MUNITIONS - Detailed Guide to all Munitions Powers

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    Default MUNITIONS - Detailed Guide to all Munitions Powers

    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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    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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    Quote Originally Posted by KellionBane View Post
    And you should skip 2 gun mojo, if you're going to take assault rifle.
    Yeah, I think I mentioned that in the guide as well.

    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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