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Quote:Ohohohohohohooo...this is a HUGE boost to dominators who are in the know.Interruptable powers will no longer consume a charge if they are interrupted.
This will be a good small buff for Assassin Strike as the endurance cost is high if you get interrupted and use it again. That's like double the endurance cost.
It should certainly be a small boost for stalkers, especially lowbie ones who don't have strong end slotting yet. -
Here's the rundown of poison, from my experience with the mastermind version:
Strengths:
Click-based debuffs, so you don't have to worry about the enemy detoggling, or running out of an area.
Varied effects: Anything that can be debuffed, poison debuffs it.
Weaknesses:
Hit checks: Most powers must hit, some can be slow. This means that with a miss, you have little to fall back on.
Limited debufff strength: Poison has equal to inferior values on its -defense, -tohit, -damage, -resistance, and -regeneration effects when compared to other buff debuff set powers, which offer equal/better debuffs in a full AoE variety. (dark, traps and radiation being the standouts here) I haven't played corruptors' venomous gas, that may even the odds a bit.
Powers do not stack: (aside from -regen) On a heavily recharge-based debuff set, recharge has limited value because a second layer of a debuff cannot be applied when you hit the same foe. This means that poison offers no better debuffs in short, easy encounters than it can to long, difficult/dangerous fights.
Limited support, mitigation: Poison has limited offense debuffs, so enemies hit pretty hard. As poison has limited mitigation through control, and almost nonexistant buff abilities, with low single target healing, and limited means of making targets die faster, poison has difficulty at keeping allies alive, particularly if it is the lone buff/debuff set on a team. -
Though I don't 'farm' per say, my fire/fire/fire doesn't solo at anything less than x6 +bosses, usually at x8. This was with high recharge bonuses, of course...without that he goes down like a stone. But having a double magnitude flashfire always up seems more than enough, especially if you can get your embrace of fire up as long as possible. Doing that also boost the fire ancillary powers' uptime, meaning you can have permanent rain of fire at all times, with fireball/firebreath/combustion can be thrown about willy-nilly. Blaze is up every other attack, (if that) so bosses wither quickly, giving quite respectable rewards and a chance at some rare recipes.
What seals the deal for this is the incarnate system. Getting the highest destiny rebirth radial does wonders, as it gives a huge heal with reliable +regen. The alpha cardiac reduces the endurance on all that control/AoE you'll be spamming, and with consume/domination being able to be tag teamed for endurance refills, you never have to worry about blues. As almost all of fire control's powers do damage, so you have almost nothing that cannot trigger interface. I went reactive +fire for consistency, and, well, damage. Judgement is...well, judgement. -
*crosses fingers for shock beam rifle*
I saw it on beta, my favorite beam gun. I was sad to see it go, glad that it's coming back. -
I will echo the spiderlings comment.
I was a no-pets crab for awhile, until I tried them out on a secondary build. I tested each pets separately...the spiderlings seemed more like distractions, and their damage small....until I got to a boss. All those 'little' number that roll off of enemies add up. The DoT nature of the delivery is misleading, the little guys do help. Once they have only one target to converge all fire on, those little attacks roll off like rain, all costing you no extra endurance besides the summon cost.
Other fun things to do with spiderlings: achilles heal chance for -resistance, soulbound allegience chance for buildup. -
It should also be noted that leadership: tactics also helps against confusion effects. As leadership is team only, it is useful to check with the team and see who has tactics, and make sure there is at least one person running tactics on each team of a league. Obviously clarion is preferable, but tactics is handy, especially if the clarion is less available.
*edit* for numbers: I'm reading from red tomax that it gives 42%-75% confuse resistance, depending on what archetype is carrying it. -
I was just playing last night with a friend on his fire/fire- he mentioned that it was 'low damage.' Having a fully incarnated fire/fire/fire, I told him to hang in there. The trick with doms is that while they DO have high damage modifiers, their variance of powers in their secondary mean you tend to have a slightly disjointed attack chain early on. You get you fast/lower damage blast, then your medium damage attack, then your medium damage melee, then maybe a beginning AoE, you get the idea.
Doms' secondary ability variety just means that you are getting more 'preliminary' powers than a focused set. (Melee get light, then medium, then heavy attacks right off.) Since your attacks are in your secondary, they also come a lot later than for other damage dealers. This means that you have a lot more tier one/two damage until the upper twenties at earliest. It does gets better. Thunderstrike is great on an elec/elec dom, especially with buildup. Doms are ALL more late blooming, damage-wise. Hang in there. Once they hit their pace, they are an animal all their own. Each primary/secondary has different strategies, too. An elec/elec is very different from a elec/earth, is different from a fire/earth. -
Just dropping in to say I have a real life thing that ends very close to the time this begins...If I am not back in time to participate, please give my spot to someone else.
Edited signup:
Team 1
1) @Amygdala
2) @Placta - Elec/elec blaster
3) @Ulysses Dare - Assault Rifle/Devices
4) @Gameboy1234 - Robotics/Force Field
5) @Stray Kitten - Claws/SR scrapper
6) @Captain Drej - Thugs/Pain MM or rad/dark corr
7) @ReDorothy controller Grav/forcefield
8) @Meltdown
Team 2
1)@Photometric
2)@Dollmistress - Dominator(?)
3)@BigMoneyHustla - Ice/Fire Blaster
4)@Anonymos - WP/NRG Tank
5)@ChicagoDoodler - Mind/Psy Dominator- Tentative
6)@Silas
7)@Koriel - Emp/Psy Defender
8)@Dr Cobalt
Team 3
1)@Marut
2)@Viking Queen
3)@Thorgils
4)@Winter Elf
5)@Ice Ember
6)@Ms. Snazzzy
7)@Scatterpack
8)@Xenadra -
Quote:To be fair, none of your responses have taken into account any of my points either, rather dismissed them. I'm not bothering to site everything, and admit I assume a bit of familiarity on what I'm referencing based upon your activity on these forums...I assume you are familiar with much of what I'm alluding to to. If this is an unfair assumption, I apologize.Not really. Given that your only source for them is yourself.
All I care about is whether we're allowed to talk about farming. You haven't answered my question.
Would devs allow discussion of farming on a theoretical level? they have no reason not to. But the situation I alluded to goes more to the trouble of distinguishing what activity is being labeled as 'farming' as that varies from the "totally okay!" to the "nobody should hear about this and an exploit fix is on the way." In short, it goes not to discussion on 'farming,' but discussion on FARMS.
....And what farms are allowed is far more difficult of a subject to pin down. It's all based on how they perform. If you make a farm that can get you from two billion inf in five minutes every run, and you post about it, the post will probably removed, and the arc will most likely be locked. If you make a farm that gives you the same amount of xp/influence as doing repeat newspaper mission, it will almost certainly not be locked. If you make an arc that gives you rewards at 2X that of a dev story arc? Nobody will say if the performance is allowed or not. You'll find out if the threads are scrubbed and if the arc is locked. It all comes down to what the devs feel is an exploit. We can't post about exploits, after all.
To go on a tangent a bit, (I will bring it back) this comes back to the way devs and players approach farms. While the devs' goals and those of the player that is farming are not diametrically opposed, they're still not best buddies. Devs like equivalency, fairness, baselines, whatever you may call it. Whenever leveling speed or performance is discussed, they talk about whether people are doing something 'too fast' or 'underperforming.' You can't say if something is doing either of those unless you have a standard of what rates are 'supposed to be.'
Players who 'farm' are usually repeating content to achieve a goal, and in many circumstances they choose what they repeat based upon whether that is the most effective content to repeat to reach their goal. To rephrase, it's simply finding the "fastest way." When their 'fastest way' breaks the devs' unspoken speed limit, the devs decide that it's an exploit, nerf the content, change the mechanics so it can't happen any more, and/or penalize the player who 'went too fast.'
Actually, I think how much can be discussed about this might relax, based upon the "MARTy" system. Up until now all the "Speed monitoring" has been manual. The television arc is overperforming? Reduce Family enemy experience. The AE all boss farms are overperforming? All boss factions give reduced rewards. It seems they've grown weary with this whack a-mole approach, and would rather install "speed monitoring cameras," to follow the speeding metaphor. The manual changes are tricky, as though they affect the 'overperformers' they also affect the players operating at the median, which means balancing is tricky. If they can automate the process, and only stop those that are 'speeding,' and let the other go unaffected, they reach their goal. Hence, "MARTy."
Basically, if there are no exploits possible in discussing farms, then all discussions of farms will almost certainly be allowed. I doubt that can be said at this point, so I doubt an unequivocal answer on the subject will be delivered.
It might not be the answer you wanted, (a yes/no from a redname) but for the reasons above holding out hope for a definitive/final answer on a grey area topic is just not very realistic. -
*shrugs*
Is my opinion valid, then? What I mentioned is hardly off-the-cuff. The 'alternate progression' in AE, NOT superior progression is right straight from the whole immediately post AE debacle, stated by various devs, showing they didn't want the AE to be a shortcut machine. The intention that it's for creative stories is hardly groundbreaking, and the way so-called 'farm arcs' compete with story submission can be seen over and again on these very forums, if not in the way arcs get juggled via ratings. The exploit part is also hardly new news. People who found 'exploits' and used them for progression did so by farming, and were (and often are) referred to by the community in shorthand as 'farmers' rather than 'exploiters.'
Is it fair? No. But when somebody says 'boss farm,' 'monster farm,' ,monkey farm' etc, and people complain about farmers, the link is there.
My point is simply that the terminology 'farming' in relation to the AE has the meanings/implications that make it pretty darned sticky for the devs to give approval for. What you may call farming might be running a validated AE arc...but when somebody else says 'farming' they may mean a "exploitative" loophole used repeatedly. It's then hard for Positron to come in here and say "Feel free to discuss all your farming stuff!" The devs seem to have taken the canny way around it, and use their discretion in what's allowed to be shared on a case-by-case basis. -
The devs are perfectly fine with players repetitiously going through content to attain the standard rewards for doing so.
Where things get tricky in the architect are threefold:
First, the above is sometimes done to the exclusion of narrative or even creativity. (Creativity is not well used when copying from someone else's template) Templated/story-less creations published in the AE compete with creations that are in line with the design intentions for the AE, (making stories more or less in line with dev stories) so anything that could be interpreted as approval for their usage is avoided.
Secondly, the devs made the architect to be a place to supply supplemental content, that is stories for players to play along to when they did not feel like doing a dev arc again. A similar/alternate path of progression. The straight up streamlined reward systems present in many cases faster progressions, whether it's to leveling or to become wealthy. The devs have often mentioned their discomfort with accelerated progressions, particularly ones that bypass their desired progression speed and bypass content.
Third, the above mentality to find the most streamlined rewards has often found means to create heightened rewards through bugs/loopholes or just in ways the devs did not intend, which gave far more rewards for far less danger. These were termed 'exploits,' and are seen as a threat to the devs.
The trick is that all of the above (Repitition of accepted means, use of templated/shallow AE missions, accelerated progression in the AE, and AE exploitation) are often included by different users when discussing AE "farming." As some of the activities fall into the grey (or worse) areas of mission architect usage, I don't think you'll get a flat "Farming is fine!" from the devs. -
Quote:Timed toggles already exist, and would be the perfect solution, if it's mechanically possible in an 'enemy toggle' power. (the bought jump boosters, the pool self-shifting power are timed toggles) The problem with dimensional shift is not the lockdown, but with the timing. It often leaves unaffectable foes in times when the team is ready to have at 'em... and you are left tapping the watch until they are shift back in.Don't think you want Dimension Shift into a toggle. Possibilities for griefing would be too great...you're the leader of a SF, you DS the last AV then start em dancing. If you did that, the toggle would need to drop aftrer a set duration (4-8 seconds)....
A timed toggle fixes this perfectly: shift the mob you don't want yet, untoggle to bring them back into play. Giving a timed ceiling means the power has a top duration, and since toggles only start recharging after they go off, you can't permanently shift anything. (This solves both griefing and exploits, like permanently shifting recluse's towers) Giving a set period also fixes the issue of the end cost being raised to match a power that would give essentially total safety forever. -
Team 1
1) @Amygdala
2) @Placta - Elec/elec blaster
3) @Ulysses Dare - Assault Rifle/Devices
4) @Gameboy1234 - Robotics/Force Field
5) @Stray Kitten - Claws/SR scrapper
6) @Captain Drej - Thugs/Pain MM or rad/dark corr
7) @ReDorothy controller Grav/forcefield
8)
Team 2
1)@Cobalt Azurean - Bane/Bane VEAT
2)@Dollmistress - Dominator(?)
3)@BigMoneyHustla - Ice/Fire Blaster
4)@Anonymos - WP/NRG Tank
5)@ChicagoDoodler - Mind/Psy Dominator
6)
7)
8)
Team 3
1)
2)
3)
4)
5)
6)
7)
8) -
St0ney stepped down a while back, I believe a year ago. Diellan_ has been the man doing much of the work, though DeProgrammer(sp?) is involved as well.
Here's a link to the latest version announcement thread: clicky
That thread seems to be monitored for bugs, and seems a good place to thank the gents involved in the work to keep the app up. -
Quote:I thank you for this taking the time to do this, I did send this link to the gentleman I mentioned above shortly after the long walkthrough. That said, it's a patch to resolve an issue all new players will encounter, and few of those will come to the forums, much less to the above fix.http://boards.cityofheroes.com/showthread.php?t=228044
While it doesn't change the Enhancement names, it does change the icons.. They look more like TOs. Only issue is Res SO/DO/IOs use the Defense background, so my kludge fix was a composite icon, or to just show the Defense icon on both Res/Def enhancements. -
Just had this problem, not a month ago. A gent who had left another MMO was looking for a dual origin enhancements...and was baffled by the names. It took a friend and I fifteen minutes to twenty minutes to walk him through finding the right things over voice chat. It was tiresome on our end, and frustrating to the extreme on his end. To his question "why would they name it that?" we had to simply shrug.
If the devs wanted to keep the flavor names, they could still do this:
Accuracy: Bioluminescent Filter
Flight speed: Li Tieh Kuai's Gem
*Edit* For the fun of it, without peaking, try to list what the following names enhance:
Li Tieh Kuai's Candle
Thallium Exposure
Cuirass
Hydrazine Exposure
Thermodynamic Bombardment
Nectanebo's Phylactery
Helmet
Neodymium Irradiation
Shoulderpiece
Cord
Portacio Ind Nanovirus
Nectanebo's Ankh
Good luck.
The worst offenders seem to be mutant/magic DO's, natural/Magic DO's, tech/science DO's, and Science SO's. -
Quick suggestions for a revised layout:
Game updates:- News & Announcements (includes announcement discussions)
- Calender
- Community Digest
- Dev Digest
Game Design:- Dev Corner
- Report Bugs/technical issues
- Test Server (includes transfer tool)
- Suggestions & Ideas
Help:- Guides for players
- Ask for help: gameplay related (renamed from: player questions)
- Technical Help
Archetypes & Gameplay:- General archetype discussions
- Tankers
- Brutes
- Scrappers
- Stalkers
- Corruptors
- Blasters
- Defenders
- Dominators
- Controllers
- Masterminds
- Arachnos
- Kheldians
Game System Discussions:- Inventions and the Market
- Badges
- Mission Architect
- PvP
- Base Building
- Mids builds (
)
Culture:- City Life (includes lounges)
- Comic Culture
- Roleplaying/stories
- Multimedia Creations
- Forum Games
Servers:- *all servers listed*
-
Quote:To be clearer, fleet/seismic were suggested deliberately to be melee/physically focused, as many characters (especially melee archetypes) do not have blasting powers, and all existing judgments use some sort of big elemental blasts.All these sound awesome and much needed. The one thing I would ask is make them all range. Out of all the current judgement incarnates. Void is my least favorite. Not that the power isnt good but to specific to melee toons. Fire, Ice and Electric are nice cause you can use them at range or close. I dont want to be playing my mind/psy dominator and have to be force to go into melee to use the psy judgement. Choice equal more fun.
Psy judgement (I felt) should be a bit more control-based, so extending the duration to pulses mean a broader availability of that effect. The trade off is dual: first, things might live long enough to counterattack. Second: having an extended duration means it cannot be based off of a target. If it was, it would be 'wasted' if the target were weaker, dying quickly and killing the judgement. Having a PBAoE pulsing effect means not only does it continue so long as you survive, you can also easily adjust the position of the effect, and can hit newer enemies even after the first targets die. The closer-range nature means it is most likely to hit the more dangerously positioned foes, a good thing with a control component. Plus, it's coming from your brain. having you at the center reinforces the source of the waves. Also, the "over time' nature makes it unique from other judgments.
On a side note, my mind/psy gets close anywise for drain psyche, but to each their own.
Gravitic judgement: coolish ideas, but oddly specific. It only suits one, maybe two powersets from two, maybe three archetypes. Doesn't hurt to throw it out there, though. I will say this: as cool as a huge propel of an entire junkyard would be, the number of models from a whole league make me hesitate to consider....Yeh, I'm a wet blanket at times.
sorry, sorry. -
I find it hilarious that the fan-made/supported mids is big enough to warrant its own forum area.
That aside, the merging of archetypes leaves much to be desired. Dominators are not ranged damage, they are an amalgam of control/melee/ranged/AoE. Kheldians are absolutely different from Arachnos soldiers. A common mantra of many in the brute area is 'brutes aren't tanks.' Masterminds are leagues apart in game play style from defenders. -
Quote:Actually, during (wasnt it I6 when ragdolling was introduced?) closed testing, someone posted about testing energy blast characters being able to keep enemies permanently ragdolling against walls in a warehouse map. I believe they even showed a video of a boss basically getting hit, ragdolling,hit,ragdolling/etc. Every single attack that had knockback made the foes go limp for several seconds, and there was no limit. The enemies were completely helpless so long as the knockback was triggered.Maybe I am misremembering this, but my impression was that the change was related to PvP since an FF'er could pin you against something like a bus stop and keep you there. There was a lot of bitter chatter about PvE powers being compromised due to PvP concerns.
No offense, but for the longest time ANY PvE nerfs/changes were blamed on PvP. (and vice versa) -
The devs have said repeatedly that they know it's wanted, it's on a list, but it requires a lot of both art and code time, so much so that it's not feasible to tackle with current other projects in the works. In other words, once they have other stuff done, then they might work on it, but it's a big undertaking.
Actually, I think Tunnel Rat addressed this (Or was it Jay) on one of the early video talks.
*edit* Link to tunnel rat on this subject: Click me! -
Quote:Hmmm...I agree with the Defense DeBuff resistance in the shields. That didn't exist when Forcefields was initially made, but it makes sense to have. For the remaining powers, though, I think it's important to keep the theme of Forcefields, which -Res DeBuff isn't part of. I have some ideas, though...
Force Bolt - Add a 0.5 magnitude knockback. Unaffected by enhancements, unresistable
What this does, is make Force Bolt the ONLY power in the game that can reliably knock down anything that isn't literally nailed to the floor. Even Arch-Villains. A Hellion gets hit by the Bolt? Knocked across the street. Lord Recluse taking on to the face? Lord Recluse falls down, then gets back up. Force Bolt has a niche, let's make it the best there is at it. Add exceptions for Objects, Rikti Pylons, DE emanators, Hamidon and other such environmental enemies.
Detention Field - Make Detention Field stack with itself
Detention Field is awesome when it's used right. Like on the STF towers. But you cannot keep anything perma-caged, since you can't recage something that's caged as it'll be Unaffected. Allow Detention Field (and Sonic Cage) to stack with itself and you can lock out something annoying for as long as you make the ToHit roll.
Repulsion Field - Restore it to pre-ragdoll glory
Before ragdolls, you could re-knock an enemy mid knockback animation. Repulsion Field pulses fast enough to do that, and with Follow and Flight, you could bounce someone to the sky while blasting them. That was fun. No clue on how to do this without an engine overhaul on knockback, though. Add a minor chance to stun if his doesn't work out.
Repulsion Bomb - 100% stun chance
The damage/control power with the long recharge for an AoE attack now actually controls things reliably.
Force Bubble - Replace knockdown with a heavy short duration Slow DeBuff
When something can resist the repel, it will still feel like walking through water to move through the bubble. A Force Bubble is supposed to be fairly solid, so let the Slow be used to show that.
But honestly, I just really want the unresistable Force Bolt knockdown. It'd be that one thing no other powerset should be able to do.
Force bolt:
The huge (almost 19 mag) kb puts this power squarely in the 'made to send things flying' camp. The primary use is to knock things back. Removing enhanceability invalidates most slotting, of its primary purpose. Also, while knockdown is friendlier to placement, it is inferior for safety, as it does not cause the foe to spend more time closing in. Also, the unresistable idea is cool, but would never be allowed on high rank foes like AV's and such. (with good timing you could then cause an AV to spend a fight falling all over itself.) The idea to add bruising may not be in theme with the rest of the set, but it is in-theme with the power, and gives the power a use in an AV fight, or against tough foes. Force bolt is to push away dangerous foes. The bruising would make the foes also more easy to defeat, so it increases the power's utility in pinpointing and taking out one particular priority target. As both KB and +defense have a threshold of stackability, it also gives forcefields a tool that has no easy stacking threshold at which utility falls off.
Detention field: this power is insane. Yes, you have to time it well, and it can be easily misused. But the fact that it can single-handedly remove as high level threats as it can is almost absurd. Making it able to do so without any threat of repercussions or timing? Such things seem glaringly like the balance for the ability to remove the foes, considering the recharge/magnitude. (To rephrase: you can remove absurdly high level enemies from a fight, but they always get a slight window to return fire)
Repulsion field: unsuppressed knockback WAS available when ragdolling was first implemented, but it was deemed too powerful. Entire groups of enemies could be kept in infinite knockabout against wall invalidating any threat whatsoever without any skill or timing involved. even in this select power, especially since it's a toggle, I would not see them giving an exception that allows the exact scenario they wished to prevent to happen. A chance for stun seems more than doable, though.
Repulsion bomb: honestly, this power has great knockdown mitigation with more than reasonable damage for being in a set as it is. I'm not certain this power needs the help.
Force bubble: removing the knockdown...I'm not sure. It does help as a foe slowly fighting the repel can get close, only to get flipped and be repelled back as they do so. A slow gives cool set possibilities, but the knock +repel combo is incredibly potent. In fact, this power is so strong I'm not sure it needs a hand.
Quote:These are good ideas, esp. the Def Resistance. I personally would like to see powers in FF that no one takes addressed also. In particular, Detention Field and Repulsion Field.
Detention Field: While being "out of phase" is a cool concept, in practice players (esp. teammates) seem to hate it. Change this to a 4.7 Mag Hold, straight up. No other changes needed.
Repulsion Field: This one is harder, because I don't just want to make it like every other power out there, but I think a slow movement, slow recharge, and a small -def debuff PBAoE Toggle would be a thematic changes. Instead of being thrown about, targets are hindered by the lines of force you produce! The -End per enemy hit will have to go away, but the base endurance cost could be increased.
I'd also like to see FF get "the stalker treatment." Add a small, unmodifiable, and unresistible debuff to some of the powers. This is a different idea than the debuffs you mention, so I think it would have to be one or the other.
Detention Field: -5% Recharge, unresistible (and doesn't depend on the Mag hitting).
Repulsion Field: -5% Defense, unresistable
Repulsion Bomb: -10% Resistance, unresistable
Force Bubble: -5% Damage, unresistable
Or there abouts, not sure if the numbers make sense.
Repulsion field: a debuff seems fair. I would certainly not argue against it. In all honesty, this power is at present pointless with force bubble around.
Repulsion bomb: See comment earlier. A debuff would be cool, but this power is more than respectable at present.
Force Bubble: I like the debuff, but even a token one seems hard to justify on an ability as strong as force bubble. -
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Quote:Forgive me for saying so, but such people may well have spent a great deal more on travel, as well as taking a great deal of time for an event associated with the game. Such do not, in my opinion, represent the situation of most players.Did anyone here go to herocon in 2009 and buy any of the convention exclusive costume powers for $20 American? Just wondering. I believe they did sell out.
For me: The price is to high. Someone went into an existing power and altered the duration of it, and you charge that much? The time/effort disconnect with the pricing is astounding. Will all the pricing be not "How much is it worth, as measured by our effort" but "What's the highest we can ask before they say no?"
Folks, I've said it before. Don't aim for the few big spenders. Make moderate prices the masses will pay, you get not only a better return, but you also keep a better relationship. -
Quote:Holds: The best for this are Mind control and Earth control for sheer lockdown. That said, there are no 'bad' lockdown sets for a dominators.Anywho, I am looking to build a Dominator that can do the following
- Good holds
- Healing
- Can contribute in the DPS department (wont reach the DPS of a blaster or scrapper, I know this upfront...just want to contribute, however if there is a secondary that does really good DPS that would be beneficial)
- Great team support
(I would advise against starting on an ice/ or gravity/ dom, though, as those are more challenging to wrangle, fire/ as well to a lesser extent.)
Healing: Dominators are only capable of team hp recovery through spirit tree, (plant control) and self hp recovery through drain psyche. (Psy assault)
Healing isn't a dominator thing- in fact, dominators play almost identically to blasters with control powers, that just happened to trade in some nukes/attacks for controls.
DPS: Anything works here. Fire is highest damage, no mitigation. /Earth is high control, high close damage. Thorns has decent AoE, with a medium-range bent. /Psy has a great survival buff/enemy debuff, with a great mix of effects and ranges. (AoE/ranged/close) Electric has a damage boost and good ranged/close damage. (Less AoE) Energy has lots of mitigation, and good ST damage. Ice has another mix of ranges, and some unique debuffs.
Team support: The funny thing is with doms, you have about the same team support as self support. You lock things down, and kill them. Locked down things can't hurt you OR your team. The best sets on team are ones with lots of quick enemy lockdown, usually enough to be regularly available. The winners here are in order (With a lower budget) Earth, Mind, Plant, Electric. Earth has lots of lockdown, and does great on SO's. Mind has tons of options, and great follow-up ST controls. (can be slower on AOE lockdown without IO's) Plant has seeds just about all the time, and carrion creepers to distract/damage. Electric has confusion and a pulsing sleep patch, and a sapping aura.
It has also been said that few archetypes give as much in return for investment in io's as doms. +recharge in particular helps controls/attacks come up faster, thus helping your own team/self survival through enemy control and defeats. Oh, and it boosts how often your "Awesome" button recharges.