Will I miss Executioner's Shot?


beyeajus

 

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Originally Posted by Warkupo View Post
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.

mind probe doesn't do KB so nfc what you're talking about there. its not a bad attack, especially for something that goes into unstop that doesn't have psi res/defense.

however, for a blapping set, no its not the best, but it requires you to be in melee to get the most out of its powers.

although slotting for s/l defense is basically just as survivable as slotting for range, is much easier to do especially since botz nerf, and allows you to slot your ranged attacks for rech or something else(and can save afew slots) instead of having to 6 slot everything with tstrikes.


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

No you won't miss ES, it takes too long to animate and will more likely get you into trouble than actually save you with its root time. Skip it and take PR


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Warkupo View Post
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.
I didn't list the powers as 'melee attacks', a showed a list of powers within the two power sets that function perfectly fine in melee range. Also, Mind Probe doesn't do Knockback... have you even played the set or are you just forming an opinion while reading numbers on paper?

As for Bullet Rain not being a Melee attack, sure.. however.. I guess you're never player a Fire Blapper.. one word Fireball.. it and Bullet Rain function the same where as they center around the target.

Allow me to paint you a picture, Teleport into a mob spawned for x6. Open with a Flash Freeze, followed up by Concentration -> Drain Psyche -> Hail of Bullets -> Psychic Shockwave. Finishing off with a Bullet Rain if needed. Mob deleted.


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Posted

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Originally Posted by PC_guy View Post
mind probe doesn't do KB so nfc what you're talking about there. its not a bad attack, especially for something that goes into unstop that doesn't have psi res/defense.

however, for a blapping set, no its not the best, but it requires you to be in melee to get the most out of its powers.

although slotting for s/l defense is basically just as survivable as slotting for range, is much easier to do especially since botz nerf, and allows you to slot your ranged attacks for rech or something else(and can save afew slots) instead of having to 6 slot everything with tstrikes.
Unstoppable is a very specific event that your other psychic attacks can already take care of. Mind Probe is a bad attack because your ranged attacks do better damage and have the advantage of being ranged. It has nothing to offer that the other psychic powers do not.

I'm not sure where I'm getting the idea it does KB from either. I think his slotting confused me.

You have 3 melee attacks. one of which isn't worth picking, one which is very good, and one which is situational and probably not worth it if you picked stamina instead. I would not make my entire build focus around having melee defense for one, possibly two, good attacks, while the rest of my build would probably favor ranged quite a deal more.

You are still going to get hit with ranged attacks if you only slot for S/L. Ranged Defense is marginally better because you can stay out of melee, but then, it's very easy to pick Ice Armor so I don't particularly see the reason *not* to get it. I wouldn't only focus on one or the other though, as you will leave yourself open to attacks, which is sort of the anti-thesis for building for defense. If you're okay with having that hole, more power to you, but that doesn't mean it isn't there.

BotZ doesn't stop you from building for ranged defense, though it is one of the reasons it was so easy to soft-cap. That said, you don't *need* soft capped defenses either, 25% alone will make a very noticeable difference in your survival, and I can achieve that on any blaster without undo sacrifices.


 

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I'm not sure where you're getting the idea that soft capping s/l is less effective than soft capping for ranged. There are few ranged attacks that don't have either of those damage components to them. If anything for a Pistols/Mental soft capping for s/l is much more effective than soft capping for ranged due to having several PBAoE powers that put you in melee range.


Virtue: @Santorican

Dark/Shield Build Thread

 

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Originally Posted by Santorican View Post
I'm not sure where you're getting the idea that soft capping s/l is less effective than soft capping for ranged. There are few ranged attacks that don't have either of those damage components to them. If anything for a Pistols/Mental soft capping for s/l is much more effective than soft capping for ranged due to having several PBAoE powers that put you in melee range.
Where is this several? Hail of Bullets is the only attack requiring melee range. One power does not several make. If you're referring to MM, then I've already explained this repeatidly

And no, there are not a "few", there are quite a number of them, including many control attacks which are probably one of the primary reasons you'd want to dodge attacks in the first place.

*EDIT* - My position is not that S/L will not help you, but that it will not cover everything. Ranged doesn't either, though it is easier to stay out of melee defense and rely entirely on ranged than it is to hope that nothing without an S/L component is ever aimed at you.

You should be going after both, *primarily* because Ice Armor is so easy to get and offers such a large bonus.


 

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Originally Posted by Mystic_Fortune View Post
I didn't list the powers as 'melee attacks', a showed a list of powers within the two power sets that function perfectly fine in melee range. Also, Mind Probe doesn't do Knockback... have you even played the set or are you just forming an opinion while reading numbers on paper?

As for Bullet Rain not being a Melee attack, sure.. however.. I guess you're never player a Fire Blapper.. one word Fireball.. it and Bullet Rain function the same where as they center around the target.

Allow me to paint you a picture, Teleport into a mob spawned for x6. Open with a Flash Freeze, followed up by Concentration -> Drain Psyche -> Hail of Bullets -> Psychic Shockwave. Finishing off with a Bullet Rain if needed. Mob deleted.
...Fireball is also a ranged attack. Is your point that you can use them in melee, so you should? Or that it's easier to hit multiple targets if they're all ganged up on you? You know you can just throw the fireball into the middle of the spawn for the same effect right? There's no real reason stating that these have to be used in melee range, and I can't figure out why you seem to insist that they should be.

And I refuted your list by how useful each power is. Yes, I understand they are melee attacks, but that doesn't automatically make them useful either.

Hail of Bullets isn't up every spawn. Neither if Flash Freeze or Drain Psyche. So yeah, that's a great tactic, but only if you want to wait 30 seconds between spawns.


 

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Originally Posted by Warkupo View Post
Unstoppable is a very specific event that your other psychic attacks can already take care of. Mind Probe is a bad attack because your ranged attacks do better damage and have the advantage of being ranged. It has nothing to offer that the other psychic powers do not.

I'm not sure where I'm getting the idea it does KB from either. I think his slotting confused me.

You have 3 melee attacks. one of which isn't worth picking, one which is very good, and one which is situational and probably not worth it if you picked stamina instead. I would not make my entire build focus around having melee defense for one, possibly two, good attacks, while the rest of my build would probably favor ranged quite a deal more.

You are still going to get hit with ranged attacks if you only slot for S/L. Ranged Defense is marginally better because you can stay out of melee, but then, it's very easy to pick Ice Armor so I don't particularly see the reason *not* to get it. I wouldn't only focus on one or the other though, as you will leave yourself open to attacks, which is sort of the anti-thesis for building for defense. If you're okay with having that hole, more power to you, but that doesn't mean it isn't there.

BotZ doesn't stop you from building for ranged defense, though it is one of the reasons it was so easy to soft-cap. That said, you don't *need* soft capped defenses either, 25% alone will make a very noticeable difference in your survival, and I can achieve that on any blaster without undo sacrifices.
s/l defense protects against ranged attacks so long as they have one of the components, which most do. as i said, its much easier to do s/l which is just as survivable, especially if you get close. 4 slots in melee as apposed to (nerfed) botz and 6 slotted tstrikes, which are needed to soft cap (have yet to see a softcapped blaster build that didn't have em). botz nerf doesn't stop form building range, but it made it much harder to get something that will make a difference.

Quote:
Originally Posted by Warkupo View Post

Hail of Bullets isn't up every spawn. Neither if Flash Freeze or Drain Psyche. So yeah, that's a great tactic, but only if you want to wait 30 seconds between spawns.
assuming you slot for s/l and use the rest of what you have to slot for rech (which there are serveral builds on teh forums that did this, mine included) all of that is up every spawn.

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Originally Posted by Warkupo View Post

*EDIT* - My position is not that S/L will not help you, but that it will not cover everything. Ranged doesn't either, though it is easier to stay out of melee defense and rely entirely on ranged than it is to hope that nothing without an S/L component is ever aimed at you.

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perhaps this is where the dispute is since this argument is entirely based on playstyle. s/l covers enough to be plenty survivable, for instance in melee to get a decent drain psyche so anything that does get through will get regen'd quickly, not to mention HF and hibernoob for the more dangerous stuff.


and ES still sucks


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.

 

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Originally Posted by Warkupo View Post
Or someone will fire an AOE at the sleeping mob and kill you all.
There. Fixed your rather obvious typo.


 

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Originally Posted by Warkupo View Post
...Fireball is also a ranged attack. Is your point that you can use them in melee, so you should? Or that it's easier to hit multiple targets if they're all ganged up on you? You know you can just throw the fireball into the middle of the spawn for the same effect right? There's no real reason stating that these have to be used in melee range, and I can't figure out why you seem to insist that they should be.
My point is if your playstyle revolves around staying in melee range, and you have the defense/utility powers to survive in melee then there's absolutely no reason you can't use targeted AoE attacks like Bullet Rain/Fireball, hell you can even throw in a Single Target ranged attack here and there while in melee range. Using said powers doesn't cause any negative effects. So why couldn't you use them in melee?

Edit: I'm done.. I think we've strayed far enough off topic from poor Tux's original question.


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Edit - I'm deleting this list until I can use Rod Tomax and make a more accurate one. Expect this declaration to my lonely existence some time tomorrow when I'm not busy studying foreign languages~


 

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Originally Posted by JD_Gumby View Post
There. Fixed your rather obvious typo.
Heh, while I admire the effort, you are playing a very challenging game if you are going to correct all of *my* typos.


 

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Originally Posted by PC_guy View Post

assuming you slot for s/l and use the rest of what you have to slot for rech (which there are serveral builds on teh forums that did this, mine included) all of that is up every spawn.
No it's not. Even if you managed to get 500% recharge, the most you could lower a 120 second cool down too is 24 seconds. Nevermind that 500% recharge by yourself is impossible, 24 seconds between spawns is bad. You will need to rely on other abilities.


 

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I won't quote since its too long. half the things mentioned are AoE attacks or unresisted and will hit both s/l defense builds and ranged builds as well as mentioning afew attacks that have a s/l component frag and stun grenade come to mind (frag being both smashing and lethal). both will get you through most if not all of the 40 + content(anything lower and you'll lose the bonuses, assumign level 50 slotting)
although again it comes down to playstyle. s/l defense is more lazy, if you will, than ranged.


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.

 

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Originally Posted by PC_guy View Post
I won't quote since its too long. half the things mentioned are AoE attacks or unresisted and will hit both s/l defense builds and ranged builds as well as mentioning afew attacks that have a s/l component frag and stun grenade come to mind (frag being both smashing and lethal).
although again it comes down to playstyle. s/l defense is more lazy, if you will, than ranged.
AoE Ranged attacks still check for ranged (unless they specifically say they don't). That's why you're often able to neglect AOE defense to a degree.

I was rushing though, so I won't pretend the list is perfectly accurate.


 

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Originally Posted by Warkupo View Post
AoE Ranged attacks still check for ranged (unless they specifically say they don't).
I'm interested in finding the source of this information, as a cursory review of City of Data seems to contradict it. For example, Flamethrower, Neutron Bomb, Ball Lightning, Frost Breath, and Psychic Tornado all show as AoE only and their damage type, with no ranged component to check against. If I'm misunderstanding City of Data then that's another thing entirely.


 

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Originally Posted by Emberly View Post
I'm interested in finding the source of this information, as a cursory review of City of Data seems to contradict it. For example, Flamethrower, Neutron Bomb, Ball Lightning, Frost Breath, and Psychic Tornado all show as AoE only and their damage type, with no ranged component to check against. If I'm misunderstanding City of Data then that's another thing entirely.
Mmm, considering I used Mids, this is probably correct. I trust Red Tomax over mids easily.

It does cut my pretty list down rather significantly, but I still think the point is prevalent; S/L isn't gonna cover everything. It probably covers 'enough'.


 

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Just a quick thing I noticed, but Mesmerize and Dominate are Psy and have no Ranged component.


 

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Originally Posted by Zandock View Post
Just a quick thing I noticed, but Mesmerize and Dominate are Psy and have no Ranged component.
Yeaaah, the list is too inaccurate. I'm going to go through Red Tomax and make it right some time tomorrow. For now I sleep.


 

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Originally Posted by PC_guy View Post
s/l defense protects against ranged attacks so long as they have one of the components, which most do. as i said, its much easier to do s/l which is just as survivable, especially if you get close.
Very few ranged holds or stuns have a S/L component, and I tend to find those are the most dangerous things a Blaster can face since they prevent you from running away or using any defensive / healing powers. Granted, some also lack a Ranged component and are Psi only, but many do count as Ranged. If you are actually softcapped then even mezzed you may be able to survive since many of the really damaging attacks are affected by S/L defense, but in general (assuming I'm going to be fighting all factions rather than picking only certain ones) I'd rather have 30-35% Ranged defense than 45% S/L defense unless I planned to enter melee range... I'll get hit more often but spend a lot less time mezzed, which means I can rely on movement and Aid Self to keep me alive.

Though if I wanted to make a Blaster for farming or for fighting x8 spawns, S/L defense would be the way to go... but said Blaster would be more limited on what groups he could safely fight.


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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
It's also sad that the tier 2 blast has a lower DPA than the tier 1. But the fact remains that you have to have three single target attacks to make a seamless chain, Piercing Rounds recharges way too slow to replace Executioner's in that chain, and Dual Pistols has a long redraw so adding an attack from your secondary is problematic. That makes Pistols -> Dual Wield -> Pistols -> Executioner's the best option. Swapping in Empty Clips instead of Executioner's causes a huge DPS drop against single targets, and the long redraw means using most melee attacks will also drop your DPS.

So yes, ES is a bit crappy, but the other options are worse unless you want to be in melee a lot and that's usually bad for weapon sets.


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Originally Posted by StrykerX View Post
I'd rather have 30-35% Ranged defense than 45% S/L defense unless I planned to enter melee range.
That is what most of use are talking about, using Pistols in melee range. So S/L would be preferred for that due to have 2 PBAoE attacks and a +regen/recov.


Virtue: @Santorican

Dark/Shield Build Thread

 

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No you won't miss ES, it takes too long to animate and will more likely get you into trouble than actually save you with its root time. Skip it and take PR
I figure I should have a decent ST chain with Pistols --> Dual Wield --> PR --> Pistols (very roughly) amidst all my AoE madness, and thanks everyone for assuring me that I'm not *gimping* my build for not taking ES.

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Edit: I'm done.. I think we've strayed far enough off topic from poor Tux's original question.
Oh, I enjoyed reading all the comments guys, so no worries and thanks again.

And with regards to farming, even though I wouldn't pick this as my main toon for doing so, I think an S/L capped DP/MM could farm the BM map just fine.


@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

 

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or Council Empire


 

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Originally Posted by Mr. DJ View Post
or Council Empire
Too true (Sidenote: Do all the demons (i.e Infernal's group) have attacks that have a S/L component?


@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

 

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Originally Posted by _Tux__EU View Post
Too true (Sidenote: Do all the demons (i.e Infernal's group) have attacks that have a S/L component?
i believe so, im relatively sure fire sword has a smashing component to it though fire blast is all fire.


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.