Munition DPS loadout | DC Universe Online Forums (2024)

I'll post my initial post since this seems to be where the posters are going:

DPS (8800 might unbuffed)

Top DPSers:

On all my parses and rotations, 5 barrell minigun is the heaviest AoE damager we have, followed closely by railguns. I was surprised at how good the aoe is with railguns during the mechanic. I was expecting that the aoe would be smaller and thus a dps loss, but this is not the case at all in my experience.

Your 3rd DPS AM ability (because remember, you only need 3, not 4):

Splosion - Fantastic damage, however as many others have pointed out, it does not go THROUGH targets (THIS NEEDS TO CHANGE) even if they are in the already extremely limited range of this ability. But when it does hit, I consistently get 35k solo, and 45k+ in raid settings. When using this, you're basically staying mid range using your other abilities and then dancing in to drop your splosion, then back out. If you think this can't be done in every single fight in the game, you're wrong. I have done All T6 raids, elite, and SM (only up to level 5) using this. Remember, this needs the PI from Railguns. I would not count on your quantum trollers to spread the PI adequately for your dps purposes on larger groups.

50 Cal - Straight up DPS loss in aoe situations (THIS NEEDS TO CHANGE), but I think it still may be worth it in 1-2 mob situations. I still need more parses. But still, in single target fights, I hope most people can grow a pair and use Splosion as it's both quicker and over 50% harder hitting compared to 50 Cal. My highest hit with 50 Cal is 26k. But Roomba, I need a burning applicator! Chances are you really don't in a raid setting, first of all. But to be on the safe side, I recommend Chain Grenade to apply PI (use it and clip it with Killer Instincts when KI comes off cooldown). Does better damage than Flak (though Flak is the better burst if you're using WM)

Chaingun: I get about 2/3 the damage of Minigun with this. But it typically is the easiest to use because it has such a wide aoe that I find myself using it in trash settings.

Rocket launcher: This really only shines when there are tightly packed multiple targets. This is too situational, so I find myself not using it. I find myself wanting Chaingun for its wider aoe. May be worth it in single target situations, need to test more. Love the animation, hope I'm proven wrong.

Shrapnel: Good burst, but I was seeing less dps compared to Chaingun, and the aoe range is also much smaller than chaingun. I honestly hope someone proves me wrong about this as I love the animation and sound of this power.

Partical Gun: I haven't been jazzed by this one. But maybe I should test it more... it does have a fairly quick animation.

SCs:

Mounted gun: The numbers don't seem that great. I need to test ST more, but I'm not sure if I'll end up keeping it.

Biggun: Oh boy. I don't even want to get started. But. You're probably already using it. I'm not touching this.

DPS Rotations and Advice

So long story short: My bread and butter loadout is:

Chain Gren (CG), Killer Instincts (KI), Minigun, Railguns, Chaingun, Splosion

Splosion is my variable piece. If I need a SC, I'll throw in Biggun. If I know I won't be meleeing much, I'll throw in robo sidekick, the detaunt, or even APS for some added support during a banishment phase for example. Not as good as when Im in troll roll of course, but it can help.

AoE rotation: CG/KI > Mini > Rails > Chaingun > cycle through those three. Whenever KI is off cooldown, hit CG/KI, to keep the burning PI up and your might/crit buff up at all times.

ST rotation: CG/KI > Mini > Rails > Chaingun > Splosion > Mini > Rails > Splosion. Then repeat those last 3. Keep up CG/KI of course. I use chain during that first part so that way your first Splosion gets the full benefit of the AM buff. No point in dancing in for a medicore Splosion hit.

Speaking of dancing: I'm skimming so it makes it very easy to med range Mini and Rails, and then during the Rails animation move in, drop Splosion (sometimes I just use a lunge attack), then drop back during my Mini animation. Don't forget though that if you can, just stay melee range w these abilities as they get buffed. And if Cerb is sitting in fire or something and you cant melee, just go back to your Chaingun instead of Splosion. That easy.(I admit there is probably a better ST attack than Chain to use here. I just didnt feel like constantly respeccing between runs. I can test these on dummies later.)

Last but not least: Make sure you're clipping weapon attacks (phantom range taps) between all these powers. Unfortunately my only 101 weapon is Brawl (so no AoE), but I imagine those with a high CR rifle will get some good numbers. Haven't tested it, but I'm sure DW range hold would be worth it too.

Trolling: I'll keep this section brief as I have less experience with it

Loadout:
Chain Grenade - Pot
Reload - Dump
Smoke Grenade - Def debuff/ aoe stun
Multi Net - aoe stun, ST pull, aoe pull, heal debuff. wow. wow. best ability in the world
Survival (detaunt/shield for srs bizness) or Mini Nuke (only because I love the animation lol)
APS - Your group shield SC

Munition DPS loadout | DC Universe Online Forums (2024)

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