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#1 (permalink) |
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Detective Kirby
Join Date: Dec 2008
Posts: 159
Reputation: 10
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This is a very detailed, multi-part guide to all the powers in munitions. Each power is described, noteworthy advantages are examined, and a 1-5 rating for each power is given.
Champions Online Framework Guide - Munitions (Part 1) Champions Online Framework Guide - Munitions (Part 2) Champions Online Framework Guide - Munitions (Part 3) I would love to hear your feedback on my ratings and analysis. If I went totally wrong somewhere, let me have it. I can always fix/improve the guide over time. Thanks! |
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#2 (permalink) |
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Bladin's Sword Sharpener
Join Date: Dec 2007
Posts: 1,146
Reputation: 71
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From my clan's testing, we came to the conclusion that smoke grenade blows. The end drain advantage on it drains about 20 end... Unless it was buffed recently, its a really bad power to take.
And you should skip 2 gun mojo, if you're going to take assault rifle. |
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#3 (permalink) | |
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Detective Kirby
Join Date: Dec 2008
Posts: 159
Reputation: 10
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Quote:
But in some builds, you basically need to take 2 Gun Mojo as a low level power, simply because you don't have much else to take then. And once you have 2 Gun Mojo, AR, while better, is sometimes hard to work in. Thanks for the feedback! |
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