Will I miss Executioner's Shot?
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.
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. |
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.
It's DP's answer to the sniper shot that other blaster sets have.
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To the OP, skip it if you like but it's a big hitter and you will notice its absence.
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. |
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.
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. |
Also I didn't notice he already had Hasten, so I guess maneuverability is fine, but I still don't see the point.
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.
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 |
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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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
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 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.
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
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.
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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.
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
I'm genuinely stumped as to why you decided to build so heavily on S/L defense
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Typed defenses can account for positional defense as well can it not?
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 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.
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.
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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.
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
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:
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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.
its sad that the tier 1 blast has a higher DPA than the tier 3. ES is crap
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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.
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.
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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.
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.
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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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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. |
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.
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)
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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