Will I miss Executioner's Shot?


beyeajus

 

Posted

I can't decide if I will or not after playing the first 33 levels with this Blaster. Will I miss it in the later levels and higher end TFs? Is it a crime to skip it?

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Top Gun: Level 50 Technology Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Pistols -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11), Apoc-Dam%(11)
Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/EndRdx(27), Enf'dOp-Immob/Rng(33), Enf'dOp-Acc/Immob/Rchg(33), Enf'dOp-Acc/Immob(34)
Level 2: Dual Wield -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(7), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(13)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(5), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(17), Posi-Dam%(17), Achilles-ResDeb%(19)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(23), Posi-Dam%(23), FrcFbk-Rechg%(25)
Level 10: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Knock%(19)
Level 12: Hurdle -- Jump-I(A)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 16: Concentration -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31), RechRdx-I(31)
Level 18: Telekinetic Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(25), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 20: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/EndRdx/Rchg(29), Nictus-Acc/Heal(34), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(36)
Level 22: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(36)
Level 24: Stamina -- EndMod-I(A), EndMod-I(37), P'Shift-End%(37)
Level 26: Piercing Rounds -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Knock%(39)
Level 28: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(40)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(40)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 35: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(42), LkGmblr-Def/EndRdx(45)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(48)
Level 41: Snow Storm -- EndRdx-I(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), S'fstPrt-ResDam/Def+(45), LkGmblr-Def(50), LkGmblr-Def/EndRdx(50)
Level 47: Hoarfrost -- Numna-Heal(A), Numna-Heal/Rchg(48), RechRdx-I(48)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/EndRdx/Rchg(45), KntkC'bat-Knock%(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 2: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition

I think I would consider dropping my travel power, Empty Clips or Hibernate if you good people convince me that it's worth taking.

Thanks in advance.


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

Well, it's not a crime to skip any power. As long as the character is fun for you to play, that's what matters most.

That said, I find ES to be the single most effective power in the set. It's DP's answer to the sniper shot that other blaster sets have. Slightly less damaging, but with numerous advantages over sniper shots such as being uninteruptable and having a quicker recharge time. I also LUV the animation and sound FX. Great power, IMO. I'd advise you to at least take it and try it out, then respec out of it if you decide you don't want it.


 

Posted

Quote:
Originally Posted by ForumSniper View Post
Well, it's not a crime to skip any power. As long as the character is fun for you to play, that's what matters most.

That said, I find ES to be the single most effective power in the set. It's DP's answer to the sniper shot that other blaster sets have. Slightly less damaging, but with numerous advantages over sniper shots such as being uninteruptable and having a quicker recharge time. I also LUV the animation and sound FX. Great power, IMO. I'd advise you to at least take it and try it out, then respec out of it if you decide you don't want it.
The idea is novel, but it's not really fair to compare it to a snipe power because it misses the parts of a snipe power that make it any good; the range. As it is, it's an attack that does little damage after you've factored in animation time/recharge, and has a very short range. About the only thing it has going for it is the knockback, assuming you aren't using elemental ammo.

You're much better off skipping it.

*Edit* - As for your build in general, I'm genuinely stumped as to why you decided to build so heavily on S/L defense. Your guns aren't exactly short ranged, and MM isn't exactly a Blapper set. I suppose you were building to reliably use Hail of Bullets? it seems a bad idea to focus your entire build on making a subpar power more useful, especially when you can probably get away with using it by just popping some purples before hand, or waiting for the tank/controller/whatever to get the mob under control. In short, there's no real reason for you to need to be in melee often enough to necessitate building for S/L defense. You'd be much better off going for ranged defense and recharge.

*Edit* - If you're going to take maneuvers, you should probably pick up tactics and slot up Guassain's Chance for Build up, as it will increase your damage output rather significantly.


 

Posted

Quote:
Originally Posted by ForumSniper View Post
It's DP's answer to the sniper shot that other blaster sets have.
No, it isn't. Where do you people get this idea? It's the DP equivalent of Bitter Ice Blast, Power Burst, Blaze, and the like. It differs in animation time and recharge, sometimes favourably, sometimes not, but its analog powers are definitely NOT the snipes.

To the OP, skip it if you like but it's a big hitter and you will notice its absence.


 

Posted

Quote:
Originally Posted by Emberly View Post
No, it isn't. Where do you people get this idea? It's the DP equivalent of Bitter Ice Blast, Power Burst, Blaze, and the like. It differs in animation time and recharge, sometimes favourably, sometimes not, but its analog powers are definitely NOT the snipes.

To the OP, skip it if you like but it's a big hitter and you will notice its absence.
This. I don't know what gave the snipe idea, the icon even has the matching symbol as Cosmic burst and it's pals. Piercing rounds has the snipe icon, although it's not a snipe either.

Ex-shot is one of the two most powerful moves in the set. If you leave it out you may turn into one of the people who complain about the damage.


 

Posted

I would drop hasten before executioners shot tbh.

Hasten isn't needed at all if you're IO'd out and cycle pistols, dual wield and executioners shot.


 

Posted

Quote:
Originally Posted by Sapphic_Neko View Post
I would drop hasten before executioners shot tbh.

Hasten isn't needed at all if you're IO'd out and cycle pistols, dual wield and executioners shot.
ES has bad DPA and relatively crappy range. You're better off cycling Pistols, Dual Wield, and Piercing Rounds, if not some AOE attack.

Also I didn't notice he already had Hasten, so I guess maneuverability is fine, but I still don't see the point.


 

Posted

Actually, Executioner's Shot's DPA isn't really bad, it just isn't great. ES's DPA is about halfway between Dual Wield and Pistols, so if you use Dual Wield your total DPS will go up by adding Executioner's to your attack chain. I can see skipping ES on some builds to avoid having to get that close to the enemy, but don't skip it for DPA reasons.

Code:
Damage Activation DPA
Pistols 62.6 1.19 52.69
Dual Wield 82.6 1.85 44.7
Executioner's 132.6 2.77 47.84
(Assumes unslotted at level 50, standard ammo, adjusted for Arcanatime)


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

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Posted

I S/L capped because I'll be running a lot of high end TFs when I'm 50 and I enjoy being a very survivable blaster. I see S/L defence as being good because most melee attacks have some sort of S/L component (generally) and I will be running into Hail of Bullets/Psychic Shockwave quite often I imagine

Not to mention I already have 70% global recharge in the build, which I view as pretty respectable. Thanks for your input though and already all the other replies, I think I will skip it, or maybe Hibernate (I'm interested in how useful people find it concerning PvE)

I'm interested, Warkupo, what would you build your DP/MM Blaster for? (When using IOs)


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

Quote:
Originally Posted by _Tux__EU View Post
I S/L capped because I'll be running a lot of high end TFs when I'm 50 and I enjoy being a very survivable blaster. I see S/L defence as being good because most melee attacks have some sort of S/L component (generally) and I will be running into Hail of Bullets/Psychic Shockwave quite often I imagine

Not to mention I already have 70% global recharge in the build, which I view as pretty respectable. Thanks for your input though and already all the other replies, I think I will skip it, or maybe Hibernate (I'm interested in how useful people find it concerning PvE)

I'm interested, Warkupo, what would you build your DP/MM Blaster for? (When using IOs)
I would place a higher importance on Ranged Defense is all. I don't think having some form of melee defense on a blaster is a bad thing, I build for it often on blaster as it's incredibly easy to obtain with the Ice Pool, but I also don't think you should neglect ranged defense either as you're more likely to be fighting at range. I certainly wouldn't place more importance on S/L defense over ranged defense on DP/MM as you don't have enough reason to get into Melee to use it regularly. I'd probably only aim for about 30% or so, and use set bonuses elsewhere.

I would probably drop hibernate, grab tactics, and alternate the slots out of brawl into Tactics, and slot up for Gaussin's. I don't really like Hibernate as it just feels like stalling to inevitably get killed when you come out, and Hoarfrost will likely cover what healing you needed anyway.

I might also try to Slot in Psychic Scream. Psychic Scream + Psychic Shockwave neuters enemies in a hurry. I'd probably drop Telekentic Thrust to get it. You wouldn't, therefore, need Snow Storm as the maxium -Recharge enemies can have is -75%. I would pick up Flash Freeze in it's place for some added control, though I don't know where you'd find the slots to make it viable.

*EDIT* - You also probably don't need to three slot stamina with Drain Psyche. Especially not after you're all IO'd out.


 

Posted

Okay then, fair enough - I guess what softcap/defence to build for is more preference and playstyle than anything. Yeah I think I might leave Stamina one-slotted aswell, but can't see Flash Freeze having too much use to be honest.


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

Quote:
Originally Posted by _Tux__EU View Post
Okay then, fair enough - I guess what softcap/defence to build for is more preference and playstyle than anything. Yeah I think I might leave Stamina one-slotted aswell, but can't see Flash Freeze having too much use to be honest.
With proper slotting you can get it's recharge under 30 seconds and it's duration over 35+ seconds, which spells permanent sleep on all minions and Lt's as it is a mag 3. This would allow you to focus on a boss, but would limit you from using AOE's, but also reduce the damage you are taking dramatically.

It has more applications for solo play as you'd be able to more easily pick and choose your targets, but it can still be useful on a team if applied correctly. Typically you'd either be using it to stop another spawn that is attacking prematurely, or to stop enemies who have broken away from the tankers attention and are now focused upon you or an ally. Given it's recharge, you'd probably only be able to pull this off once a fight, but you could easily save your entire team with this power as well.

Or someone could fire an AOE at the sleeping mob and kill you all.

Furthermore, it's a good place to five slot another purple set which would grant you another 10% global recharge, which is never a bad thing.


 

Posted

Right, thanks for the advice, appreciate it.


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

Quote:
Originally Posted by Warkupo View Post
I'm genuinely stumped as to why you decided to build so heavily on S/L defense
Vast majority of the damage in this game is S/L and probably will be easier to build on with Ice Armor than Ranged after the BotZ nerf goes through. I tweaked my build for my DP/NRG Blaster, she'll have 43% S/L defense, can be more if I decide to go with another set of Kinetic Combat.

Typed defenses can account for positional defense as well can it not?


 

Posted

Quote:
Originally Posted by Mr. DJ View Post
Vast majority of the damage in this game is S/L and probably will be easier to build on than Ranged after the BotZ nerf goes through with Ice Armor. I tweaked my build for my DP/NRG Blaster, she'll have 43% S/L defense, can be more if I decide to go with another set of Kinetic Combat.

Typed defenses can account for positional defense as well can it not?
I'm aware of all this, read the rest of my posts.


 

Posted

I did, but you left me curious when you mentioned using Ice Mastery for help building with Ranged defense. I know you can get some good ranged bonuses from 6 slotting certain things, since Ice Armor only gives S/L defense and Col resistance. But I'm pretty sure you can replicate those ranged bonuses will every Mastery.


 

Posted

Quote:
Originally Posted by Mr. DJ View Post
I did, but you left me curious when you mentioned using Ice Mastery for help building with Ranged defense. I know you can get some good ranged bonuses from 6 slotting certain things, since Ice Armor only gives S/L defense and Col resistance. But I'm pretty sure you can replicate those ranged bonuses will every Mastery.
*EDIT* - Nevermind.

You *can* substitute ranged defense for purely S/L, but you are still going to get hit with a number of attacks that don't have a smashing or lethal component to them. Basically whenever the enemy uses an energy based attack from a range, your S/L isn't going to do much. Most of the S/L damage in this game is within melee, not ranged.

Other than that, I don't really think I implied using Ice Mastery to build ranged defense, but I'll go back and check.


 

Posted

With experience in both, I've always found S/L def to be more useful in general gameplay (and much easier to cap on a Blaster), than ranged but I'd probably account that towards my playstyle.


@Fail (Used to be @Tux) and @Tuxedo Infinitus Defiant/Freedom/Champion
Favourite Toons: Prosper [Ill/Rad] Controller :: Infinitus [Fire/Elec] Blaster :: Pocket Dynamo [Fire/Shield] Scr :: Fast [Cold/Sonic] Def ::
Inspire [Plant/Storm] Controller :: Quality - SS/Fire Brute :: Double Down [DP/Kin] Corr :: Pwnz [Fire/Cold] Corr :: Fail [Fire/Son] Corr

 

Posted

Quote:
Originally Posted by _Tux__EU View Post
With experience in both, I've always found S/L def to be more useful in general gameplay (and much easier to cap on a Blaster), than ranged but I'd probably account that towards my playstyle.
I would agree on a blapper or something. If you can just manipulate all the enemies into using their melee attacks then you wouldn't really need ranged defense, certainly. It does seem kind of backwards considering you have mostly ranged attacks, but nothing is saying you can't use your ranged attacks in melee either.


 

Posted

Quote:
Originally Posted by Warkupo View Post

Other than that, I don't really think I implied using Ice Mastery to build ranged defense, but I'll go back and check.
well unless you meant Ice Blast, cause I read "Ice Pool" and thought you were referring to Ice Mastery.


 

Posted

Quote:
Originally Posted by StrykerX View Post
Actually, Executioner's Shot's DPA isn't really bad, it just isn't great. ES's DPA is about halfway between Dual Wield and Pistols, so if you use Dual Wield your total DPS will go up by adding Executioner's to your attack chain. I can see skipping ES on some builds to avoid having to get that close to the enemy, but don't skip it for DPA reasons.

Code:
Damage Activation DPA
Pistols 62.6 1.19 52.69
Dual Wield 82.6 1.85 44.7
Executioner's 132.6 2.77 47.84
(Assumes unslotted at level 50, standard ammo, adjusted for Arcanatime)
its sad that the tier 1 blast has a higher DPA than the tier 3. ES is crap


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Quote:
Originally Posted by PC_guy View Post
its sad that the tier 1 blast has a higher DPA than the tier 3. ES is crap

Executioners Shots DPA (or DP~anything) is hardly worth it's short range. Enemies have less time to reach you because it's short range is a laughable 12 metres. Most other sets with a power like it are sets where I can appreciate the lack of range as conceptually a possibility and the fact that they normally have build up which helps to defeat the enemies that might reach melee helps offset the risks in short range better.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by New Dawn View Post
Executioners Shots DPA (or DP~anything) is hardly worth it's short range. Enemies have less time to reach you because it's short range is a laughable 12 metres. Most other sets with a power like it are sets where I can appreciate the lack of range as conceptually a possibility and the fact that they normally have build up which helps to defeat the enemies that might reach melee helps offset the risks in short range better.
this is a good point as well. if PR's -res worked with all damage types, itd be a no brainer to take it over ES.


Positron's i13 letter: We are trying to make PvP more accessible to new players, while giving experienced PvP'ers the advantage that comes with formulating tactics around the new systems we're putting in place. PvP from now on will be on our priority list. If something isn't working out, we'll be in there tweaking it and making it work, for the entire future of the product, not just Issue 13.

 

Posted

Quote:
Originally Posted by Warkupo View Post
I certainly wouldn't place more importance on S/L defense over ranged defense on DP/MM as you don't have enough reason to get into Melee to use it regularly.
Hmm.. lets see: Bullet Rain, Mind Probe, Drain Psyche, Hail of Bullets, Psychic Shockwave.. Not enough reason to get into Melee, you say?

Before I turn this into a troll post, let me just clarify by saying, just because you don't chose to accept Mental Manipulation as a Blapper set doesn't mean it's not capable of performing just as well.


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Posted

Quote:
Originally Posted by Mystic_Fortune View Post
Hmm.. lets see: Bullet Rain, Mind Probe, Drain Psyche, Hail of Bullets, Psychic Shockwave.. Not enough reason to get into Melee, you say?

Before I turn this into a troll post, let me just clarify by saying, just because you don't chose to accept Mental Manipulation as a Blapper set doesn't mean it's not capable of performing just as well.
Mind Probe isn't a good attack just because it's at melee range. In fact, it's a worse attack because it can only achieve melee range. It doesn't even do more damage than your first two tier ranged attacks. It's KB is also counterproductive to blapping, and I'd view it more of a control power than I would a viable attack, and not a very good one at that. The only good thing it has going for it is the recharge, and Psychic Scream offers that in a cone.

Bullet Rain... isn't... a melee attack.

Drain Psyche is really more of a utility ability, not an attack, which doesn't qualify it for blapping.

That pretty much leaves Hail of Bullets and Psychic Screams, which I've already given my opinions on, and don't care to repeat them.

With only one GOOD melee ability, no, MM is not a good blapper set, and I don't choose to "beleive" that out of ignorance. It's an opinion formulated after analyzing the powers. Not just a wild haphazard guess.