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				Posts696
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				Joined
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	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]
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	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.
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	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.
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	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.
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	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.
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	[ 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.
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	[ 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.
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	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)
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	Please post comments/additions in the discussion thread. Do not post to this thread.
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	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]
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	Please post comments/additions in the discussion thread. Do not post to this thread.
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	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!
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	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!
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	<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>
- 
	<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]
- 
	<html>
 <head>
 <title>Dominator Powers Guide</title>
 </head>
 <body>
 
 <h1>Dominator Powers Guide</h1>
 
 <font size="-1">Updated for Issue 12[/color]
 
 <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
 "perma-Domination".
 </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]
- 
	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 ]
- 
	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.
- 
	[ 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".
- 
	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.
- 
	Guys, please move discussion out of this thread,into the discussion thread. Link at the top.
- 
	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]
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	Please keep discussion in the Dominator Issues List Discussion thread. This sticky thread will only be used to post updates once agreement is reached.
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 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.
