Post by Shapey on Oct 14, 2022 20:05:29 GMT -5
Alright, that's one out of the way, so what's next? Well I figure since I did a melee DPS build, I'll do a ranged DPS next. What's on the menu here? Something I recently found out has been buffed to relevance once more! And one of the cooler animation sets; dual-handgun munitions! This set is flexible in terms of stats it can employ and kinds of de/buffs it can apply, but for this publication I'll be focusing on building with Dexterity. Why? Because this build has the highest flat crit chance I've ever gotten, up to a whopping 51% (56% with gear)!
Like before, this is not a leveling build, but can be used at level 20 if you can retcon. I arranged the powers to be more level-friendly for 6 to 20, but it will still be quite weak until 20.
Super Stats
Ego (Primary)
Dexterity
Recovery
Talents
The Psychokinesis (+10 Ego/Dex/Rec +8 End)
+8 Ego
+8 Dexterity
+8 Recovery
+5/5 Ego/Dex
+5/5 Ego/Rec
+5/5 Dex/Rec
Ego/Rec can be swapped out for +8 End, if desired.
Powers
Energy Builder: Gunslinger
Power 2: Bullet Hail (Rank 2, Wall of Bullets or Rank 3)
Power 3: Sharp Shooter
Power 4: Targeting Computer (Rank 2, Rank 3)
Power 5: Holdout Shot (Frail Armor, Stim Pack)
Power 6: Killer Instinct
Power 7: Two-Gun Mojo (Rank 2, Rank 3 or Close the Gap)
Power 8: Frag Grenade (Cuts and Scrapes, Open Wound)
Power 9: Resurgence (Unchained)
Power 10: Antagonize (Rank 2, Rank 3)
Power 11: Blinding Light
Power 12: Endorphin Rush (Rank 2 or Can't Stop Me) or Conviction (Rank 2)
Power 13: Implosion Engine, Showdown, or Bullet Barrage (Rank 2, Rank 3 on any)
Power 14: Resurrection Serum or choice of Self-rez
Specializations
Ego
Force of Will (2/2)
Insight (3/3)
Sixth Sense (3/3)
Follow Through (2/3)
Guardian
Fortified Gear (3/3)
Ruthless (2/2)
Find the Mark (3/3)
The Best Defense (2/3)
Vindicator
Aggressive Stance (2/2)
Merciless (3/3)
Focused Strikes (3/3)
The Rush of Battle (2/3) or Mass Destruction (2/3)
Ego Mastery
Travel Powers
Fast ground movement tends to be favorable here, so I'd recommend any Super Speed or Athletics. The choice is still yours, just be sure to rank 3 one of them.
Gear
Starting:
Critical Severity Offense (Fort, Merc, Qliph Gloves, or Accurate Handguards) with Dexterity mods and a Gambler's Lucky Gem
Greater Health Defense (Fort, Merc, Qliph Greater Health, Myrmidon's Duster) with Dexterity mods and a Growth Amulet
Efficiency Utility (Fort, Merc, Qliph Efficiency) with Dexterity mods and a Gambler's Lucky Gem
+20/20 Ego/Rec Secondaries (Feedback Belt, Bracers, and Eyepiece)
Ending:
Distinguished Offense Gloves with Dexterity mods and any combination of Gambler's Lucky Gem, Soviet Guard's Resolution, Critical Severity Core, or Depleted Uranium Core (at least 1 Critical Rate core recommended)
Distinguished Freedom Armor with Dexterity mods with a Growth Amulet and Impact Prism (can use 2 Growth if desired)
Distinguished Efficiency Helm with Dexterity mods with Ascii's Precision and either Gambler's Lucky Gem or Veteran's Core of Might
Critical Belt of Determination with Dexterity mod
Onslaught Tights of Fitness with Dexterity mod
Onslaught Mask of Efficiency with Dexterity mod
Gameplan
The build is pretty simple in execution, single target rotation is to use Frag Grenade and Holdout Shot then maintain Two-Gun Mojo fully twice. Frag Grenade's damage debuff is the better thing to keep track of, since you want to re-apply your debuffs before they get to 2 seconds (Server lag can eat the input and not give you a debuff at all), but assuming there's no Aura of Arcane Clarity around, you can also keep track of times to re-apply via the cooldown of both aforementioned powers. Blocking does have to happen sometimes after all! In AoE situations, be mobile with Bullet Hail, circle your targets if they're scattering. Wall of Bullets is surprisingly durable and can absorb a lot of damage in regular content as well, so if you're in trouble, use Endorphin Rush/Conviction, Holdout Shot, and hold Bullet Hail repeatedly until you're out of danger.
Other notes
Close the Gap is a significant DPS increase for this build, but for the expressed purpose of publishing a ranged build, my testing was done with Rank 3. Nothing changes about the build if you're using Close the Gap, as Sharp Shooter doesn't depend on range and Sniper gloves are not being used here. While I did recommend using Endorphin Rush/Conviction and Holdout Shot when in danger, it's good to keep in mind that the Furious buff you get from Bullet Hail/Two-gun Mojo also recovers health, so if energy becomes an issue, one or both of those can be skipped on. Yes, I am serious when I say all Dexterity mods on the ending gear, the amount of Ego and Recovery you have even without mods once you have the full set is sufficient for energy economy. More Dex means more damage from Form!
Thus concludes my second published build! Munitions is a great powerframe for more down-to-earth characters without skimping on the damage, and I've always liked Two-Gun Mojo! ...it just didn't deal as much damage as I would have liked in the past, aha.
As before and will always be, thank you for reading!
Like before, this is not a leveling build, but can be used at level 20 if you can retcon. I arranged the powers to be more level-friendly for 6 to 20, but it will still be quite weak until 20.
Super Stats
Ego (Primary)
Dexterity
Recovery
Talents
The Psychokinesis (+10 Ego/Dex/Rec +8 End)
+8 Ego
+8 Dexterity
+8 Recovery
+5/5 Ego/Dex
+5/5 Ego/Rec
+5/5 Dex/Rec
Ego/Rec can be swapped out for +8 End, if desired.
Powers
Energy Builder: Gunslinger
Power 2: Bullet Hail (Rank 2, Wall of Bullets or Rank 3)
Power 3: Sharp Shooter
Power 4: Targeting Computer (Rank 2, Rank 3)
Power 5: Holdout Shot (Frail Armor, Stim Pack)
Power 6: Killer Instinct
Power 7: Two-Gun Mojo (Rank 2, Rank 3 or Close the Gap)
Power 8: Frag Grenade (Cuts and Scrapes, Open Wound)
Power 9: Resurgence (Unchained)
Power 10: Antagonize (Rank 2, Rank 3)
Power 11: Blinding Light
Power 12: Endorphin Rush (Rank 2 or Can't Stop Me) or Conviction (Rank 2)
Power 13: Implosion Engine, Showdown, or Bullet Barrage (Rank 2, Rank 3 on any)
Power 14: Resurrection Serum or choice of Self-rez
Specializations
Ego
Force of Will (2/2)
Insight (3/3)
Sixth Sense (3/3)
Follow Through (2/3)
Guardian
Fortified Gear (3/3)
Ruthless (2/2)
Find the Mark (3/3)
The Best Defense (2/3)
Vindicator
Aggressive Stance (2/2)
Merciless (3/3)
Focused Strikes (3/3)
The Rush of Battle (2/3) or Mass Destruction (2/3)
Ego Mastery
Travel Powers
Fast ground movement tends to be favorable here, so I'd recommend any Super Speed or Athletics. The choice is still yours, just be sure to rank 3 one of them.
Gear
Starting:
Critical Severity Offense (Fort, Merc, Qliph Gloves, or Accurate Handguards) with Dexterity mods and a Gambler's Lucky Gem
Greater Health Defense (Fort, Merc, Qliph Greater Health, Myrmidon's Duster) with Dexterity mods and a Growth Amulet
Efficiency Utility (Fort, Merc, Qliph Efficiency) with Dexterity mods and a Gambler's Lucky Gem
+20/20 Ego/Rec Secondaries (Feedback Belt, Bracers, and Eyepiece)
Ending:
Distinguished Offense Gloves with Dexterity mods and any combination of Gambler's Lucky Gem, Soviet Guard's Resolution, Critical Severity Core, or Depleted Uranium Core (at least 1 Critical Rate core recommended)
Distinguished Freedom Armor with Dexterity mods with a Growth Amulet and Impact Prism (can use 2 Growth if desired)
Distinguished Efficiency Helm with Dexterity mods with Ascii's Precision and either Gambler's Lucky Gem or Veteran's Core of Might
Critical Belt of Determination with Dexterity mod
Onslaught Tights of Fitness with Dexterity mod
Onslaught Mask of Efficiency with Dexterity mod
Gameplan
The build is pretty simple in execution, single target rotation is to use Frag Grenade and Holdout Shot then maintain Two-Gun Mojo fully twice. Frag Grenade's damage debuff is the better thing to keep track of, since you want to re-apply your debuffs before they get to 2 seconds (Server lag can eat the input and not give you a debuff at all), but assuming there's no Aura of Arcane Clarity around, you can also keep track of times to re-apply via the cooldown of both aforementioned powers. Blocking does have to happen sometimes after all! In AoE situations, be mobile with Bullet Hail, circle your targets if they're scattering. Wall of Bullets is surprisingly durable and can absorb a lot of damage in regular content as well, so if you're in trouble, use Endorphin Rush/Conviction, Holdout Shot, and hold Bullet Hail repeatedly until you're out of danger.
Other notes
Close the Gap is a significant DPS increase for this build, but for the expressed purpose of publishing a ranged build, my testing was done with Rank 3. Nothing changes about the build if you're using Close the Gap, as Sharp Shooter doesn't depend on range and Sniper gloves are not being used here. While I did recommend using Endorphin Rush/Conviction and Holdout Shot when in danger, it's good to keep in mind that the Furious buff you get from Bullet Hail/Two-gun Mojo also recovers health, so if energy becomes an issue, one or both of those can be skipped on. Yes, I am serious when I say all Dexterity mods on the ending gear, the amount of Ego and Recovery you have even without mods once you have the full set is sufficient for energy economy. More Dex means more damage from Form!
Thus concludes my second published build! Munitions is a great powerframe for more down-to-earth characters without skimping on the damage, and I've always liked Two-Gun Mojo! ...it just didn't deal as much damage as I would have liked in the past, aha.
As before and will always be, thank you for reading!