. After level 32 they can all
    contribute effectively to teams, although some struggle before this.
    </p>




    Earth Control has the most AoE control, and shows its AoE strength from
    the earliest levels, but its control benefits much less from Domination.
    Mind Control has slightly fewer AoE powers than Earth Control, but after
    level 32 is on par because its AoE control powers all benefit from
    Domination, it has confuse powers, and two of its AoEs do not cause
    aggro. Plant Control and Ice Control both provide decent AoE control
    from early levels, while Fire Control and Gravity Control both have bad
    AoE control until the late 20s, after which things improve somewhat.
    </p>




    Mind Control provides the best single target control through all 50
    levels, Gravity Control is second best, and the remaining sets are all
    about equal. When fighting a single Archvillain or Hero, who have very
    strong protection against most control effects, Ice Control is preferred
    due to its slows, although a well-enhanced Mind Control or Fire Control
    Dominator may be able to overcome the protection.
    </p>




    Fire Control provides significant damage thanks to Fire Imps. Jack Frost
    from Ice Control also can provide respectable damage, although he is
    quite fragile. Mind Control lacks in damage in later levels because it
    has no pet, but its confuse effects can compensate for this. The
    remaining primaries are on par for damage, which typically pales in
    comparison to the damage from the secondary.
    </p>




    For PvP, all of the primaries are effective against foes without mez
    protection, but unfortunately mez protection is extremely common.
    Against foes with mez protection, Gravity Control and, to a lesser
    extent, Ice Control have slows in their holds and immobilizes, and Mind
    Control has repel in Telekinesis. Mind Control is also interesting
    because it has a wide variety of mez types, including fear which is less
    often protected against. Fire Imps from Fire Control can be very
    effective, although they are difficult to use in some environments such
    as zone PvP.
    </p>

    <h3><a name="SharedPrimaryPowers">Shared Powers</a></h3>

    <ul>[*]



    Stone Prison, Ring of Fire, Crush,
    Chilblain, and Entangle are single target immobilize
    powers. They are mag 4, which means that they can immobilize a boss
    or AV/Hero in one hit. They have an accuracy bonus, high endurance
    cost, and low damage over time. They are acceptable powers in some
    circumstances, but most other powers are superior. Suggested
    slotting is 0 - 2 additional slots, with 33 - 70% accuracy, 0 - 40%
    endurance reduction.
    </p>



    They can be useful in a Dominator's early career, when holding bosses
    is difficult due to poor accuracy and hold duration, and keeping out
    of melee increases survivability. This is most useful for a solo
    Dominator. They can also be used in combination with terrain to keep
    enemies out of sight and reduce incoming damage. Their fast recharge
    makes them tempting for building Domination, but they will need to be
    slotted for endurance reduction if this is done. They maintain
    some usefulness in higher levels, particularly against AVs and
    Heroes, where immobilizing them allows the team more control over how
    to engage the enemy, as well as against some bosses who are still
    weak at range, such as Freakshow tanks. Other handy applications are
    in missions where an enemy must not escape, or against foes who have
    a tendency to scatter.
    </p>



    In many ways applying immobilize powers makes enemies more
    dangerous: as control powers they draw aggro; the target is unable to
    move and will thus focus more on attacking; the target is protected
    from effects which causing fleeing; the target is protected from Sleep
    effects due to the damage over time; and finally all of them, except
    Crush, have the unfortunate effect of granting knock* protection to
    their targets, which is unfortunate since knockdown is a fairly
    popular form of damage mitigation. Later in the Dominator's career,
    when more powers are available, immobilizing a single target is not
    nearly as useful, especially since the more mobile targets like
    Warwolves, CoT ghosts and Synapse have immobilize protection. They
    are not viable as sources of damage, primarily because of endurance
    cost.
    </p>

    [*]



    Fossilize, Char, Gravity Distortion, Block of
    Ice
    , Dominate, and Strangler are single target hold
    (STH) powers, which provide the foundation for a Dominator's control.
    They have a long duration hold effect, fast recharge, an accuracy
    bonus, high endurance cost, and low damage. They are indispensable
    throughout every Dominator's career, and should be taken as soon as
    available (either at level 1 or 2). Suggested slotting is 5
    additional slots, with 33 - 70% accuracy, 70
    - 95% hold duration, 33 - 80% recharge, 0 - 40% endurance reduction.
    </p>



    An important difference between the STHs is their activation time.
    Those with a short activation time (Char and Dominate) can be used to
    apply a higher level hold magnitude on a single target. Some of the
    others (Fossilize, Gravity Distortion, and Block of Ice) have
    additional debuff effects.
    </p>

    [*]



    Stone Cages, Fire Cages, Crushing Field,
    Frostbite, and Roots are targeted AoE immobilize
    powers, which prevent their targets from moving for a while. They
    have high endurance cost, low accuracy, decent immobilize duration,
    and low damage over time. They are poor powers, and are not a
    foundation for good control despite the fact that they are available
    early. Suggested slotting is 1 - 2 additional slots, with 60 - 80%
    accuracy, 0 - 40% endurance reduction.
    </p>



    They can be used for damage mitigation in conjunction with terrain
    since they can immobilize enemies close to the target even if they
    are out of line of sight, and thus preventing retaliation. To do
    this, arrange yourself so that your target is visible, while its
    nearby friends are not, and activate the AoE immobilize. The others
    will be hit and immobilized, but unable to attack since they cannot
    see you. It can be useful to prevent some types of enemies from
    scattering (eg. Air Thorn Casters), but is unfortunately ineffective
    against some mobile enemies (eg. War Wolves, CoT ghosts). Other uses
    for the AoE immobilizes are to improve the effectiveness of
    teammates' powers, for instance, keeping enemies within AoE debuffs
    or damage powers, or preventing annoying knockback from powers such
    as the infamous Bruiser Handclap of Thugs Masterminds.
    </p>



    The AoE immobilizes can be a great source of problems for Dominators.
    As discussed for the single target immobilizes, they make enemies
    more dangerous. Additionally, they can draw a significant amout of
    aggro due to their large radius and target cap. This can be fatal if
    used too early in a fight, or if teammates are not competing for
    aggro through aggro control powers or AoEs. They do not become very
    useful until the teen levels, many levels after they become
    available.
    </p>

    [*]



    Salt Crystals, Flash Freeze, Mass Hypnosis, and
    Spore Burst are the AoE sleeps, which prevent their targets
    from moving or attacking for a short time, unless they are damaged or
    healed. They have average accuracy, medium durations and medium
    recharges. All of them except Salt Crystals are ranged AoE which
    make them handy for crisis situations. Suggested slotting is 2 - 4
    additional slots, with 70 - 90% accuracy, 35 - 95% duration.
    </p>



    Sleeps are excellent for dealing with extra spawns and ambushes which
    the team is not yet ready to tackle, or just to take the edge off a
    single spawn if it's a little too tough. A solo Dominator who
    prefers single target damage can also use sleeps to very good effect.
    </p>



    The biggest drawback of sleeps is that most teams use AoE attacks
    which will typically wake up all the sleepers, meaning that the power
    is mostly wasted.
    </p>

    [*]



    Cinders, Gravity Distortion Field, Glacier,
    Total Domination, and Vines are the AoE holds. They
    have long recharges, poor accuracy, and short durations. Unslotted
    they are poor powers, with many slots they are passable and are
    handy in bad situations. Due to short durations at lower levels, and
    lack of slots and good enhancements, it's not recommended to take the
    AoE holds before the mid-20s. Suggested slotting is 4 - 5 additional
    slots, with 70 - 90% accuracy, 35 - 95% duration, 35 - 95% recharge.
    </p>



    One popular use for AoE holds is combining them with the STH to hold
    a boss quickly when Domination isn't available. When slotted they
    are also useful in an emergency situation, particularly if Domination
    is active. When slotted with multi facet enhancements, they can
    reach 95% bonus for recharge, accuracy, and duration, at which point
    they become reasonably useful.
    </p>



    Their long recharge means they will not be available for every spawn,
    relegating them to more of an emergency type of power. Their short
    duration and poor accuracy mean that they must be heavily slotted to
    be effective even in emergencies.
    </p>

    [*]



    Animate Stone, Fire Imps, Singularity, Jack
    Frost
    , and Fly Trap are the pet powers. These powers
    summon pets which follow their summoner, attack any nearby enemies
    and can be attacked themselves. The pets remain until they are
    killed, the summoner leaves the zone, dies, dismisses them, or
    recasts the summon power. Their damage is treated as coming from
    their summoner, and if they die their aggro will be transferred to
    the summoner. The pets have average accuracy, and can contribute
    nicely to damage (except Singularity) and survivability, although
    they do have a few AI problems. Suggested slotting is 3 - 4
    additional slots, with 35 - 70% accuracy, and 95% damage (except for
    Singularity). Status effects may be slotted if desired.
    </p>



    The pets will move towards their summoner if they are more than 20ft
    away normally, or 100ft if the pet is engaged in combat. Pets will
    attack any enemy they perceive, normally within 40ft, although this
    can be increased with powers such as Tactics. They ignore
    invisibility powers and can perceive and attack invisible enemies
    within their perception radius. When an enemy becomes aware of a
    pet, they become aware of the summoner as well, so an errant pet is
    very capable of bringing unwanted aggro onto their summoner.
    </p>



    The pets noticeably increase the Dominator's effectiveness,
    particularly when solo, and these powers are highly recommended.
    They all increase damage output, but by different amounts, and they
    all improve survivability, because they are capable of occupying one
    or more enemies. A stealthy Dominator can have their pet take the
    alpha strike, by running past a spawn, allowing the pet to be sighted
    first, although this can significantly reduce the life span of a pet.
    </p>



    The pets are all aggressive, and prevent stealth type behaviour or
    quick travel when summoned. They all have behaviour quirks which
    reduce their effectiveness.
    </p>
    [/list]
    <h3><a name="EarthControl">Earth Control</a></h3>

    <h4>Overview</h4>




    Earth Control has the most AoE control powers, but several of them are
    not boosted by Domination. It is the most consistent of primaries,
    providing the most AoE control while Domination is off, but not being
    significantly boosted when Domination is on. Its secondary defense
    debuff effect is also very useful both while solo and teamed,
    particularly in the low levels.
    </p>




    Essential powers: Fossilize, Stalagmites

    Disappointing powers: Salt Crystals
    </p>




    Earth's large number of control powers give flexibility to choose a
    preferred control style. Stalagmites provides complete damage mitigation
    against weaker enemies for shorter periods of time, Earthquake provides
    partial damage mitigation for longer and is effective against bosses and
    high level enemies, Volcanic Gasses has a long duration and works against
    all enemies, but is not available as regularly, Quicksand provides some
    partial mitigation as well, because enemies spend more time moving, and
    less time fighting. Alternatively, taking them all allows for
    overcontrol even when things get out of hand in a large team environment.
    However, Stalagmites is considered essential because it is the only AoE
    which is boosted by Domination.
    </p>




    Earth's defense debuffs make it possible to be effective without slotting
    accuracy at all, even against enemies a couple of levels higher. This
    allows the Dominator to slot more damage in attacks, which is highly
    beneficial at lower levels when there are never enough slots. The key to
    doing this is to use Quicksand all the time for it's autohit def debuff.
    The base debuffs are quite sizeable, which is why none of the powers
    (except Earthquake) accept defense debuff enhancements.
    </p>




    All of the drop powers (Quicksand, Earthquake, Volcanic Gasses) have an
    interesting property that if the caster is out of line of sight, and not
    too close, they will not cause aggro. This means that they can be placed
    in any preferred order, usually Quicksand first, without concern of
    retaliation or scatter.
    </p>

    <h4>Powers</h4>

    <ul>[*]



    Stone Prison is a typical single target immobilize, see the
    Shared Powers section. It has a
    good defense debuff which can be useful against hard to hit enemies.
    </p>

    [*]



    Fossilize is a typical STH, see the Shared Powers section. It's got a
    long activation time, but a good visual effect, and a nice defense
    debuff.
    </p>

    [*]



    Stone Cages is a typical AoE immob, see the Shared Powers section. This power is
    even less desirable for Earth Control than for the other primaries,
    because there are so many other more effective AoEs, and because it
    interferes with Earthquake's knockdown and with Quicksand's slows.
    The prime benefit of the immobilize, preventing enemy scatter, can be
    emulated by Quicksand slotted for slow. The defense debuff is nice
    but not very important since every other power provides some too.
    </p>

    [*]



    Quicksand is a placed power which slows enemies' movement and
    debuffs their defense in a medium sized area, without requiring an
    accuracy check. It has a good slow component, high defense debuff,
    good duration and fast recharge, and unenhanced it recharges well
    before it expires. Suggested slotting is 0 - 3 additional slots,
    with 30 - 95% slow, 0 - 40% recharge, and damage procs.
    </p>



    Quicksand is a very effective from the beginning of any fight, many
    enemies will immediately try to engage in melee, but will be
    significantly slowed in their approach, giving plenty of time before
    they arrive. The defense debuff is the largest of any of the Earth
    Control powers and requires no accuracy check, making enemies
    significantly easier to hit for the whole team.
    </p>



    Some enemies will attempt to flee the Quicksand, and gather at the
    edges, so this power can cause some scatter, particularly if it has
    not been enhanced with slows. This can be mitigated by placing it
    slightly to one side to encourage enemies to gather on the other.
    </p>

    [*]



    Salt Crystals is a typical AoE sleep, see the Shared Powers section. Its major
    drawback compared with the other sleeps is that it is PBAoE and not
    ranged. It does have the advantage of having a defense debuff as
    well, but of course, so does every other power in the set.
    </p>

    [*]



    Stalagmites is a targeted AoE disorient. It has a large area
    of effect, poor accuracy, medium recharge, short disorient effect,
    and minor damage. Suggested slotting is 3 - 5 additional slots, with
    60 - 80% accuracy, 40 - 95% disorient duration, and 0 - 80% recharge.
    </p>



    Stalagmites has a very large area of effect for a control power, only
    matched by Flashfire from Fire Control. It is very important to
    Earth Control because it is the only AoE power that prevents
    attacking which is boosted by Domination. Many people find that it
    is even more effective when combined with Stone Cages, to prevent mob
    scatter, although this is certainly not essential.
    </p>



    The short duration of Stalagmites makes it quite frustrating until
    higher levels when mez duration scales up, and enhancements are
    stronger. Its recharge is unfortunately just a bit too long, meaning
    it may not be ready for the beginning of every fight, especially on
    fast moving teams.
    </p>

    [*]



    Earthquake is a static patch on the ground which significantly
    reduces incoming attacks by knocking down all enemies on, above, and
    below it. It is auto-hit, has medium duration, doesn't require line
    of sight to place, has a large area of effect, and a medium recharge
    which makes it available for every fight. Suggested slotting is 1 -
    2 additional slots with 35 - 95% recharge.
    </p>



    Because Earthquake's duration is unenhancable and unaffected by level
    scaling, it is very effective immediately and doesn't require many
    slots like most other control powers. Because it uses knockdown,
    Earthquake is also effective against bosses, making it more useful on
    the largest teams. Also, Earthquake may be placed out of line of
    sight, so it can be cast in safety from around a corner, thus fully
    preventing the alpha strike. Unlike the other Earth Control powers,
    Earthquake accepts defense debuff enhancements, which opens the
    possibility for slotting various procs.
    </p>



    Care must be taken when starting a fight with Earthquake, because if
    done within line of sight, the retaliation can be quite fierce. Also
    there is some terrain, notably underwater, where the quake is not
    visible, which can hinder its utility slightly. Even when Earthquake
    is active, enemies will attack occasionally, and if they escape or
    are pushed off, they will be able to attack again.
    </p>

    [*]



    Volcanic Gasses is a static patch on the ground containing
    several pets which apply short holds to enemies in the area, and
    provides almost total lockdown. It has a medium recharge, a medium
    duration, good accuracy, and a large area of effect. Recommended
    slotting is 2 - 4 additional slots with 0 - 40% accuracy, 0 - 40%
    hold duration, 60 - 95% recharge.
    </p>



    Volcanic Gasses is better than the AoE holds available to the other
    primaries because its base duration is the same as the maximum
    enhanced duration of the AoE holds, and with some duration enhancement
    it is able to hold normal bosses on its own. It may be able to hold
    more protected bosses (eg Arachnos Spider and Fortunata bosses, some
    Longbow Wardens, Cimeroran Traitors) and elite bosses, but certainly
    not reliably. Also, even if it fails to hit an enemy the first time,
    it will try to hold them again soon. While inside the Volcanic
    Gassess, enemies seem unwilling or unable to move.
    </p>



    Volcanic Gasses accepts hold duration enhancements but their effect
    is deceiving, they only increase the overall duration minimally, by a
    few seconds at the most, but they do increase its ability to hold
    harder enemies such as bosses. Volcanic Gasses' long recharge means
    that it is not an every fight power, just like the AoE holds from the
    other sets.
    </p>

    [*]



    Animate Stone is a typical pet power, see the Shared Powers section. He has three
    attacks, a ranged Hurl Boulder and melee Stone Mallet which can both
    cause knockback, and Stone Fist which has a small chance for a weak
    stun. All of his attacks have an additional taunt effect.
    </p>



    Stoney brings additional benefit to his caster by taking some aggro
    and some additional damage. He prefers to fight in melee, and will
    just use Hurl Boulder once to get get things started. He has
    excellent resistances and mez protection, making him the second best
    tank pet after Singularity.
    </p>



    Stoney does not cycle his powers effectively, he will never alternate
    Stone Fist and Stone Mallet against a single enemy, instead he
    chooses one and uses it repeatedly, significantly reducing his damage
    output.
    </p>

    [/list]
    <h3><a name="FireControl">Fire Control</a></h3>

    <h4>Overview</h4>




    Fire has weak control and high damage compared to the other Dominator
    primaries. A significant part of Fire's control is caused by chaotic
    movement and distraction: fleeing from Hot Feet, burning kneecaps from
    Fire Imps, knockback from Bonfire.
    </p>




    Essential powers: Char, Flashfire, Fire Imps

    Disappointing powers: Smoke, Cinders
    </p>




    Fire Control is an endurance-intensive set, partially due to the ridiculous
    endurance cost of Hot Feet, and partially due its tendency to scatter
    mobs, and consequently reduce the effectiveness of AoEs. However, Fire
    Imps will help the endurance situation significantly, their damage is
    typically sufficient for the solo Dominator, who can focus more on
    control, or just sit back and relax.
    </p>




    Fire Control is slightly disadvantaged against flying enemies, because
    Flashfire can only target grounded mobs and Fire Imps have no ranged
    attack. For this reason the Fire Control Dominator will need a plan for
    dealing with flying enemies. Possible approaches are: use Ring of Fire
    or Fire Cages to ground enemies; jump or fly and ground enemies with Air
    Superiority or Hot Feet; take the fight to the sky with Group Fly, making
    Fire Imps effective.
    </p>

    <h4>Powers</h4>

    <ul>[*]



    Ring of Fire is a typical single target immobilize, see the Shared Powers section. It does
    provide somewhat more utility for Fire Control because it can ground
    fliers so they can be subject to other powers such as Flashfire and
    Fire Imps. Fiery Embrace from the Fiery Assault secondary might make
    it a bit more tempting as a damage power too.
    </p>

    [*]



    Char is a typical STH, see the Shared Powers section. It's got a
    fast activation which is very handy, but a very subtle visual effect
    which often doesn't occur, and is very hard to see when it does.
    </p>

    [*]



    Fire Cages is a typical AoE immob, see the Shared Powers section. Much like
    Ring of Fire it may be more useful for Fire Control because of the
    needed ability to ground fliers. It can also provide some AoE damage
    for Fiery Assault Dominators with Fiery Embrace.
    </p>

    [*]



    Smoke is a targeted AoE accuracy and perception debuff which
    doesn't cause aggro. It has a very low accuracy debuff, fast
    recharge and long effect duration. Affected enemies' perception is
    greatly reduced, but not to zero. It is autohit in PvE but requires
    an accuracy check in PvP. Once fighting has commenced it has very
    little effect. Suggested slotting is 0 additional slots with 30 -
    40% recharge.
    </p>



    Smoke can be used as a stealth power, allowing travel past enemies,
    or easier manouvering for initiating combat. Since it doesn't cause
    aggro, it can also be used as a way to build Domination without
    alerting the enemy. On a well orchestrated team, it can be used when
    multiple groups of enemies are too close together, to keep one group
    out of combat while the other is engaged. Smoke is also very
    compatible with stealth powers, and can be used close to an enemy
    without alerting them.
    </p>



    Smoke does not help in splitting up a single spawn of enemies, in
    fact it may even make this more difficult, and it also tends to draw
    aggro to the caster when combat starts.
    </p>

    [*]



    Hot Feet is a PBAoE toggle which causes enemies to take
    damage, flee and move more slowly. It has an extreme endurance cost,
    low damage, average accuracy and a large radius. The flee and slow
    effects are auto-hit, so the accuracy enhancements only help with
    damage. It is primarily a control power, since its damage is small
    compared to that of the assault powers. Suggested slotting is 2 - 5
    additional slots, with 80 - 95% endurance reduction, 0 - 50%
    accuracy, 0 - 95% damage, and 0 - 70% slow.
    </p>



    Hot Feet is an effective control power, and provides decent damage
    mitigation through the combination of its flee effect and slow. The
    damage is noticeable, but not spectacular compared to the assault
    powers.
    </p>



    Hot Feet cannot be left on permanently due to its extreme endurance
    cost, but it also has an annoyingly long recharge and activation
    times. It might be feasible to run permanently using Stamina and one
    or two of Consume, Drain Psyche, and Power Sink.
    </p>

    [*]



    Flashfire is a targeted AoE disorient, which can only target
    grounded enemies. It has a large area of effect, poor accuracy,
    medium recharge, short disorient effect, and minor damage. It is
    Fire Control's best fast recharging AoE power, making it the basis of
    AoE control. Suggested slotting is 5 additional slots, with 70 - 80%
    accuracy, 70 - 95% disorient duration, and 35 - 80% recharge.
    </p>



    Flashfire has a very large area of effect for a control power, only
    matched by Stalagmites from Earth Control. It is definitely the
    most useful of Fire's AoE controls. Many people find that it is even
    more effective when combined with Fire Cages, to prevent mob scatter,
    although this is certainly not essential.
    </p>



    The short duration of Flashfire makes it quite frustrating until
    higher levels when mez duration scales up, and enhancements are
    stronger. The fact that it cannot target flying enemies can be a
    serious problem on occasion, and means another power should be chosen
    to deal with the scenario, possiblities are Ring of Fire, Fire Cages,
    Hot Feet, Air Superiority. Its recharge is unfortunately just a bit
    too long, meaning it may not be ready for the beginning of every
    fight, especially on fast moving teams.
    </p>

    [*]



    Cinders is a typical AoE hold, see the Shared Powers section. However, it's
    a PBAoE power, not a ranged one, and has the same terrible visual
    effect as Char. With Fire's weak control Cinders is probably more
    welcome than some of the other AoE holds.
    </p>

    [*]



    Bonfire is a placed power which causes strong knockback. It
    has low damage, a decent duration, and fast recharge, which means it
    is recharged before it expires, even without enhacement. Suggested
    slotting is 0 additional slots, with 30 - 40% recharge.
    </p>



    Bonfire is very effective in many situations, but also mostly useless
    in many others. Popular uses are to create a safe location for
    ranged characters to avoid melee, to pin enemies against walls, or to
    block narrow places like doorways. It can be placed on buff
    eminators, such as those used by the Devouring Earth, as well as
    Triage Beacon and Spirit Tree. It can pin enemies against a wall in
    a state of permanent knockback, even in PvP. It can be combined with
    Fire Cages, which prevents knockback, to do some damage.
    </p>



    Bonfire is extremely easy to misuse. Knockback can significantly
    reduce the effectiveness of a teams AoEs, and frustrate melee based
    characters. In easy fights, or on effective teams, it isn't very
    useful.
    </p>

    [*]



    Fire Imps is a typical pet power, see the Shared Powers section.
    </p>



    The Fire Imps do excellent damage, making Fire Control the highest
    damaging control set. Their desire to engage unmezzed foes means
    that they also do an excellent job of distributing aggro and
    protecting their summoner. Their excessive aggresiveness take some
    getting used to, but they are quite manageable with some experience.
    </p>



    Since they only have melee attacks, the Fire Imps are quick to run to
    enemies, which can be problematic in some circumstances, and may
    require the Dominator to hang back. Unfortunately this limits the
    usefulness of Hot Feet, Cinders, and melee attacks in the assault
    sets. Favouring unmezzed foes also encourages them to aggro
    additional spawns when the current one gets hit by Flashfire.
    </p>
    [/list]
    <h3><a name="GravityControl">Gravity Control</a></h3>

    <h4>Overview</h4>




    Gravity has weak AoE control for a Dominator primary, and slightly better
    single target control, but not as good as Mind Control. Although it
    contains an attack, Propel, Gravity does not have superior damage to the
    other control sets, because it is a weaker attack than those from the
    assault sets. A lot of Gravity's control comes from its pet,
    Singularity, and its single target controls.
    </p>




    Essential powers: Gravity Distortion, Singularity

    Disappointing powers: Propel, Dimension Shift
    </p>




    The biggest problem with Gravity Control is that it has no fast
    recharging AoE control before level 26, and instead has two single target
    attacks: Propel and Lift. These attacks are weak for Dominators with
    their assault secondary, and are only there because the set was inherited
    from Controllers. The consequence is that a Gravity Dominator does not
    bring much damage mitigation to a teams before level 26. Wormhole gives
    Gravity a fast recharging AoE control, but does not bring Gravity Control
    up to the same level of control as the other primaries.
    </p>




    From a solo perspective, Gravity Control can be very effective very
    early. Taking only the four single target powers (Crush, Lift, Gravity
    Distortion, and Propel) and attacks allows a Gravity Control Dominator to
    effectively solo on Relentless even as low as level 12. However, 3
    enemies is the limit of this build's control, meaning that it brings very
    little support to a team.
    </p>

    <h4>Powers</h4>

    <ul>[*]



    Crush is a single target immobilize, see the Shared Powers section. Unlike the
    other immobilizes, it doesn't protect against knock*, so can be used
    a lot more liberally. Additionally it includes a powerful movement
    slow, which makes it quite useful for PvP, and against enemies with
    immobilize protection. For these reasons and because of Gravity's
    lack of AoE control, Crush can be quite useful.
    </p>

    [*]



    Lift is a single target attack with guaranteed knockup. It
    has medium damage, standard accuracy, and average recharge. It is
    useful for short term control against most enemies including bosses.
    Suggested slotting is 0 - 2 additional slots with 35 - 70% accuracy,
    0 - 35% endurance reduction, 0 - 35% recharge.
    </p>



    Lift is useful for controlling bosses, and other enemies who may be
    resistant to hold. It is especially useful in early levels where
    hold durations are low, when there are too many enemies to hold, or
    holds cannot be stacked on bosses. It can also be useful for getting
    enemies out of high places. Lift can be used effectively with Crush,
    since it doesn't provide knockup protection.
    </p>



    Unfortunately for Lift, Gravity Distortion grants knockup protection,
    which means that Lift cannot be used to control a boss in between
    applications of Gravity Distortion. Lift also compares quite poorly
    with Levitate from Mind Control, since it deals less damage, and has
    a longer activation time.
    </p>

    [*]



    Gravity Distortion is a typical STH, see the Shared Powers section. The visual
    effect is very poor, it is diffcult to see, easily overridden, and
    does not appear consistently. Unlike the other STHs, Gravity
    Distortion grants knock* protection, meaning it's a lot easier to
    keep your target held and next to you for melee attacks. However the
    knock* protection can be problematic against protected foes, like
    bosses, since a single application will not hold them, but will
    protect them from other control powers such as Lift. Gravity
    Distortion also has an effective movement slow, which is useful in
    PvP and against tougher foes who are hard to hold.
    </p>

    [*]



    Propel is a single target attack with guaranteed knockback.
    It has good damage, standard accuracy, but an excessively long
    activation time. It is ok for short single target control. Suggested
    slotting is 0 - 4 additional slots with 35 - 70% accuracy, 0 - 95%
    damage, 0 - 40% endurance reduction.
    </p>



    Propel has the best attack animation in the game, a random object
    appears in the air and flies at the target, falling to the ground
    after it hits (or misses), and remains for a long period of time.
    Combined with the other single target controls, Propel can make for
    an effective control chain. It compares favourably against Mental
    Blast, and is not a poor choice for a Gravity/Psionic Dominator.
    </p>



    Propel's horribly long activation time makes it one of the poorest
    Dominator attacks for damage, as well as suffering from the other
    problems of long activation, that the caster is unable to react to
    other events, and that the target may be defeated by other attacks
    before the damage is applied. If it is being used as a control
    power, there may be other more favourable options available, such as
    Air Superiority, Telekinetic Thrust, or Power Push.
    </p>

    [*]



    Crushing Field is a typical AoE immobilize, see the Shared Powers section. It has the
    same benefits as Crush, a movement slow and lack of knock*
    protection. Desparation for AoE control can cause the Gravity
    Dominator to use this power more liberally than appropriate.
    </p>

    [*]



    Dimension Shift is a targeted AoE phase shift power. Phase
    shifted enemies cannot attack and cannot be attacked. It has a
    medium duration, average accuracy, and a short recharge. Unlike
    other control powers, it cannot be enhanced for duration, but can be
    enhanced for magnitude, and with very little enhancement (9.6% is
    enough) will affect bosses with a single application. It is not
    improved by Domination. Suggested slotting is 0 - 2 additional slots
    with 0 - 70% accuracy and 0 or 35% intangibility.
    </p>



    Dimension Shift is a very effective emergency power, because it can
    completely shut down a spawn, even without Domination being active,
    and it recharges quickly, so it can always be available. It is also
    unique in that its termination can be accurately predicted due to a
    sound effect that plays exactly 13 pulses throughout its duration.
    An additional use of Dimension Shift is thinning out spawns, with low
    accuracy a portion of the spawn can be phased out, making things
    easier for the team.
    </p>



    Dimension Shift is the most maligned control power because several
    factors make it troublesome on teams: phased enemies can be targetted
    and attacks can be wasted on them, phased enemies glow brightly
    thereby inviting attack and obscuring unphased enemies, and the
    duration of the phase effect is fixed, and may require the team to
    wait around for enemies to unphase.
    </p>

    [*]



    Gravity Distortion Field is a typical AoE hold, see the Shared Powers section. It suffers
    from the same visual effect issues as Gravity Distortion, and also
    grants knock* protection. While it also provides movement slows like
    Gravity Distortion, it is not nearly as useful, because large groups
    of hard to hold foes are very rarely encountered. The AoE hold is
    more highly recommended for Gravity Control than other primaries, due
    solely to the fact that it has no practical alternative. Of course
    it still won't be usable in every fight because of its long recharge
    time.
    </p>

    [*]



    Wormhole is a targeted AoE enemy teleport power with an
    additional stun effect and knockback. It has a smallish area of
    effect, reasonable range, average accuracy, medium recharge, a short
    disorient effect, and a large knockback. It is Gravity's staple
    every-fight damage mitigation power. The caster chooses a target,
    clicks the power, and then chooses an output location, at which point
    the power activates and teleports whichever enemies it hits to the
    chosen location, and knocks them back. Suggested slotting is 5
    additional slots with 70 - 80% accuracy, 35 - 95% disorient duration,
    35 - 80% recarge, 20 - 60% range.
    </p>



    Wormhole can be very effective on large teams when combined with
    other effects, notably AoE attacks, because it can place many enemies
    in a small area. It is a versatile power, with many useful
    applications and can greatly increase the safety of a team. For
    instance, it can be used to bring stragglers into the main area of
    combat, where more tunnel-visioned team members can deal with them.
    Line of sight is not required, which means it can be used in great
    safety, and with minimal additional aggro effect. It is best
    directed into a corner, or directly downwards if flying, in order to
    minimize the scatter caused by knockback. The short disorient
    duration usually isn't a significant problem, because enemies do not
    tend to last long after they are dumped in a corner. Many people
    like to combine it with Crushing Field, to prevent mob scatter,
    although this is certainly not essential. The output location and
    targetted mobs need not both be in range simultaneously, if the power
    is activated and the location chosen while the enemy is out of range,
    then when the Dominator runs into range of the enemy, the chosen
    output location will still be used, even if it is very far away.
    </p>



    Wormhole's biggest failing is it's small area of effect, which very
    often results in spawns being split into two separate groups. It is
    also a very difficult power to use, because it requires good
    positioning of the caster, the target, and the output location. When
    the power activates, any enemies within the area of effect who can
    see the caster get a free attack before the power takes effect,
    regardless of whether or not the power successfully hits them. The
    small area of effect can be extremely frustrating, because it makes
    it very difficult to hit every member of a spawn. For this reason,
    positioning and line of sight are very important, which means the
    power is slow to use. Range is also a factor, but there is no
    indication if the targets are within range until the drop point is
    selected, possibly necessitating repositioning, which is why range
    enhancement is suggested. If Power Boost or Aim is being used to
    buff Wormhole, being out of range can be very frustrating, because it
    can cause the buff to be lost. Some enemies at higher levels, such
    as 40+ Longbow Nullifiers and Malta Gunslingers, are protected from
    teleport, which means that Wormhole may stun them, but won't teleport
    them, resulting in unfortunate scatter and a split spawn. Once
    combat has been initiated it's often inadvisable to use Wormhole,
    because it can cause problems for teammates.
    </p>

    [*]



    Singularity is a typical pet power, see the Shared Powers section. Singularity
    is the least damage-oriented of all of the pets, and has exclusively
    control powers. It is extremly tough, with high damage resistance
    and mez protection. Its powers are Crush, Lift, and Gravity
    Distortion, as well as Repel, a knockback aura. It is also the only
    pet which flies. Suggested slotting is 1 - 5 additional slots, with
    35 - 70% accuracy, damage, hold and immob to taste.
    </p>



    Singularity significantly improves the Gravity Dominator's
    survivability because of the added control, and its ability to
    attract aggro, particularly with Repel. It can be used to great
    effect to take alpha strikes and generally tank, through a number of
    means, using stealth powers so that it is seen first, Recall Friend
    or summon it into the enemies, or team teleport in together. It will
    block any doorways it occupies, since the Repel field will knockback
    any enemies.
    </p>



    Its low damage means that Singularity is not a dramatic increase to
    the Gravity Dominator's speed, only their safety.
    </p>
    [/list]
  17. response in the discussion thread
  18. First, discussion goes in the discussion thread, as linked from the first post of this thread.

    Second, the list does not include suggested fixes, as explicitly stated in the introduction.

    Third, all of your issue points are already included in the list. The problems with Gravity are nothing new.

    Fourth, you contradict yourself in this sentence:

    [ QUOTE ]
    Rather than replace propel with something else . . . I suggest that the power be changed . . . possibly even renamed to something else because it is so different.

    [/ QUOTE ]
  19. Nice post m3z. If I ever find the time to PvP I'll use it.

    Few questions and corrections though:

    [ QUOTE ]
    Jack and immobs [censored] though.

    [/ QUOTE ]
    Is that a good [censored] or a bad [censored]?

    [ QUOTE ]
    Earth's . . . slotting the -def powers with achilles

    [/ QUOTE ]
    Only Earthquake takes Def debuff enhancements .

    [ QUOTE ]
    on what are the detogglers are in elec

    [/ QUOTE ]
    Currently /Electricity has only the 5% detoggler, and I'm wondering if they intend to leave it like that.

    Other things you didn't mention about /Electricity are the slight endurance drain, and more importantly, the melee attacks have a chance to sleep, which sounds more like a suppression nightmare than a PvP benefit.
  20. [ QUOTE ]
    [ QUOTE ]

    All villain ATs are adept soloers,


    [/ QUOTE ]

    It's interesting you should say that. This poster doesn't agree with that statement.

    [/ QUOTE ]
    Not all players are adept soloers of course, especially PLed n00bs. He got his Corruptor to 50 before discovering it couldn't solo? Still says "class" instead of "AT".
  21. Milady's Knight:
    [ QUOTE ]
    2) Lack of teaming opportunities – This is especially prevalent on the red side

    [/ QUOTE ]

    Folonius:
    [ QUOTE ]
    Teaming is a lot harder on red side.

    [/ QUOTE ]

    These statements really mystify me.

    If you mean "Villains team less", then I definitely agree. But that's not because teaming is harder, it's because soloing is vastly easier. All villain ATs are adept soloers, and the increase in performance of a team is often outweighed by the hassles of organizing and coordinating a team. Compare that with the gimpy solo ATs and forced teaming for efficiency you have on hero-side, and you can see where the problem lies.

    Of course this feeds into the whole Pool C issue. Villains are not accustomed to teaming, so running SFs does not come naturally. The majority of the level 50 villains I see have Binder of Beasts and maybe Servant of Recluse, but none of the other SF badges.

    Having a couple of SFs with minimum size of 1 for villains (make them difficult) would help immensely.
  22. Guys, please move discussion out of this thread,into the discussion thread. Link at the top.
  23. This list reflects the community's belief about what the current Dominator issues are. What's on this list affects you, because the devs are sure to look here when they want to balance Dominators. So, read the list, report new issues, verify discussed issues, and state your opinion.

    To ensure the quality of the list, and to make sure that it accurately reflects community feelings, there are strict criteria for an issue to be added to the list. A simple bug-type issue requires two people to confirm that it is a bug, and no reliable negative confirmations. Basic power balance issues, eg "Animation time of Propel is too long", require strong support from many community members, and no serious objections. Bigger balance issues, eg "Snipe powers are not particularly useful" require overwhelming community support, possibly in the form of their own forum threads, and no major objections. Suggestions to change the effects of a power, not just values of existing effects, eg "Propel should have a chance to disorient.", will not be included in this list, because of the difficulty in obtaining community consensus. The criteria for removing an issue from the list are the same as for adding it to the list.

    I have intentionally chosen not to classify the issues as bug, quality of life, etc. This is because I doubt this would help the dev team beyond indicating what is most important to the community, and that getting agreement on what is most important is an impossible task. Furthermore, the standard classifications are too subjective for many of the issues.

    Some of the items on this list are unlikely to be addressed because they present significant effort due to technical considerations. However, these are still kept on the list because they remind the devs that they are still problems; it prevents players from repeatedly reporting the same issues; and it informs the community of some problems they may not be aware of.

    Problem Arises
    Add it to the issues list?
    Bickering instead.

    ---Gail_Sieht

    General Issues

    <ul type="square">[*]Dominators make the least contribution of any archetype (AT) when fighting Arch-Villains and Heroes (including their Elite Boss forms) (AVs). This is completely unreasonable since AVs are the most important team-oriented content in the game, and the Dominator's intended role is team support. This entire problem arises from the special mez protection of AVs, represented by the "Purple Triangles of Doom".
    Dominators provide team-support as damage mitigation through control. However, an AV has extremely high protection to control part of the time (currently believed to be 50 of every 75 seconds), meaning that the Dominator can only provide damage mitigation for a part of the fight. Unfortunately complete damage mitigation for only part of the time is not useful to a team, because in most cases, if the team can survive 50 seconds without it, they can survive the entire fight. Furthermore, the Dominator cannot take full credit for damage prevented during the AVs low mez protection period, because at that time the AV is very vulnerable (boss level protection), so the single target controls available to every other AT are also quite effective. A full team without a Dominator could probably hold or disorient the AV for that period anyway. It's also worth noting that it's not feasible to use control on an AV in a tactical manner because the time of low mez protection period cannot be chosen.
    Since the Dominator cannot provide damage mitigation in any meaningful way against an AV, their only contribution to the fight is damage, which is the lowest of all CoV ATs, and is further reduced against an uncontrolled AV because the best attacks are melee and cannot be used safely. Even the fact that the AV will be held for a third of the fight doesn't allow an increase to the team's damage, since buffs, debuffs and heals don't take a significant amount of time, and it would be unwise to cease these activities anyway.
    A second Dominator contributes even less to the fight, since the additional control has very little effect. With three or four Dominators it may be possible to permanently hold some AVs, but certainly not in all cases. Domination also contributes very little to an AV fight: its control boost does not increase the effective control of the AV, except when many Dominators are on the team; its damage boost does not allow Dominators to surpass other ATs in terms of damage; and its mez protection plays little role because the Dominator cannot survive more than a couple of hits from an AV.
    Finally, Controllers are not penalized as harshly as Dominators in AV fights. Although their primary is similarly hampered, their (de)buff secondary allows them to contribute team-support anyway. In their secondary role Controllers can be outperformed by one AT (Defender), while Dominators can be outperformed by every other CoV AT.[*]The Purple Triangles of Doom, which are very important to Dominators, are too difficult to see.[*]The reduction of Arch Villains and Epic Heroes to Elite Bosses actually makes it more difficult for Dominators to control them and doesn't make them substantially less dangerous than the full AV versions. The fact that the Elite Bosses retain the special purple triangle mez protection affects Dominators significantly more than any other archetype, because a Dominator has very little defence except mezzing - moreover the Elite Bosses still have Elite Boss mez-protection when the triangles are down (unlike the AV's who have only Boss-level mez-protection), making it harder to hold them than the AV's. In order to succeed in such a fight a Dominator must be able to survive with little or no defence in a battle against an exceptional foe for the duration of the triangles, and they have to work harder when the triangles are down than they do against the AV.[*]Contribution against enemies with PToD doesn't scale smoothly with the number of Dominators. If there aren't enough Dominators to hold the enemy through the PToD, then their contribution isn't that great, while if there are enough, any more don't contribute a lot. This is because the PToD have only two states, rather than varying more continuously.[*]Dominators appear to attract rather more aggro than is warranted. Although nothing concrete has been identified, there are persistent stories of Dominators receiving unwarranted amounts of aggro. In many of the reports the only power used by the Dominator in question was the single target hold.[*]Sometimes during Domination, the big orange DOMINATION will appear when the Dominator has not cast a control power. There appear to be several possible causes: pets, damage ticks, or the reapplication of control powers such as Strangler retaking effect after its target has been knocked back.[*]The pet window needs to be easier to get to. Ideally it should appear automatically when a pet is summoned. At least, the UI should be enabled by default for Dominators.[*]Domination brings Dominators too close to their damage cap, when combined with Fiery Embrace or Aim. This means they benefit less from damage buffs than other ATs.[*]Sometimes a Dominator may get stuck in an animation loop with their back arching. This only happens when the Domination aura is animating (bar is at 90% or Domination is active). In some cases characters were using empowerment station recharge buffs or Hasten which seemed to be related. [/list]
    Power Issues

    Common Issues
    <ul type="square">[*]Most Dominator control AoEs, eg. the AoE holds, can hit a maximum of 10 targets, while the same power can hit 16 for Controllers.[*]The AoE holds are very disappointing. There is nothing for which they are particularly well suited, instead there are several things they can do poorly. What's worse is that they must be heavily enhanced to achieve this mediocrity. The structure of missions and consistency of spawn sizes means that most fights are against a single spawn, with the occasional 2 or 3 spawn fight. As an emergency power in a multi-spawn fight, they fall flat because their target cap is too low to hit a full spawn and their duration is too short to give the team time to deal with the situation. Their place is clearly not every-spawn control, since there are other powers for that purpose, and that would be overpowered. Naturally there are other possible uses, none of which are particularly impressive: they can be stacked with the single target hold to deal with bosses, but of course Domination is far superior for that; multiple Dominators can alternate them to get every spawn control, which would be an odd tactic given that there would be several other control options available.[*]Snipe powers are not particularly useful to Dominators. Our crowd control powers provide much better openers for battles. Snipes don't fit well in an attack chain with melee attacks, because of the greater risk of interruption at melee range. They do grant additional flexibility, but they come too late for that to be meaningful; by level 35 our tactics are pretty well defined.[*]Powers should state in the description if they are autohit in PvE, but take accuracy enhancements for PvP, otherwise people cannot make well-informed slotting decisions. Powers affected include Smoke.[*]Intimidate and Invoke Panic, from the Presence Pool, do not generate the "DOMINATION" message, although they are boosted by Domination.[*]Boxing, from the Fighting Pool, does not generate the "DOMINATION" message when its disorient effect occurs, although it is still boosted by Domination.[*]AoE immobilizes are problematic. Since they appear in most of the Dominator primaries, and usually before pool powers are available, the AoE immobilizes should be a staple of the control sets. However, they are a common cause of frustration for new Dominators, and typically skipped or rarely used by more experienced Dominators. The specific problems with these powers are:
    - They generate a significant amount of aggro for the caster. In CoV, especially at low levels, there is very little effective aggro management, so the AoE immobilize is very likely to cause a large return attack.
    - They make affected mobs less controllable. The granted Knock* protection, damage over time, and immobilization mean that many control effects will no longer affect them, namely knock*, fear, sleep, and "run away" effects.
    - While they can be used to force enemies to use ranged attacks, the Dominator's low hit points mean those attacks are still very dangerous.
    The reason this problem is more pronounced for Dominators than Controllers is that Controllers:
    - can take advantage of immobilization to keep foes within area debuffs.
    - can team with Tankers who can manage aggro.
    - do extra damage against immobilized foes with Containment.[*]Many of the Dominator mez animations are difficult to see, sometimes don't show, or get overridden by others. This is problematic for two reasons. Firstly it can cause tactical errors in play, such as re-holding a held mob, or not going into melee against an AV when it is safe. Secondly, it is damaging for Dominators' already poor reputation when their effects are visually too subtle, especially when compared with the holds of the ubiquitous Ice/ Corruptor. The specific problems are outlined throughout the issues list, but the primary concerns are the hold animations for Fire, Gravity, and Mind which disappear when the mob is held by another power, are turned off by knockback, are incorrect for mobs holding guns and sometimes do not happen at all for unknown reasons. Replacing the mentioned emote-style hold animations with obvious rooted style animations would go a long way to solving the problem.[*]In the Domination help text the list of status effects protected against is missing knock* and repel.[*]The AoE immobs (Fire Cages, Crushing Field, Frostbite, Roots) do not inflict -Fly if they are the first power used in a combat. This was observed against Goldbrickers in Cap au Diable. (The -Fly from Roots only seems to kick-in when the mobs return fire.)[*]The patron attacks (Dark Obliteration, Disruptor Blast, Bile Spray, Ball Lightning) are all extremely disappointing. Counter to the intent of epic powers, they do not provide any abilities not already available in Dominator's primary or secondary (ranged AoE is not significantly different from cone or PBAoE). In fact they are numerically weaker than the cone attacks already available in the secondaries, due to their excessive recharge times.[*]Power Boost recharge feels too long, and does not seem to follow standard rules when compared to Blaster and Controller versions.[*]Visuals for status effects (like the purple bubbles of Confuse) are not lasting the full duration of the effect. It seems that they disappear after the base duration of the power, rather than lasting the full enhanced duration.[/list]Fire Control
    <ul type="square">[*]Char and Cinders animations are too subtle, especially when the target is also affected by Smoke.[*]A foe held with Char or Cinders who is knocked back does not return to the regular choking animation after standing up.[*]Smoke should take range enhancements.[*]Smoke is essentially a stealth power, and yet its activation suppresses stealth.[*]Hot Feet reports that it reduces attack rate in the combat log, but this is not mentioned in either the short or long description.[*]Hot Feet inflicts -Fly on enemies, but this is not stated in either the long or short description.[*]Flashfire's disorient effect occasionally allows mobs a short action, such as a movement, weapon draw or even an attack. This appears to happen because mobs are released from the disorient when they are not grounded, including falling off very small ledges common in caves. It does not make sense for the disorient to lose effect because the mobs isn't grounded.[*]Cinders takes range enhancements, which seems wrong since it's PBAoE.[*]Bonfire looks pathetic, it should be big and 3D like Spirit Tree.[/list]Gravity Control
    <ul type="square">[*]Gravity's lack of early practical AoE control means that it can only provide negligible team-support, until level 26 when Wormhole becomes available. This is problematic, since the Dominator's intended role is team-support. In early levels the single target controls are sufficient damage mitigation for the solo Dominator, but bring no meaningful damage mitigation for a team, especially considering how short control duration is at low levels. The early AoE controls are Crushing Field, which suffers from the problem of all immobilizes, that it actually makes affected enemies more dangerous (see the AoE immobilize issue for details); Gravity Distortion Field, which suffers from the problem of all AoE holds, it isn't useful as every spawn control; and Dimension Shift which is difficult for many teams to work with, since affected foes cannot be attacked. This disparity of AoE control is typically explained as a trade-off for the extra damage of Propel, but this isn't appropriate for Dominators, who have an assault secondary.[*]The hold and immobilize animations are too similar, making it difficult to identify which targets are held.[*]Lift's damage is significantly less than that of Levitate, although most other aspects of the power are very close.[*]Gravity Distortion's hold effect occurs a long time after casting, giving the target plenty of time to move or attack before they are held.[*]Gravity Distortion and Gravity Distortion Field animations don't always occur correctly, the held enemy does not always hover.[*]Gravity Distortion and Gravity Distortion Field animations are too subtle.[*]When Gravity Distortion is enhanced with Recharge Reduction enhancements, it is listed as boosting the Slow effect of the power.[*]Propel activation time is far too long.[*]Propel does knockback, but this is not listed in the description.[*]Propel shows different objects to different players, which negatively affects immersion and role-playing.[*]The caster should be able to end the effects of Dimension Shift early. (Similarly to the way Phase Shift is implemented as a timed toggle.) This is unlikely to be addressed due to technical limitations. [*]The Dimension Shift icon has the four cornered border of a single target power, but it's a targeted AoE.[*]Dimension Shift is difficult to work with. The bright glow animation is counterintuitive and highlights mobs for attack, rather than discouraging it. Targetting unphased mobs is difficult, because they must be located visually, but they are obscured in the bright glow of the phased mobs. Other options for locating unphased mobs are not available or practical because the phased mobs can still be targetted and attacked, and the "UNAFFECTED" message is subtle, and only occurs after an attack has been wasted.[*]Targets aggroed by Wormhole have the opportunity to attack the caster prior to being disoriented, if they have line of sight when it is cast. Most other mez powers don't allow this initial attack. [*]Singularity accepts intangibility enhancements, and yet has no intagibility powers.[/list]Ice Control
    <ul type="square">[*]Ice Control lost some effectiveness relative to the other control primaries when it was ported over from Controllers. Specifically two of its fast recharging AoE control powers, Shiver and Arctic Air, were reduced in effectiveness, but are not in any way improved by Domination.[*]Ice Control benefits less from Domination because it has no fast recharging effective damage mitigation power which is boosted by Domination (like Flashfire, Wormhole, or Seeds of Confusion). [*]Arctic Air's confuse effect is not boosted by Domination.[*]Arctic Air's confuse effect does not generate any visual effect on affected targets. The purple bubbles of the other confuse effects should appear.[*]Arctic Air accepts Fear enhancements, while neither Hot Feet, nor the Controller versions do. Furthermore it's unclear if the enhancements actually do anything.[*]Ice Slick inflicts -Jump, but this is not included in the power description.[*]Ice Slick disappears if the caster is defeated, which is counter intuitive given the power's description, and a weakness compared with similar soft controls in the other sets.[*]Flash Freeze compares very poorly with the other sleep powers when comparing, recharge, duration, and range.[*]The visual effects of Flash Freeze and Glacier are difficult to distinguish.[*]Jack Frost acts very strangely if there are enemies directly above him. He tries to find a way to melee with them, and basically just runs around if that's not possible, and achieves nothing.[/list]Mind Control
    <ul type="square">[*]When chain sleeping a foe with Mesmerize, they sometimes wake up and attack before the next sleep takes effect. This is unlikely to be addressed due to technical limitations.[*]Mesmerize has a frustratingly long delay before reporting a miss.[*]Dominate and Total Domination animations are too subtle.[*]Foes with pistols drawn (eg RIP) do not perform the correct animation when held by Dominate or Total Domination, which is misleading for players.[*]A foe held with Dominate who is knocked back does not return to the regular "Aah my head!" animation after standing up.[*]The Telekinesis anchor should be clearly identified, like it is for other anchored powers.[*]Telekinesis pushes enemies partly through walls rather than only against them.[/list]Plant Control
    <ul type="square">[*]Entangle and Roots text states that the target needs to be close to the ground, but it works at any height.[*]Strangler has multiple disadvantages when compared to the other single target holds, its targets need to be grounded, it has the longest activation time, and unlike the other long-activating holds does not have a secondary effect This is inappropriate for a power that is so critical to the control sets, especially against the toughest enemies.[*]Some foes held with Strangler are able to activate powers when they are knocked back. For example a Behemoth Overlord can activate Healing Flames, and other foes can also use self-heal powers. The real issue here is that some powers can be activated while being knocked back, but Strangler is unfairly affected because it's the only hold that allows knockback and can only affect grounded foes.[*]Strangler description doesn't mention that foes need to be near the ground.[*]Strangler is severely disadvantaged in PvP because an enemy that just keeps jumping will not be affected at all.[*]Spore Burst animation is very subtle, unlike the obvious ZZZ of Mind Control.[*]The immovable Spirit Tree doesn't fit well in a game designed for action, where battles are dynamic, fast paced, and where players progress rapidly inside missions.[*]Spirit Tree obscures vision and blocks movement far too much. (Make it smaller, make it intangible?)[*]Carrion Creepers damage ticks appear in grey rather than orange.[*]Carrion Creepers continues to generate damage ticks on defeated enemies.[*]Carrion Creepers pet names are always visible. This is irritating since there are so many of them, and there's not much useful that can be done with them anyway.[*]Carrion Creepers causes knockdown, but also protects enemies from that effect with it's immobilize powers.[*]When being affected by Carrion Creepers in PvP the debuff icon is misnamed "Bramble".[*]When being affected by Carrion Creepers in PvP the debuff icon reports a -Res debuff, but not -Jump, which is contrary to the short and long power descriptions.[*]The presence of a Carrion Creepers pet is not indicated in any way (Pet Window or buff icon), nor does it obey the release_pets command, which makes some usages difficult, such as knowing when it's safe to stealth.[*]Fly Trap will not engage in combat in some circumstances. It appears to be related to her distance from the enemy. The problem exhibited itself when I ran up to the enemy with her behind me, and immediately confused or held them all with the first attack; she would stop a distance away from them, possibly out of range for her attacks, but not so far from me that she felt the need to move, and would just stand there doing nothing.[*]Fly Trap uses Entangle power regularly, which negates knockdown of Carrion Creepers.[*]Fly Trap's Entangle lethal damage is misreported as smashing damage in the combat log.[*]Fly Trap will wake up sleeping enemies with AoE attacks.[/list]Energy Assault
    <ul type="square">[*]Whirling Hands' animation has a different ending, it no longer ends with the fist on the ground.[*]Total Focus' stun is only mag 3 for Dominators, while it's mag 4 for other ATs. This is unreasonable because Dominators are a control AT.[*]Total Focus has a frustratingly long delay before reporting a miss.[/list]Fiery Assault
    <ul type="square">[*]Flares' range is too short compared to other blasts in Fiery Assault and the other Assault sets.[*]Incinerate compares poorly with the other second tier melee attacks. It is entirely DoT, which takes 10 seconds to happen, and yet only does slightly more damage. The Brute and Tanker versions of Incinerate have endurance discounts and improved damage relative to similar attacks.[/list]Icy Assault
    <ul type="square">[*]Ice Sword Circle combat log messages use the word "scorches".[*]Greater Ice Sword description and power do not agree. The use of the word "Greater", and the fact that damage is listed as "High", relative to Ice Sword's "Moderate" is not appropriate for a power that deals only 20% more damage. Especially when the damage increase is only to the often-resisted Lethal damage component rather than the Cold damage component which is identical to Ice Sword.[/list]Psionic Assault
    <ul type="square">[*]Psionic Dart's activation time is too long for such a low damage quick recharging attack.[*]Telekinetic Thrust is too weak. Being a melee attack makes it hard to use, and the animation time is prohibitive in a set already full of long animation attacks.[*]The long travel time of Mental Blast means that it is an often wasted attack.[*]Subdue does not have 100% chance to immob, but Impale from Thorny Assault does.[*]Part of the sound of Psychic Shockwave was removed.[/list]Thorny Assault
    <ul type="square">[*]Fling Thorns lethal damage is too low compared to other cone attacks.[*]Imaple does not inflict -Jump, as stated in the description.[*]The immobilize effect of Impale is not buffed by Domination. The "DOMINATION" message doesn't appear, mag is not increased, and duration is not increased.[/list]Leviathan Mastery
    <ul type="square">[/list]Mace Mastery
    <ul type="square">[*]The Poisonous Ray damage resistance debuff doesn't stack on the same target, which is not mentioned in any description, including the plaques.[*]Poisonous Ray does damage, but doesn't accept damage enhancements.[/list]Mu Mastery
    <ul type="square">[*]Power Sink should not accept taunt enhancements. Any taunt effect should be removed from this power, Dominators do not need additional aggro.[*]Mu Guardian should prioritizes healing its summoner before other pets.[/list]Soul Mastery
    <ul type="square">[*]Dark Consumption should not accept taunt enhancements. Any taunt effect should be removed from this power, Dominators do not need additional aggro.[*]Dark Consumption's recharge is excessively long. In particular, it compares poorly to Power Sink. Furthermore, the original plaques listed a 3 minute recharge, which caused some people to choose the patron in error.[/list]
    PvP Issues

    <ul type="square">[*]Having high damage powers late in the secondary makes the Dominator weak when malefactored for PvP, notably in Siren's Call and Bloody Bay.[*]Suppressing extra player graphics hides hold and other mez graphics on enemy players, making it difficult to see what is happening.[*]Some ground based powers will not affect an enemy who is constantly jumping: Strangler, Ice Slick, Bonfire, Thorntrops.[*]Pets are problematic in PvP, they tend to attack the wrong enemies, they are slow to get to the fight, and their long recharge means they often won't be there for a Dominator who is defeated regularly.[*]Slows have less practical effect against jump than other means of travel.[/list]
    Invention Issues

    <ul type="square">[*]None of the Pet Damage invention sets have recharge reduction, which is third desirable attribute for Dominator pets, and instead they have endurance reduction which is much less useful.[*]Stupefy: Chance for Knockdown negates the teleport of Wormhole.[*]Poisonous Ray does not accept Defense Debuff IO sets.[*]Thorn Barrage doesn't accept Defense Debuff IO sets.[*]Some procs do not activate in Carrion Creepers, specifically Positron's Blast: Chance for Energy Damage, Trap of the Hunger: Chance for Lethal Damage, and Debilitative Action: Disorient Bonus. However, Impeded Swiftness: Chance for Smashing Damage was activating.[*]Invention sets which were new in I11 are available as slotting options for pets (Fly Trap accepts Defense Debuff, Singularity accepts Knockback), while older sets are not (Jack Frost doesn't accept Hold or Slow; Singularity doesn't accept Immobilize or Hold; Fly Trap doesn't accept Immobilize). Either non Pet Damage sets should be forbidden, or all appropriate sets should be made available.[/list]
  24. Please keep discussion in the Dominator Issues List Discussion thread. This sticky thread will only be used to post updates once agreement is reached.
  25. &lt;qr&gt;

    Last night I tried out the change, running some Cap SFs. There were 5 of us, and only 2 had done it before, so we only did 2 parallel runs. My Plant/Thorn Dominator, duoed with an Ice/Psi. It was a bit more difficult, but not that much, and my build could be further optimized for this activity. The best builds will still be fast, while marginal ones will not be able to do it. If everyone is bringing 4 to 8 characters to the table, at least one of them should be good for soloing big spawns. My conclusion is that the change won't slow down the multi Cap runs significantly, and the villain market won't be horribly affected.

    Since Pool Cs on the BM is the only reason I care about the change, it doesn't bother me any more. But, since this change is supposed to address the multi-Cap runs (I can't see any other reason), but doesn't, it should be rolled back until the other issues can be dealt with.