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View Full Version : Best Munitions Powers?


Archived Post
08-29-2009, 01:12 PM
I've got a munitions build with the basics but have no idea what to get from there.

Gunslinger
Two-Gun Mojo
Killer Instinct
Mini Mines

There are TONS of attacks available but there is no obvious next power to get.

Bullet Ballet looks amazing bot it is less strong than two-gun mojo.
Rocket looks cool and I am strongly considering it.
Gatling?
Breakaway Shot?

Archived Post
08-29-2009, 01:30 PM
I like Breakaway Shot alot. It puts you well out of melee range and does pretty decent damage.

Lead Tempest is also amazing.

Archived Post
08-29-2009, 01:30 PM
Rocket is severely disappointing unfortunately, It does NICE burst damage and knockdowns with it's advantage. But look at it's damager per endurance used, and damage per charge time, both are AWFUL. Mini mines is so good I wouldn't be surprised to see it nerfed in some way(at rank 0 without the advantage it's killing entire groups of even cons and doing about half health to villains). Bullet ballet is one of my favorite looking powers in the game, but like you said suffers from doing basically the exact same thing as two gun mojo, but worse(and not giving enrage). I haven't tried gatling gun, and I Just picked up breakaway shot. I figure it'll be cool to mini minies->breakaway shot->start shooting! so evenif breakaway shot isn't all that great it'll be worth it for looks. I've heard good things about assault rifle also, althoguh i've never used it.

Archived Post
08-29-2009, 01:35 PM
I find Mini Mines and Killer instinct a waste >.<

I go for Shotgun and Frag.
Rocket looks cool but is a killer on the energy.
I regret purchasing Bullet Ballet that one time, it's not effective due to being melee yet equal damage with Two gun mojo, looks are alright.
I think that all other single target damage powers are less effective than two gun mojo.

If i remember correctly, Breakaway shot is effective and looks awesome.
Argh, i forget the name but there is a PBAOE move that i take. (Edit, Lead Tempest) that is wicked.

Archived Post
08-29-2009, 01:39 PM
Yeah, I agree, Breakaway shot is great fun.

Honestly, it's hard to replace Two Gun Mojo. It's just such a great ability damage for energy wise.

Archived Post
08-29-2009, 01:55 PM
Two-Gun Mojo, Breakaway Shot, Gatling, Rocket each do about 100 per second at this level. That is a good idea to combo the dodge with mines so I will get that nect.

What do you do to round out the build? A bunch of sheaths? Where are are the exact stats of the stances so I can decide which to use?

Archived Post
08-29-2009, 01:55 PM
I regret purchasing Bullet Ballet that one time, it's not effective due to being melee yet equal damage with Two gun mojo, looks are alright.
I think that all other single target damage powers are less effective than two gun mojo.



The high point of Bullet Ballet is getting "Not without incident" which turns it into a 7' PBAOE affects 5 targets that is 100% to proc when Enraged. It does pretty decent damage too.

Archived Post
08-29-2009, 01:57 PM
The high point of Bullet Ballet is getting "Not without incident" which turns it into a 7' PBAOE affects 5 targets that is 100% to proc when Enraged. It does pretty decent damage too.

I tried that, but considering it has to be set up by enraged, and is melee, and still only does as much as gatling, it is hard to justify.

Archived Post
08-29-2009, 02:04 PM
I find Mini Mines and Killer instinct a waste >.<

mini mines, a waste? It's like the best power in the entire set. Like I said, completely unenhanced it KILLS even level henchemen in an AOE, even +2 henchmene sometimes die, and if they live it's one energy builder shot away from death. Villains only take 2 mini mines, super villains/master villains still take a ton of damage. At level 14 this skill was doing around 600 damage(with no dex so no crits).

Archived Post
08-29-2009, 02:10 PM
I tried that, but considering it has to be set up by enraged, and is melee, and still only does as much as gatling, it is hard to justify.

One full use of two gun mojo will put you in an enraged state, and when enraged, the damage of bullet ballet is better than two gun mojo. Use Bullet Ballet with lock and load and you should be able to do about 3 full sets of bullet ballet while enraged if I remember correctly.

From what I remember when bullet ballet would do about 30 damage per hit, the advantage would add on around 130 damage per hit on the AoE proc.

Archived Post
08-29-2009, 02:17 PM
Don't forget that you can add a advantage to breakaway shot that pulls your target towards you. Good to combo with mines if you refuse to pick up Iron Lariat.

Archived Post
08-29-2009, 02:36 PM
I havent used munitions since OB, but at level 11, I had two-gun mojo, assault rifle, breakaway shot, and frag. I liked breakaway, as it did good damage to a few targets.

Archived Post
08-29-2009, 02:43 PM
Don't forget that you can add a advantage to breakaway shot that pulls your target towards you. Good to combo with mines if you refuse to pick up Iron Lariat.

I noticed this too. I've been having a blast with my Munitions character and I must say that launching the mini-mines, immediately followed up by breakaway shot is so incredibly devastating, all the henchmen go down instantly and leaves villains with 1/3 to 1/2 life left. These two abilities are pretty much the staple of my character at this point; Fight Club was easy to solo at 15 with this.

I'd recommend any Munitions character to try these two skills in tandem, it's awesome.

Archived Post
08-30-2009, 05:18 AM
Which should be the tertiary stat, enc, con, or rec?

Is there a link to the exact stats of the 4 roles? Those were posted before open beta.

Archived Post
08-30-2009, 06:04 AM
Which should be the tertiary stat, enc, con, or rec?

Is there a link to the exact stats of the 4 roles? Those were posted before open beta.

I go for Con because I am pretty glass cannony and die rather fast lol.

Archived Post
08-30-2009, 06:07 AM
I personally find it very hard to resist getting Lead Tempest on every character I have. If I didn't care about character concepts I would definitely always get it. Nothing's better for clearing up a bunch of trash that wants to shoot at you from all over the place.

Archived Post
08-30-2009, 06:12 AM
I personally find it very hard to resist getting Lead Tempest on every character I have. If I didn't care about character concepts I would definitely always get it. Nothing's better for clearing up a bunch of trash that wants to shoot at you from all over the place.

"Do you see him?"
"Shut up."
"Did anyone get him?"
"Shut up."
"Listen...."

*death ensues*

I <3 Lead Tempest

Archived Post
08-30-2009, 07:13 AM
mini mines, a waste? It's like the best power in the entire set. Like I said, completely unenhanced it KILLS even level henchemen in an AOE, even +2 henchmene sometimes die, and if they live it's one energy builder shot away from death. Villains only take 2 mini mines, super villains/master villains still take a ton of damage. At level 14 this skill was doing around 600 damage(with no dex so no crits).


Agreed. I picked up Mini Mines on my Force based character and it obsoleted every other attack I have, including Force Cascade, supposedly the ne plus ultra of the Force set.

With the Wall of Fire advantage, Mini Mines is just ridiculous. I would highly recommend it for just about any character (yes it's that good).

Archived Post
08-30-2009, 11:55 AM
I find Mini Mines and Killer instinct a waste >.<
If you have either Dexterity, or Focus of the Unleashed Tempest (I have both), then Killer Instinct will dramatically change your endurance building situation. It goes off every 4 seconds like clockwork for me, but then i hit with a critical more often than not, and all those maintain powers which do damage every 0.5sec have a LOT of chances to crit. If you have DEX/EGO as is the recommended combo for munitions, then Killer Instinct gives you a large energy boost instead of a small one. DEX+EGO+UnleashedTempest = running 2GunMojo about four full maintains before you run dry on endurance, and better than 50% crit chance with high crit damage. The other maintained damage ticking powers work similarly.

I haven't tried mini mines yet as I have been building towards single target murder in my early powers, but by all accounts, mini mines is so overpowered that everyone is expecting them to get nerfed soon.

Which should be the tertiary stat, enc, con, or rec?

Is there a link to the exact stats of the 4 roles? Those were posted before open beta.
This is tricky to answer without knowing exactly what you're trying to do with your character. If you plan to be in offensive (avenger) stance a lot, then constitution is not going to be a good pick. If you plan to make your gunman into a sort of ranged tank and run defensive stance, then DEXwill not be very helpful. (incidentally Lead Tempest is a great tanking ability if taken with the Challenging Strikes and Tread Softly advantages)

In avenger(offense) stance, on a *ranged* character, you will do the most hurt with DEX/EGO (unless you have an energy form which dictates otherwise), as that maximizes your crit chance (dex) and then your crit damage (ego). On a melee character, Strength will be the single most potent help to your DPS, but for ranged, its DEX/EGO. Any 2 stats which you pick as your superstats are going to end up being your base damage scaling stats, so there's no particular difference there, except that strength gives an extra bonus to melee damage. (strength is also good for knockback or picking things up, if either of those are pivotal to your character design)

With Killer Instinct and a lot of crits, I find that the energy bar gradually moves downward in a sort of "2 steps down 1 step up" ratcheting fashion when spamming a maintained munitions attack power. I rarely use my energy builder, because I usually kill everything before my energy bottoms out. On harder targets it does sometimes become necessary though. More recovery would be nice, as it would allow my gradual up&down decline of energy to start from a higher point, but I wouldn't be willing to sacrifice my crits or crit damage bonus to get it. Doing more damage per energy point can be viewed as proportionately equal to having more energy, and the critting couples nicely with Killer Instinct. Also, while doing 50% more damage per energy point could be viewed as "equal" to having 50% more energy... the net effect in actual practice is that your target dies in 2/3rds the time, using up only 2/3 of the energy which it otherwise would have, so damage and energy are somewhat interchangable quantities on a damage dealing character. However, killing your opponent in 2/3 the time is ALSO like having 33% more health in terms of your exposure to damage. So doing more damage is more helpful on a DPS character than any other possible stat. Or put another way "Dead mobs don't cost you energy anymore... and don't forget that Death is the best debuff in the game."
___

I see a lot of love for 2gunMojo, I love it too, its a really fun power and does good damage. Its also nice in that you don't waste energy on a charged power which may be doing more damage than needed to kill a mob, when the mob dies, your 2GM will just stop spraying in mid cast. All the maintain powers have this advantage, and Munitions is full of maintain powers. But I would like to point out that Assault Rifle is very much 2GunMojo's equal, and perhaps even better.

My spouse and I have 2 nearly identical Munitions builds, focusing on DEX & EGO, and both taking Focus of the Unleashed Tempest (from dual blades) as an offensive passive power. He focused on pimping out Assault Rifle with advantages, while I focused on 2GunMojo. He has more endurance usage issues than I do, but on a harder target (a higher level villain or greater, or a pvp opponent) he can do more damage per second with AR than I can with 2GM. He pretty much always beats me in a duel, and always by about the same amount (he's left standing with about 20% health). Our stats are nearly identical, so it's safe to say that he does about 20% more dps with his assault rifle than I do with my dual pistols. In order for me to do equal damage, I have to be standing right on top of him with the 'Close the Gap' advantage in 2GM... which is next to impossible with him moving around. Assault rifle also has twice the range. In general PVE both powers seem about equal, though I do sometimes feel the range limit. In PVP (or against a hard PVE target), Assault Rifle has a noticeable advantage in both dps and range. I suspect that against a "very" hard target (like a giant Destoid robot) the DPS over time of 2GunMojo might catch back up and be nearly equal with assault rifle, due to it's slightly gentler energy usage... or maybe not, if a very high EGO stat at high level gives increasingly pleasant energy bonus from Killer Instinct, then 2GunMojo's energy cost advantage may become meaningless, giving Assault Rifle a greater advantage.

Both powers are very nice. And I think getting both and spending advantage points on both, might be a bit redundant, so you might want to pick one or the other. Currently it seems to me that assault rifle is definitely better in PVP, but I'm not willing to give up my 2GunMojo, it fits my character too well. (obviously i'm not a "serious pvper" at least not on that character).

***Note to the Developers***
If the game developers want these 2 powers to be balanced (which is an assumption, but the powers are close enough to balanced to suggest that this is the goal), then 2GunMojo needs about a 10-15% damage increase. I understand that 2GunMojo used to do more damage but was nerfed, and I understand that this was necessary. However, the nerf may have been slightly too great. As it stands, when 2GunMojo in its best circumstance, it is nearly but not quite equal to Assault Rifle, but when Assault Rifle is in IT'S best circumstance, it is noticeably better than 2GunMojo. A 10-15% damage increase would allow 2GunMojo to be better than Assault Rifle in certain conditions and Assault Rifle to be better than 2GunMojo in others, and bring them to an asymmetrical parity. So that at longer range, assault rifle would still be better, and at point blank range 2GunMojo (with Close The Gap) would actually have a slight edge over Assault Rifle. Bearing in mind that to take full advantage of 2GunMojo, you'd have to incur both the risk of being snared and attacked from further away than 50ft, and the risk of significant melee damage while trying to make the best of the Close The Gap advantage. I think that 2GunMojo should at least do slightly more damage than Assault rifle at point blank range (with the close the gap advantage). So that choosing Assault Rifle vs. 2GunMojo would become an issue of balancing risk vs. reward. Instead of the current situation where Assault Rifle ranges anywhere from "better than" to "equal to" 2GunMojo in any situation. It just seems like it would be a better balancing of powers to me. And increasing 2GunMojo's energy cost by an amount comparable to the damage buff would make the change balanced vs. other sets.

Personally I would prefer that they be balanced, so that a person could choose either power based more on their concept or playstyle, and based less on which power is just plain stronger. They aren't different enough to warrant taking and advantaging them both in my opinion, and currently Assault Rifle is a bit better, making it hard to justify going with 2GunMojo... other than the fact that it looks cooler (to me).
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Archived Post
08-30-2009, 12:07 PM
My favorite is assault rifle once it's given the right assortment of energy support to keep my energy up. namely Killer Instinct and high recovery. Now it's to the point where i can keep it from running dry.

I used to like Mines in open beta but they must have nerfed it or maybe I had it at rank 3 or something. Whatever the reason, I got it now, and it wasn't effective enough for me so i replaced it with Summon Nightmares.

Shotgun is also very important. It's just all around useful and quality.

Archived Post
10-31-2009, 01:09 PM
Killer Instinct: Makes two gun mojo pay for itself.

Two Gun Mojo: Great damage, enrage, procs stuff a lot, works well with killer instinct.

Shotgun: BOOM! Cheap (for a killer instinct builld at least), high AOE damage, knockback.

I'm only level 11 right now, but with these 3 powers and a high dex I almost never have to use my energy builder. I also have fairly high strength (because my energy builder is melee) so it makes shotgun knockbacks more effective. I tried SMG for a while, but against single targets two gun mojo was a better choice, and against groups shotgun is a better choice.