Couldn't hold a candle to THIS one shot weapon from back in the day... ![]()

Couldn't hold a candle to THIS one shot weapon from back in the day... ![]()

I can't test this atm, but looking at the numbers on Kalence, and assuming I understand the mechanics correctly, I don't think the executioner can OSK any shielded/barriered enemies on Gold, no matter what ammo you use. So it's really not great for stasis sniping. Much better for kits with a shield striping power.
Turian Sentinel with Executioner, simple and deadly.
Only four ranks in Overload while using Executioner with AP ammo? So, uh... how do you actually deal with shielded mooks? Or is the build for bronze & silver?
Seriously, just taking Overload 5A instead of Warp 6A would make this build a lot better, though still far from optimal.
When I was re-doing that achievement I used the GI. Because Robots with giant pistols. Robots that can turn invisible. Robots that can see through walls.
I used it with the justicar
It can on Winfiltrators with Phasic ammo.
I think even some of the infiltrators would struggle to OSK a Centurion without using active powers to debuff or knock some shields off first. GI could do it though.
Only four ranks in Overload while using Executioner with AP ammo? So, uh... how do you actually deal with shielded mooks? Or is the build for bronze & silver?
Seriously, just taking Overload 5A instead of Warp 6A would make this build a lot better, though still far from optimal.
Yep, ideally you want overload plus ammo effect to completely strip any shields or barrier. To OSK a centurion you need to get to around 1700, which your suggestion would do. If you can get it to 2330 then you can OSK most shielded mooks up to a possessed Collector Captain. Your suggestion plus phasics will do that. If you can get to 3075 then you can OSK anything up to a Phantom. Something like this would work, with the added advantage of 6x1 TBs off the disruptor ammo when shooting at bosses.
http://kalence.drupa...13N52334!579A5O
Only four ranks in Overload while using Executioner with AP ammo? So, uh... how do you actually deal with shielded mooks? Or is the build for bronze & silver?
Seriously, just taking Overload 5A instead of Warp 6A would make this build a lot better, though still far from optimal.
This is for Gold, and I got my executioner pistol challenge from scratch after 2 PUGs (or 1.5 exactly, since I completed 65% of the challenge after one match) by using this, while topping the scoreboard by far in both matches.
Of course those PUGs were mediocre and I might not reach the same score if I played with you guys, but you try this and you'll realize how efficient it is.
As for the Overload question, I use it mainly for stun which makes easy headshots (the gun is one-shot, so better make it count), thus high damage is not that necessary.
This is for Gold, and I got my executioner challenge from scratch after 2 PUGs (or 1.5 exactly, since I completed 65% of the challenge after one match) by using this, while topping the scoreboard by far in both matches.
Of course those PUGs were mediocre and I might not reach the same score if I played with you guys, but you try this and you'll realize how efficient it is.
As for the Overload question, I use it mainly for stun which makes easy headshots (the gun is one-shot, so better make it count), thus high damege is not that necessary.
But with that setup you can't one-shot basic shielded mooks even with Overload, headshot or not, so it's hardly efficient. With a proper setup you can Overload + bodyshot practically any mook in the game.
Yep, ideally you want overload plus ammo effect to completely strip any shields or barrier.
I'd say that ideally you want your Overload to strip the shields in one go so you can put AP or Drill ammo on your weapon for increased armor damage and wallhacking. Unless incendiary glitching, of course, which would be too cheap for me.
This is for Gold, and I got my executioner challenge from scratch after 2 PUGs (or 1.5 exactly, since I completed 65% of the challenge after one match) by using this, while topping the scoreboard by far in both matches.
Of course those PUGs were mediocre and I might not reach the same score if I played with you guys, but you try this and you'll realize how efficient it is.
As for the Overload question, I use it mainly for stun which makes easy headshots (the gun is one-shot, so better make it count), thus high damage is not that necessary.
The problem is with the way shieldgate works. If an enemy has shields then any extra damage you do, after you knock out the shields, will be reduced by 75%. For example, if you do 6000 damage with a headshot against a Centurion (1688 shields, 1860 health) then you do 1688 damage to his shields and 4312 x 0.25 = 1078 damage to his health, which is not enough to kill him. To get around that you have to remove his shields first with powers or ammo effects (or just do a ton of damage by being an infiltrator).
Depending on the team you play with this might not matter at all. If someone else is spamming chain overload then you might never notice the problem.
I'd say that ideally you want your Overload to strip the shields in one go so you can put AP or Drill ammo on your weapon for increased armor damage and wallhacking. Unless incendiary glitching, of course, which would be too cheap for me.
I'd be inclined to go that way as well, though it's worth noting that the Executioner has some innate piercing so you could still shoot through light cover and Guardian shields even without AP/Drill ammo. TBs also have a pretty good aoe so it would be tough to pick in terms of total damage output.
My favorite is the Collector Adept. As for the best, I would vote for the Salarian Infiltrator edging out the Destroyer slightly. It's a good weapon on most kits though.
I think I've used the Sexecutioner on most kits in the game at this point. It's one biggest drawback is the Arc Pistol.
It tried a couple of rounds with these two TSent builds. Both worked (i.e. could one shot any humanoid sized enemy) but on the whole I preferred the AP ammo build. You get better wallhax, double kills, double hits, and I think you can kill any humanoid target with a body shot (*edit* nope - Dragoons need a headshot). Unfortunately you have to either give up chain overload, or swap the scope for a power magnifier.
TSent with disruptor ammo:
http://kalence.drupa...13N52334!509A5G
TSent with AP ammo:
http://kalence.drupa...13N52314!B7EA5G
The problem is with the way shieldgate works. If an enemy has shields then any extra damage you do, after you knock out the shields, will be reduced by 75%. For example, if you do 6000 damage with a headshot against a Centurion (1688 shields, 1860 health) then you do 1688 damage to his shields and 4312 x 0.25 = 1078 damage to his health, which is not enough to kill him. To get around that you have to remove his shields first with powers or ammo effects (or just do a ton of damage by being an infiltrator).
I think I've played the game long enough to know about the shield gate mechanics. But my aim with that build is not one-shot all mooks, there're bosses to cater too, Full Warp -> shoot does a lot of damage against them.
I tried Neural Shock evo but too often it just makes enemies fall behind cover so I skip it.
This is not my favorite weapon in anyway, but it is a great gun for a Sniper Rifle substitution. Missing your shots can be very fatal.
The executioner is very good on the N7 shadow.
But with that setup you can't one-shot basic shielded mooks even with Overload, headshot or not, so it's hardly efficient. With a proper setup you can Overload + bodyshot practically any mook in the game.
I know your math can't be wrong, but I remember I was almost surprised by the build's effectiveness, maybe it's not the exact build I used that day, perhaps 4 ranks in Warp and full Overload? So far I've only played the executioner on Tsent for about 12-13 matches so I'll admit I'm not master of this combo
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I m just not understanding the overload math anymore (If I ever had)So Gold Phantom (3075) with 8x multiplier means you basically need 385 in the character builder.
Hunter (2278) w/ 6x is ~380, Pyro (2633) is ~439.
Captain (1823) is ~228, Possessed Captain (2330) is ~292.
This is all for Gold.
This Asari Adept can one-shot all Gold Cerberus units with Executioner and Phasics. The key is Stasis Vulnerability, mainly for Phantom. It isn't a popular spec though. Hunters, Pyros, Possessed Troopers and Captains take 2 though. (Stasis debuff is 35% despite what description says).
Alternatively if you go Cranial Trauma and use headshot gear to max headshot damage via mods and consumables, you will still need Stasis debuff to one-shot a gold Phantom on an AA. You will get to kill a Hunter with the same 5 ranks in passive. Adding the last rank of passive does not get you over the hump to one-shot the Pyro, or Possessed Trooper or Captain. Although technically you can one-shot the Pyro with a tank shot since you should have sufficient penetration.
I m just not understanding the overload math anymore (If I ever had)
!?
At base, Overload has a 3x multiplier to shields and barriers, and a 0.5x multiplier to organic health, 1x to synthetic health.
Neural Shock has an odd behavior, adding another 3x multiplier to organic shields, and raising the health multiplier to 1x.
Rank 6 Shield evolution works differently on organics and synthetics. It adds 3x for Synthetics (to make a total of 6x), and adds 2x for Organics (for a grand total of 8x if you took Neural Shock or 5x if you didn't).
I simply took the shield or barrier listed in the spreadsheet for those units and divided by the multiplier they should have with Neural Shock and or Shield evolutions taken. So if you are in the character builder, if you have those evos and your base damage is listed >= the number I posted, you should strip them in one cast. As long as the math and shield reference was correct. ![]()
At base, Overload has a 3x multiplier to shields and barriers, and a 0.5x multiplier to organic health, 1x to synthetic health.
Neural Shock has an odd behavior, adding another 3x multiplier to organic shields, and raising the health multiplier to 1x.
Rank 6 Shield evolution works differently on organics and synthetics. It adds 3x for Synthetics (to make a total of 6x), and adds 2x for Organics (for a grand total of 8x if you took Neural Shock or 5x if you didn't).
I simply took the shield or barrier listed in the spreadsheet for those units and divided by the multiplier they should have with Neural Shock and or Shield evolutions taken. So if you are in the character builder, if you have those evos and your base damage is listed >= the number I posted, you should strip them in one cast. As long as the math and shield reference was correct.
Rank 6 Shield evolution works differently on organics and synthetics. It adds 3x for Synthetics (to make a total of 6x), and adds 2x for Organics (for a grand total of 8x if you took Neural Shock or 5x if you didn't).
I think I've played the game long enough to know about the shield gate mechanics. But my aim with that build is not one-shot all mooks, there're bosses to cater too, Full Warp -> shoot does a lot of damage against them.
I tried Neural Shock evo but too often it just makes enemies fall behind cover so I skip it.
The last evo of warp is pretty meh, unless you're looking for BEs, and personally I don't find neural shock to be a problem. You're taking AP ammo anyway and you don't need headshots, so just shoot through the cover. Being able to kill mooks at twice the rate is definitely worth it.
I shoot Brute booties with this gun. It satisfies me.
The last evo of warp is pretty meh, unless you're looking for BEs, and personally I don't find neural shock to be a problem. You're taking AP ammo anyway and you don't need headshots, so just shoot through the cover. Being able to kill mooks at twice the rate is definitely worth it.
Warp 6A is really important for Warp/Incendiary glitching. Not that anyone here would do that, of course....
But yeah, I agree - Warp 6A is practically useless if you're using a high damage-per-shot weapon like the Executioner, and is really only useful if you're using a low damage per shot weapon without some other armor negation (like AP mods or ammo). Or if you're detonating BE's regularly.