Champions Online : Munitions Power Set Guide

by on Jan 18, 2010

<body> The heroes in Champions Online have access to many different power sets. Choosing what power set a hero wishes to use depends upon what type of powers and role the player wants to play.


The heroes in Champions Online have access to many different power
sets. Choosing what power set a hero wishes to use depends upon what
type of powers and role the player wants to play. For this article, we
will examine the Munitions power set; describing all the powers and
examining what other power sets are compatible with it.



The Munitions power set can be described in one single word; firepower!
A hero using Munitions has a gun for every occasion. In addition to
normal firearms, the hero also has the power of demolitions at their
disposal. From using mines to a gatling gun, the Munitions power set is
all about offensive output.



As you will see, the Munitions power set is straight-on offensive
firepower! The primary stats used with this power set are Dex and Ego.
Dexterity is important in that many of your advantages are based upon
getting critical hits. The higher your Dex is, the greater your chance
of getting a hit.



There are some other power sets that are very compatible with the
Munitions power set. Why get powers from other sets, you ask? Well, the
best answer is to give your hero some versatility. A root power could
become handy in a fight, especially in PvP. The ability to heal
yourself can mean the difference between life and death in a fight. The
best thing to look for in other power sets are those sets that use one
of your main stats (Dex and Ego). Telekinesis and Telepathy are two
power sets that provide useful powers and many of their powers are
based upon Ego. Archery, based upon Dex, has some cool powers as well.
The melee power sets (Fighting Claws, Single Blade, Dual Blades, and
Unarmed) have some useful powers outside the attacks. You really
don’t want to do a lot of melee attacks if you’re
using Munitions as your primary powers. You’re all about long
range, baby!



For the overview, we’ll list each power along with any
pertinent information. In addition, any advantages that can be
purchased for the power will be listed. The tier of the power will also
be listed. Newer players may be confused by the term
‘tier’ for the powers. What tier means is what
requirements are needed to take the power. The tier levels are
summarized below.


Starter – no
requirement needed. Tier 1 – requires
one Munitions power or two non energy building powers from any framework Tier 2 – requires
three Munitions powers or five non energy building powers from any
framework Tier 3 – requires
five Munitions powers or eight non energy building powers from any
framework

style="font-weight: bold;">Munitions Power Set



style="font-weight: bold;">Gunslinger

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src="http://www.tentonhammer.com/image/view/79528" alt="">

Tier: Starter

Type: Energy Builder

Description:  Gunslinger pulls out a pistol to put down your
enemies.

Method: Click

Single target piercing damage Generates energy

Advantages:

Accelerated Metabolism
– Every time you use this ability, you have a chance to
return a small amount of energy. Trick Shot – 10%
(100% while Enraged) chance to hit an additional target within 30ft.
The additional target takes double damage if Feared.

style="font-weight: bold;">

Two-Gun Mojo

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src="http://www.tentonhammer.com/image/view/79529" alt="">

Tier: Starter

Type: Ranged Attack

Description: Two-Gun Mojo uses dual pistols to send a rapid stream of
fire at your enemies.

Method: Maintain

Single Target Piercing
Damage. Grants 1 stack of Enraged if
fully maintained. 

Advantages:

Accelerated Metabolism
– Every time you use this ability, you have a chance to
return a small amount of energy. Close the Gap – Do
more damage the closer you are to the target (up to 30% bonus damage
max). Crippling Challenge Increases the threat
caused by this attack, making enemies more likely to attack
you.  Places a 20% damage debuff
on the target that persists for 15 seconds. If the affected enemy
attacks the taunter, it will quickly reduce this debuff's strength.
Conversely, damage the taunter inflicts on the taunted enemy restores
the debuff's strength. This advantage Taunts an
AI controlled enemy, forcing them to attack you for 4 seconds. All
taunts share a 10 second cooldown, and an enemy that has been taunted
by any source cannot be taunted again for 10 seconds. Crippling Challenge breaks
through blocking and disables it for 10 seconds.

style="font-weight: bold;">

Killer Instinct

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src="http://www.tentonhammer.com/image/view/79530" alt="">

Tier:  1

Type:  Buff Self

Description:  Killer Instinct drives you through the battle,
granting you a burst of energy every time you land a critical hit.

Method: Innate Passive

Does not need to be slotted
in order to function. Generates energy each time
you land a critical hit with a munitions power, up to once every 4
seconds. The amount of energy
returned scales with your Ego. This power has no ranks.

Advantages: None


style="font-weight: bold;">


Bullet Ballet

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src="http://www.tentonhammer.com/image/view/79531" alt="">

Tier: 1

Type: Close Attack

Description: This gun kata uses all the resources of your disposal to
take care of the enemy.

Method: Click

Single Target crushing
damage or piercing damage. Uses multiple types of
attacks when used in succession. Chance to root or stun
target.

Advantages:

Accelerated Metabolism
– Every time you use this ability, you have a chance to
return a small amount of energy. Not Without Incident
– 30% (100% while Enraged) to inflict AoE damage (7ft range,
max of 5 targets) around your target. Crippling Challenge Increases the threat
caused by this attack, making enemies more likely to attack
you.  Places a 20% damage debuff
on the target that persists for 15 seconds. If the affected enemy
attacks the taunter, it will quickly reduce this debuff's strength.
Conversely, damage the taunter inflicts on the taunted enemy restores
the debuff's strength. This advantage Taunts an
AI controlled enemy, forcing them to attack you for 4 seconds. All
taunts share a 10 second cooldown, and an enemy that has been taunted
by any source cannot be taunted again for 10 seconds. Crippling Challenge breaks
through blocking and disables it for 10 seconds.



style="font-weight: bold;">Assault Rifle

style="width: 80px; height: 94px;"
src="http://www.tentonhammer.com/image/view/79532" alt="">

Tier: 1

Type: Ranged Attack

Description: Assault Rifle is an adaptable weapon, able to fire short
or long bursts as the situation requires.

Method: Tap

Single Target Piercing
Damage. High Damage "burst fire"
mode.

Method: Maintained

Single Target Piercing
Damage that starts off small but escalates rapidly as the power is
maintained. High energy to damage
efficiency.

Advantages:

Accelerated Metabolism
– Every time you use this ability, you have a chance to
return a small amount of energy. Mow ‘em Down
– This advantage removes the cooldown on the base power.



style="font-weight: bold;">Holdout Shot

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src="http://www.tentonhammer.com/image/view/79533" alt="">

Tier: 1

Type: Ranged Attack

Description: When you've thrown everything at them and they're still
coming Hold Out Pistol can be your saving grace.

Method: Click

Single Target Piercing
Damage. Deals 100% increased damage
with a critical hit. Deals double damage when
fired with 5% or less Energy.

Advantages:

Stim Pack – You
stealthily use a stim pack while rolling. The stim pack heals you over
time.



style="font-weight: bold;">Shotgun Blast

style="width: 80px; height: 98px;"
src="http://www.tentonhammer.com/image/view/79534" alt="">

Tier: 1

Type: Ranged Area Attack

Description: Shotgun blast unloads a powerful blast into any enemies in
front of you.

Method: Click

Deals crushing damage to
targets in a cone in front of you. Chance to Knockback targets. Applies a small amount of
Knockback Resistance.

Advantages:

Accelerated Metabolism
– Every time you use this ability, you have a chance to
return a small amount of energy. Breaching Round –
Adds 1 second charge. Full charge has a 100% chance to knock back the
primary target. A full charge while Enraged has 100% chance to knock
back all targets. Applies additional Knockback resistance.



style="font-weight: bold;">Submachinegun Burst

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src="http://www.tentonhammer.com/image/view/79535" alt="">

Tier: 1

Type: Ranged Area Attack

Description: Submachinegun Burst fires a continuous spray of bullets at
anything standing in your way.

Method: Maintain

Deals Piercing Damage to all
targets in a cone in front of you. Damage dealt to each target
is reduced for each target over 2.

Advantages:

Accelerated Metabolism
– Every time you use this ability, you have a chance to
return a small amount of energy. Aggression – 15%
chance per tick per target to apply Bleed. 100% chance vs targets in
melee range.



style="font-weight: bold;">Smoke Grenade

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src="http://www.tentonhammer.com/image/view/79536" alt="">

Tier: 2

Type: Crowd Control

Description: If you need to sneak around or just need an escape plan,
Smoke Grenade could be just what you need.

Method: Click

Creates a smoke cloud at the
target's location. Enemies inside or entering
the smoke cloud have their Perception dramatically decreased even after
they leave the cloud, for a short time. This power may be used even
if you are stunned or held.

Advantages:

Escape Artist –
The target of your smoke grenade and anyone nearby will have their
energy regeneration severely reduced for 10 seconds.



style="font-weight: bold;">Lock and Load

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src="http://www.tentonhammer.com/image/view/79537" alt="">

Tier: 2

Type: Buff Self

Description: Lock and Load reloads your weapons, reducing the effort
needed to use them.

Method: Click

Reduces the energy cost of
munitions powers. Increasing the rank of this
power significantly reduces the cooldown time. Increases the energy cost of
all non-munitions powers.

Advantages:

Two Smoking Barrels
– Whenever you hit with a melee attack, the cooldown on Lock
and Load is reduced by 2 seconds.



style="font-weight: bold;">Breakaway Shot

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src="http://www.tentonhammer.com/image/view/79538" alt="">

Tier: 2

Type: Ranged Attack

Description: Breakaway shot is an effective means of removing yourself
from melee range of your enemies while sending them something to
remember you by.

Method: Click

Jumps you away from your
target  Deals Piercing Damage to
targets in a cone in front of you. Grants a stack of Defiant!,
increasing your damage resistance for a short time.

Advantages:

Accelerated Metabolism
– Every time you use this ability, you have a chance to
return a small amount of energy. Microfilament Wire - If used
within melee range of a target, the primary target will be knocked
towards you after you land.



style="font-weight: bold;">Gatling Gun

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src="http://www.tentonhammer.com/image/view/79539" alt="">

Tier: 2

Type: Ranged Attack

Description: There are times when a few pistol shots or an assault
rifle just won't cut it. For those times there's the solid stream of
bullets from the Gatling Gun.

Method: Maintain

Deals continuous Piercing
Damage to targets in line with you and your primary target.

Advantages:

Accelerated Metabolism
– Every time you use this ability, you have a chance to
return a small amount of energy. Listen to Reason –
15% chance to apply Fear to target. Full maintain applies Enraged to
self.



style="font-weight: bold;">Mini Mines

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src="http://www.tentonhammer.com/image/view/79540" alt="">

Tier: 2

Type: Close Area Attack

Description: When setting up a battlefield Mini Mines can be a helpful
tool in weakening your enemies before they can even reach you.

Method: Click

Throws out a cluster of
mines. The mines will explode when
an enemy comes within melee range of them. The explosion deals Fire and
crushing damage to targets near the mines.

Advantages:

Wall of Fire –
Create two sets of Mini Mines, but each set does 30% less damage.



style="font-weight: bold;">Rocket

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src="http://www.tentonhammer.com/image/view/79541" alt="">

Tier: 2

Type: Ranged Area Attack

Description: Using a launcher you fire a high explosive at your enemies.

Method: Tap

Deals Crushing and Fire
Damage to your target. Deals half damage to all
nearby targets.

Method: Charge

Increases the damage of the
tap effect.

Advantages:

Accelerated Metabolism
– Every time you use this ability, you have a chance to
return a small amount of energy. Concussive Rocket
– Your rockets now knock back foes.



style="font-weight: bold;">Frag Grenade

style="width: 80px; height: 104px;"
src="http://www.tentonhammer.com/image/view/79542" alt="">

Tier: 2

Type: Ranged Area Attack

Description: Sometimes you just need a grenade to properly take care of
your enemies.

Method: Click

Deals fire damage to targets
near your initial target  Targets hit are knocked away
from the explosion 

Advantages:

Accelerated Metabolism
– Every time you use this ability, you have a chance to
return a small amount of energy. Incendiary Grenade
– The primary target hit by your grenades is lit on fire and
receives Clinging Flames.



style="font-weight: bold;">Sniper Rifle

style="width: 80px; height: 103px;"
src="http://www.tentonhammer.com/image/view/79543" alt="">

Tier: 3

Type: Ranged Attack

Description: The pinpoint accuracy of the Sniper Rifle is the
culmination of years of marksmanship training.

Method: Charge

High single Target Piercing
Damage. Has a chance to stun. Must be fully charged. Any damage taken will
interrupt the charge.

Advantages:

Accelerated Metabolism
– Every time you use this ability, you have a chance to
return a small amount of energy. Tungsten Rounds –
Allows your Sniper Rifle shots to hit up to 3 targets in a line.



style="font-weight: bold;">Lead Tempest

style="width: 80px; height: 101px;"
src="http://www.tentonhammer.com/image/view/79544" alt="">

Tier: 3

Type: Ranged Area Attack

Description: When you're surrounded by enemies, the ability to surround
yourself with a storm of bullets can be all you need.

Method: Maintain

Has a chance of dealing
Piercing Damage to nearby targets. The chance to hit targets
decreases the farther they are from you.

Advantages:

Accelerated Metabolism
– Every time you use this ability, you have a chance to
return a small amount of energy. Tread Softly –
Grants a significant bonus to Dodge and Avoidance while maintained. Challenging Strikes This advantage increases
the threat caused by this attack against all affected targets, making
them more likely to attack you. If this advantage is
applied to a power that has a recharge time, it will additionally add a
moderate amount of threat over time to all affected targets, for the
duration of the recharge. This advantage inflicts a
5% damage debuff against all affected targets. If an affected enemy
attacks you, it will quickly reduce this debuff's strength. Conversely,
any damage you inflict restores the debuff's strength.



Well, you now have an entire overview of the Munitions power set. If
you choose Munitions as your primary power set, you’re
gearing yourself up for ranged attack mayhem! Don’t just
stick to Munitions, even though it is an awesome power set. Getting
some abilities from complementary power sets can round out your hero
and make them more versatile and more likely to win the fight!


Last Updated: Mar 13, 2016