Munitions: A preliminary guide/discussion | DC Universe Online Forums (2024)

***Updated 10/23/15***

If you're new to power and just looking for a quick loadout: I recommend you hit KI, then just cycle through Rails, 5BM, and Chain Gun. It's impossible to screw up and does decent damage in all situations. Consider this the RSF of munitions.
Intro
Listen up, maggots! This is a makeshift guide on Munitions, primarily focusing on PvE dps utilizing the AM "Bullet Frenzy". I am simply giving what advice I can, while sharing info given from other Munitions players. Please use this guide to get your bearings, and then try a couple of things on your own and let us know how you do. This is a collaborative guide, so your input will only make this better.

DPS Discussion
Buffs and Mechanics - There are a lot of buffs and names that tend to overlap. So let's clarify them.

Killer Instincts (KI): Simply a Might (+15% Might, despite the UI error stating a flat 15 Might) and Crit Chance (+10% to both powers and weapons) buff for 12s. In DPS role, this also activates Eye of the Tiger. Note, this cannot be "instaclipped" with any sort of trinket or consumable (as far as I have seen). Also very important, this buff is NOT reapplied by AM abilities. You need to keep this on cooldown.

Eye of the Tiger (ET): This is activated by KI or Survival while in DPS role. While this is active (shown by the bandana), your AM abilities return power over time (not 100% but close). This is reapplied by every AM ability as long as you keep the AM going, assuming ET is already active on you (bandana is already on you). Remember: Bandana = AM, not your might buff KI.

Bullet Frenzy: This is the AM aka the thing that makes you do way more damage with your AM powers. This is activated by using at least 3 AM abilities over at least 4 seconds. So if you cycle through 3 or 4 powers before 4 seconds is up, you will drop the AM buff. If you try to just use two long abilities that take over 4 seconds to cycle through, the AM buff will drop. It is important to recognize the difference between this and KI/ET. You can be wearing the bandana and NOT be using the AM (increased damage), and you can also be NOT wearing the bandana and still use the AM if you chose to do so.

Power Interactions or PIs: Long story short: Do not worry about them. Your damage once in AM IS NOT BUFFED BY HAVING A PI APPLIED. PIs will buff your damage ONLY if you are not using the AM. To make this very clear: You do NOT necessarily need a burning or graviton charged PI applicator in your loadout.

Distance: Munitions does better damage based on proximity (risk vs reward). Penryn had a great post about this:

AM DPS Abilities - Here we'll discuss our options within the AM. I will list them in descending order (highest DPS to lowest DPS). Basically, the quicker the attack, the better the DPS. I suppose the trade off is more power consumption = more dps.

Splosion: Instant PBAOE (point blank area of effect). Basically, time your attacks so that you can move in, drop this, then move out while blasting away with the rest of your rotation. It also damages objects.

50 Cal: Targeted small radius (same as Splosion) burst aoe (One hit after 1.5 sec channel, then 12 second burning dot for 12 small ticks). I personally do not use this that much, but is a good substitute for when using Splosion consistently is impossible. The DOT damage is negligible.

Chain Gun (CG): Long range, wide arc aoe (3 ticks, 2s). All 2s attacks do about the same damage. Use this if you like a wide arc that also damages objects. It's also towards the the top of the tree, so it's accessible. Kind of makes me think I'm Scarface.

Shrapnel Grenade Launcher (SGL): Targeted wide area AOE (2 hits, 2s). All 2s attacks do about the same damage, but this one seems to edge all the others on my tests. It's quick and bursty, and is lovely when it crits. Use this for the burstiness, a very wide radius, and the sparklies.

Rocket Launcher (RL): Targeted small radius aoe (4 hits, 2s). All 2s attacks do about the same damage. Use this one if you're trying to focus on a particular target as it has a small attack radius and will go through mobs in between you and your target. Also use this if you enjoy rocket launchers. Cause... rockets.

Partical Gun (PG): Targeted small radius aoe (3 hits, 2s). All 2s attacks do about the same damage. Use this one if you're trying to focus on a particular target as it has a small attack radius and will go through mobs in between you and your target. This also does WAY more damage if you sing the ghost busters theme while you use it (note: no it does not).

Railguns (Rails): Long range, medium arc sustained aoe (4 ticks, 2.5s). This does similar DPS to 5BM (maybe a hair more), but with a slightly smaller arch. I think this attack looks and sounds awesome.

Five Barrel Minigun (5BM): Long range, wide arc sustained aoe (5 ticks, 2.5s). This does roughly the same DPS as Rails, but Rails always seems to edge it slightly on my test. 2nd top DPS. Its cone is wider than Rails, and is the same cone as CG (below).

Super Charges

Mounted Turret: Long range, wide arc sustained 25% SC (12 hits, 3s). This does very poor AOE damage, and its ST damage is about on par with Rails. However, there is a defensive component, and is actually part of the AM. I don't think these reasons are enough to justify the low DPS however.

Biggun: Probably OP, and the one you will likely be using most of the time. 1 hit targeted aoe burst. It can destroy "minion" type mobs instantly (or at least do a ton of damage), but if you use this on a large group after a buff or two, you will see ridiculous numbers. I find many people use this to pad their stats. It can be very practical however when "doo doo" hits the fan and there are a ton of adds that need to get gone quick.

APS: This is "the troller supercharge", but if I want to give the raid extra support I'll toss it on my bar every now and again.

Other utility options - Not part of AM but still nifty.

Chain Grenade Launcher (CGL): Instant hit on target, then explodes and hits everything around your target twice, and setting a burning 12s dot. This is clippable by KI and does good damage for an instant burst, but overall doesn't add much to DPS when using it to clip with KI when it is off cooldown. I DO use this in PvP as it goes well with WM.

Survival: This detaunts, absorbs damage, and gives you the Eye of the Tiger (power return) buff. Great to have to help out with pick ups in a raid.

Robo Sidekick: Our old friend that we love to hate. But hey. Free dps.

Rocket Retreat: Pbaoe burst (weak) and throws you back 10m or so from your target. Use right after Splosion for a safe retreat that damages, but I don't think it's worth the time. Still fun.

DPS Guide (10/14/15)
How Roomba DPSes:

  1. CG
  2. RL
  3. 50 Cal
  4. Splode
  5. Biggun
  6. KI
Simplified Melee/Midrange Rotation:
CG > RL > 50/Splode(/KI)

Slightly Harder Melee rotation:
RL > 50 Cal/Splode(/KI when it is off cooldown) > RT

Super important note about the rotation above: Allow that full RT animation, as it helps you fulfill the AM timing requirements. If you do this rotation too quickly, you will undo the AM and go back to doing awful damage.

Range Rotation:
CG>RL>50 Cal (/KI when it is off cooldown). Note, this is obviously the simplified rotation above, youre just not using splosion since... you know you can't use it at range and stuff.

**Skimming makes moving while DPSing so, so easy.
RT = range tap
/ = clip

Trolling
Detailed troll guide:
https://forums.daybreakgames.com/dc...accoons-shiny-munitions-troller-guide.261227/

Quick and dirty troll guide:
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/dmg absorb. Sometimes I use Mini Nuke because I love the animation lol
APS - Your group shield SC

Please add your experiences and input. Please do not hesitate to point out any mistakes or anything I may be missing

Munitions: A preliminary guide/discussion | DC Universe Online Forums (2024)

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