Munitions DPS Guide

Munitions players Lay waste to the battlefield and any enemies that happen to be there with military-grade ordnance!. This power is available by buying it from Marketplace with 600 Station Cash.

Munitions DPS guide updated to GU58

Statistics Priority

  • Might: Might increases damage from super powers (yellow damage).
  • Precision: Precision adds damage to all weapon attacks (white damage).
  • Critical Weapon Attack Chance: The chance to perform a critical attack with a weapon
  • Critical Weapon Attack Damage: Increases the damage a critical attack with a weapon does
  • Critical Ability Attack Chance: Increases the chance to perform a critical attack with an ability.
  • Critical Ability Attack Damage: Increases the damage a critical attack with an ability does.

Power Points Build

munitions_build_dps

Munitions Dps Loadout

munitions_dps_loadout58

  1. Killer Instincts: You are beast! Get hyped for battle, increasing your Might and Critical Strike Chance. Grants you Eye of the Tiger; Increases all damage by 40%. (keep it active)
  2. 50 Cal: Shoot a single explosive tipped round, dealing damage to your target and nearby enemies. Inflicts Burning to cause damage over timeWhile Bullet Frenzy is active this attack is a Block Breaker and enemies take heavy damage that is further enhanced when at close range. Activates Bullet Frenzy when used following 4 seconds of performing this and two other abilities that can grant Bullet Frenzy. Restores power when you have Eye of the Tiger and refreshes it for a short time; Increases all damage by 50%. [Vulnerable to Interrupt] [Weapon Mastery Crit Excluded] 
  3. Rocket Launcher: Shoot a rocket at your target, dealing damage and knocking down it and other nearby enemies. Burning or Graviton-Charged enemies will explode.  While Bullet Frenzy is active this attack is a Block Breaker and enemies take heavy damage that is further enhanced when at close range. Activates Bullet Frenzy when used following 4 seconds of performing this and two other abilities that can grant Bullet Frenzy. Restores power when you have Eye of the Tiger and refreshes it for a short time; Increases all damage 45% [Vulnerable to Interrupt] [Weapon Mastery Crit Excluded] 
    1. Five-Barrel Minigun: Spray all the bullets, damaging, pushing back, stunning, and potentially juggling your enemies Burning enemies take additional damage.  While Bullet Frenzy is active this attack is a Block Breaker and enemies take heavy damage that is further enhanced when at close range. Activates Bullet Frenzy when used following 4 seconds of performing this and two other abilities that can grant Bullet Frenzy. Restores power when you have Eye of the Tiger and refreshes it for a short time; Increases all damage 45%  [Vulnerable to Interrupt] [Weapon Mastery Crit Excluded] 
  4. Railguns: Use your two railguns to fire bolts at enemies in front of you, dealing damage and knocking them down. Causes enemies to become Graviton-Charged, making them vulnerable to future fluctuations in gravity. While Bullet Frenzy is active this attack is a Block Breaker and enemies take heavy damage that is further enhanced when at close range. Activates Bullet Frenzy when used following 4 seconds of performing this and two other abilities that can grant Bullet Frenzy. Restores power when you have Eye of the Tiger and refreshes it for a short time; Increases all damage by 35%. [Vulnerable to Interrupt] [Weapon Mastery Crit Excluded] 
  5. ‘Splosion: Get some! Set off a localized explosive to hit enemies near you, dealing damage and knocking them down. Burning or Graviton-Charged enemies take additional damage
    Enemies take heavy damage while Bullet Frenzy is activeActivates Bullet Frenzy when used following 4 seconds of performing this and two other abilities that can grant Bullet Frenzy. Restores power when you have Eye of the Tiger and refreshes it for a short time; Increases all damage by 50%. [Weapon Mastery Crit Excluded] 
  6. Biggun (50% Supercharge Cost): Shoot a massive bolt of energy that will deal heavy damage to enemies. Some low rank enemies may be completely obliterated. Refreshes Eye of the Tiger and Bullet Frenzy for a short time

Munitions DPS Rotation

  • MAIN ROTATION
    • “Killer Instincts [1]” (increasing your Might and Critical Strike Chance, Grants Eye of the Tiger to let superpowers restore some power for using them)
    • “50 Cal [2]” (inflicts Burning to enemies, Restores power when you have Eye of the Tiger and refreshes it for a short time, Activates Bullet Frenzy)
    • Depending what superpower was chosen:
      • Rocket Launcher [3]” (Burning or Graviton-Charged enemies will explode. Restores power when you have Eye of the Tiger and refreshes it for a short time, Activates Bullet Frenzy) OR
      • “Five-Barrel Minigun [3A]” (Burning enemies take additional damageRestores power when you have Eye of the Tiger and refreshes it for a short time, Activates Bullet Frenzy)
    • “Railguns [4]” (Causes enemies to become Graviton-Charged, Restores power when you have Eye of the Tiger and refreshes it for a short time, Activates Bullet Frenzy)
    • “’Splosion [5]” (Burning and Graviton-Charged enemies take additional damage, Restores power when you have Eye of the Tiger and refreshes it for a short time, Activates Bullet Frenzy)
  • IMPORTANT VARIANTS
    • Until “Killer Instincts [1]” is enable, repeat Main Rotation without it
    • Use “’Splosion [5]” only to deal damage to nearby enemies, If no enemies are near you then repeat Main Rotation without it
    • Using “Rocket Launcher [3]” on burning enemies will make them explode. This superpower is recommended for crowd control while DPS Role
    • Using “Five-Barrel Minigun [3A]” on burning enemies deals additional damage. This superpowers deals slightly more damage than Rocket Launcher but its channeling time is longer.

Munitions DPS Tips

  • Using Weapon mastery combos is optional for this loadout and rotation
  • For DPS, “Max Damage” Tactical MOD is required for all superpowers to increase all damage by 60%.
  • Eye of the Tiger power restoration will only work if you perform different superpowers repeated after two other superpowers. Here are some examples of when it will be active and when not:
    • Failed Power Recovery
      • “Killer Instincts [1]” – “Railguns [2]” – “Railguns [2]”
      • “Killer Instincts [1]” – “50 Cal [4]” – “Five-Barrel Minigun [3]” “50 Cal [4]”
    • Success Power Recovery
      • “Killer Instincts [1]” – “Railguns [2]” – “Five-Barrel Minigun [3]” – “50 Cal [4]” “‘Splosion [5]”
      • “Killer Instincts [1]” – “Railguns [2]” – “Five-Barrel Minigun [3]” – “50 Cal [4]” “Railguns [2]”
  • To activate Bullet Frenzyyou should make 4 fully seconds with 2 of the superpowers that grants Bullet Frenzy to then improve following superpowers damage
  • When using Might Based advanced mechanics players will gain an additional 5% chance to crit and 25% crit damage for all super powers
  • With GU58, The damage caused by the Bullet Frenzy advanced mechanic increases based on how close you are to your target. You cause the most damage at short range which is inside of 7m, medium damage between 7 and 13m and the least damage at long range which is beyond 13m.

Tactical MODS (Lair System Required)

  • Weapon: Blast Adapter
  • Neck: Escalating might
  • Back: Breakout Regeneration
  • Feet: Deadly Block
  • Chest: Core Strenght
  • Hands: Max Damage

Equipmend MODS

  • Red Socket
    • Might
  • Yellow Socket
    • Might & Power
  • Blue Socket
    • Might & Health (improve survival)
Post Gallery
  • munitionsbig1
  • munitionsbig2
  • munitions3

142 thoughts on “Munitions DPS Guide

  1. Justin

    IS munitions a melee or ranged spec? also what would be good weapon ideas to use for this spec? Like one to use and the others to go into just for the perks?

    Reply
  2. DeepMilitia

    Hey guys. Nice guides!
    I’ve got a question on both iconic powers.
    I saw a post on wikia, that says they both give critical ‘attack’ chance and dmg and that there is a difference between ‘attack’ and ‘abillity’ dmg and crit.
    So I’d like to ask if this is true and therefore both skills aren’t that important for munitions, since it is a might based power

    Reply
    1. DCUO Bloguide Post author

      Hello DeepMilitia, both iconic powers Weapons Expert and Tactical Genius improve your weapons and superpowers damage. As you can see in their tooltips it is written +10% Critical Attack Damage and +3% Critical Attack Chance.

      Maybe the wikia is talking about Moding your gear. There are certain pieces like Head, Chest, Legs, and Shoulders that gives you certain statistis boost if you put a MOD in it. As you mentioned, Munitions is all about might so you should focus on getting Ability Critical Attack Chance and Ability Critical Attack Damage only

      With 2017 revamp affecting all powers this may change but for the moment create an ALPHA MOD and equip it in your Tier so you can get these stats. However, this is more recommeded when you reach high CR

  3. Soke Remy

    Hello folks love your guilds but for this one like to share mine almost the same but tweaked it a bit.
    Killer instincts, .50 cal, chain gun, 5 barrel mini gun, railguns, shrapnel grenade, and mre I don’t lose power cause of Killer instincts and have Mre so I don’t have to worry about relying on a healer just in case they don’t know what they are doing. Plus in case I rush into a room and become overwhelmed but love your guides

    Reply
    1. DCUO Bloguide Post author

      Thanks Soke for sharing. It is great when players share their builds and loadouts so other players can try those loadouts and improve their experience 🙂

  4. Loki

    Hey, I’ve read through this whole page and taken in a lot of info, but I was seeking a question which seems no one’s asked, maybe because it’s obvious? But I couldn’t work it out… So question is…
    Is it worth putting sp into critical chance when it states “weapon mastery crit excluded”?
    I don’t use my weapons, just abilities as I found I never run low on power and by time I do run low I tend to have killed everything.
    Reason I ask is that I feel I could better utilise my sp for things like defence or vitality, to keep going and fear death less…
    How does it work, and what’s your opinion?
    Cheers

    Reply
    1. DCUO Bloguide Post author

      Hello Loki, thanks for your comment. Weapon Mastery Crit excluded means that your superpower used after a successful Weapon Mastery won’t get improve by WM Bonus Critical. Unlocking Critical Chance or Critical Damage from weapon trees will improve your superpowers critical and “Weapon Mastery Crit Excluded” message wont affect these chances.

  5. Toki Koi

    I did follow your loadout but my power restore so small until gone power so this not like unlimited power from gadget.. So I hope you can help me for unlimited power for this power

    Reply
    1. DCUO Bloguide Post author

      Hello Toki Koi, some super powers may consume more power than others which doesnt let you have enough power refund. This is fixed by using only low power cost superpowers when you are not with a controller in your group

  6. RRagnaRR

    I have a question regarding the max damage tac mod. When using any power attacks it will keep the 60% modifier going or no?

    My load out is as follows:
    Killer instinct, shrapnel grenade launcher, five barrel minigun, rocket launcher, 50cal, ‘splosion

    Reply
    1. DCUO Bloguide Post author

      Yes RragnaRR, Max Damage will increase your damage by 60% after using any superpower overwriting damage increasement from superpower used

  7. Hawkins

    This is probably a noob question, but i’ll ask anyway. I’m having trouble with .50 Caliber getting interrupted. I see that Rocket Launcher and Minigun have the same ability to continue Eye of the Tiger and Bullet Frenzy. What is the benefit in keeping an interrupted.50 Cal over using those both: Railgun> Minigun> Rocket Launcher. The only benefit I see is that .50 Cal provides a knockdown, but is that worth the high chance of being interrupted? Please explain what I’m missing. Thanks in advance.

    Reply
    1. DCUO Bloguide Post author

      Hello Hawkins, our guides show players how to deal the highest damage possible with their characters. 50 Cal is recommended for Munitions build because it is one of the superpowers that deals high amount of damage. Railguns, Miniguns and Rocket launcher are also Vulnerable to interrupt so you have to be careful with them too.

      Munitions AM is based on using Vulnerable to Interrupt superpowers. Using Munitions AM has high chance of being interrupted you need to learn when to use superpowers and avoid enemies that can interrupt your rotation

  8. vertheros

    Ok so I switched to Munitions and I love it, I have no issues with interruptions. It’s extremely powerful. However, I have a question: Five-barrel minigun is for alerts and raids? Or as long as I have a controller by my side? Because I lose more power when using Five-barrel minigun than Rocket Launcher. When using rocket launcher I barely lose power.

    Reply
    1. DCUO Bloguide Post author

      Yes Vertheros, as you mention you should avoid using Superpowers that consume high amount of power if you dont have a controller by your side. It is a good idea to use rocket launcher instead of Five-barrel minigun

  9. vertheros

    So this power gets interrupted easily?Does that make you lose power(I call it mana) fast? I’m experiencing big power issues with my fire power and I don’t know what else to get, I’m really into changing my power.I wanted to munitions but I see that people say it’s easy interruptable which is annoying .

    Reply
    1. DCUO Bloguide Post author

      Yes Vertheros, Munitions is easy interruptable which is why you must be very clever when to use your Advanced Mechanics. Maybe your Fire Character needs more power statistics so it can use full AM without needing a controller by your side.

  10. Warpath

    I was wondering should I just switch chaingun with rocket launcher in the power recovery rotation?? If I choose it instead of chaingun. To get the proper power recovery

    Reply
    1. DCUO Bloguide Post author

      Hello Warpath, thanks for your comment. You should switch chaingun with rocket launcher if you consider helpful for getting proper power recovery. This can be great for challenges, duos, or missions where you dont have a controller by your side 🙂

  11. Valkrun

    Hi, My DCuo Name is Valkrun and This Loadout is alright but I’ve experiminted w/ it and I found a quite better and smoother Loadout, 1. 50 Cal 2. Chain gun 3. Rocket Launcher 4. Splosion 5. Big Gun (Reload for DWF) 6. Killer Instincts The Loadout Goes like this 1/2. Splosion clipped with K i 3. Chain Gun 4. Rocket Launcher 5. Splosion Repeat until Killer Instincts is ready where in therefore you go through the loadout till Splosion then clip it again. Hope you guys try this, It did more DMG then the loadout on the blog for me. Thank you.

    Reply
  12. Nick

    ok my question is…..i use this to troll and dps oly if i have to…ive come to find m other main ice dps i tend to out dps any1 but muni dps can keep up. as when i dont need to troll and i have to dps with muni i dont have any mods in except for tactical i still do great dmg….my question is. as far as this great guide goes…..us it possible to switch out the super charge with minigun unless i have boss?

    Reply
    1. DCUO Bloguide Post author

      Of course Nick, you can replace supercharge with minigun everytime your experience told you. We provide balanced guides so players can understand Power Advanced Mechanics but in some cases it isn’t enough so depending the situation players can edit their loadout to improvie survival, defense, or damage

  13. Lhoki

    Hi there I am using earth dps don’t get me wrong it’s strong as hell but very boring to use will munitions get me any where near the damage I can do with earth and is it more fun to play

    Reply
    1. DCUO Bloguide Post author

      Hello Lhoki, munitions is a great power. However, i consider earth more fun than muninitions because its AM depends on channeling powers which may get you interrupt specially in PVP instances.

    1. DCUO Bloguide Post author

      Munitions deals great damage. However, dealing great damage will be based on your statistics, experience, equipment, and more. I dislike munitions because you need to channel all powers from the rotation which let you open for interruption specially in PVP

  14. BigHal Jordan

    My Loadout: Railgun, Rocket Launcher, Shrapnel Grenade Launcher, BigGun, Splosion, and Killer Instinct

    Rotation: Splosion, Clip Killer Instinct, Railgun, Rocket Launcher, Shrapnel Grenade Launcher, Railgun, Rocket Launcher, Splosion, clip KI, continue with Railgun, Rocket Launcher, Shrapnel Grenade Launcher, Railgun, Rocket Launcher, Splosion.

    Use BigGun on adds without a supply drop or trinket. If on a boss use BigGun only with a supply drop and trinket.

    Reply
  15. Colton

    I’m new to the power set sitting at 66cr on Xbox and I run / killer instincts,50cal,chain gun,rockets,med PAC, sirvivle . But I never see ppl run the def skills is there a resion?

    Reply
    1. DCUO Bloguide Post author

      Hello Colton, defense skills are not needed for PVE instances because you must only focus on dealing the highest damage possible in a short time. However, some defense skills are great for PVP where you cant follow a rotation.

  16. Matthew Cohen

    HI

    I’m new to DCUO on xbox and went with muitions. Quick question on eye of the tiger. does activating killer instincts cause a failed power recovery or does it have no impact?

    My normal rotations is KI>50CAL>Rocket launcher>Rail gun>Repeat popping KI as soon as it’s off CD. Am I doing this correctly?

    Reply
    1. DCUO Bloguide Post author

      Hello Matthew thanks for your quesiton. Using Killer Instincts will activate Eye of The tiger (it is displayed as the red bandage in your head). Refreshing killer instincts once its cooldown is over wont affect your power recovery but itself does not restore its power consumption. The rotation you are doing it is done correctly 🙂

  17. Munitions Man

    Hi.
    I’ve been using this loadout since level 30 and I love it! It all ways seem to make me top DPS when playing with equal levels. However, someone recomended me to use Chain gun instead of minigun, what are the pros/cons about such a switch?

    Reply
    1. DCUO Bloguide Post author

      Hello Munitionsman, we try both Chaingun and Minigun so we realized that chaingun deals a little more damage than minigun but it last longer which is why Minigun is perfect for faster rotations

    2. Tyler

      Hey why dont u switch out your supercharge to rocket launcher it gives u a more frequent skill to use i can use rockets like 100 times before supercharge will have a charge ready? So why supercharge and not rockets instead?

    1. DCUO Bloguide Post author

      Hello James, check the rotation section where it is explained how to use this loadout

  18. Rambo85

    I found that eliminating burning from the load out and focusing on graviton interactions gives more damage and the loadout keeps the power meter full. Don’t have to wait on 50 cal. Trade out splosion for the shrapnel launcher.
    Killer instincts—rail guns—rocket launcher—shrapnel launcher—chain gun—mini gun

    Hit a practice dummy with this for duration of killer instincts (13 seconds) and check damage output.
    Compare it to your load out for same duration.
    I was surprised at my results in raids and duos. Supercharges and burning aren’t needed at all.

    Reply
    1. DCUO Bloguide Post author

      Thanks for Sharing Rambo, im sure this well let players try your way and choose it if they like 🙂

    1. DCUO Bloguide Post author

      Hello Dee Wallace, you should change your laodout according to the situation. If you have multiple armories you can use them to switch your loadout easily

    1. DCUO Bloguide Post author

      Hello KitKatMonster, munitions loadout and rotation changed a little. With latest update, Munitions Advanced Mechanics was improved so there is more viable to use superpowers after being interrupted without losing Bullet Frenzy mechanic 🙂

    1. DCUO Bloguide Post author

      Hello Slade Wilson, the red bandana and the green circle aura around your head means that bullet frenzy is active

    2. Slade Wilson

      How is that possible when the headband and green circle aura activates when you use Killer Instincts? Killer Instincts doesn’t activate Bullet Frenzy. I tried to activate Bullet Frenzy without using Killer Instincts and neither the headband nor green circle aura shower up. I tried it several times. Which makes me think that the headband and green circle aura are for Killer Instincts. To show one that the might boost and power regen is active.

    3. DCUO Bloguide Post author

      Hello Slade Wilson, you are correct Headband and green circle aura shows Eye of the Tiger buff. Bullet Frenzy AM activates after performing for 4 seconds or more abilities that can grant Bullet Frenzy. Once you keep using your superpowers you wont need to refresh Killer Instincts because having Bullet Frenzy active will also refresh Eye of the Tiger buff.

      There is no animation to indicate Bullet Frenzy is active. However, seeing Headband and green circle aura all the time is a good way to know you are doing it right

    1. Deathstroke

      Badass! Exactly what I was hoping for. 🙂

      What’s Munitions current standing, DPS wise? Is it suffering like Electricity or doing quite well?

    2. DCUO Bloguide Post author

      It is considered a great power. However, it is not at the top list for the moment

  19. Richard

    Can you explain what exactly the 4 seconds mean I feel like I’m not activating bullet frenzy, is it possible to use these powers too fast that it doesn’t activate bullet frenzy for example using rocket launcher 50 cal splosion rail guns and chain gun consecutively all within 4 seconds does that prevent billet frenzy from activating?

    Reply
    1. DCUO Bloguide Post author

      Hello Richard thanks for your comment. 4 seconds mean that you must let superpowers channeling go in order to deal damage and activate bullet frenzy. For example, if you use railguns (3 seconds channeling normal) – Five-Barrel Minigun (1 second channeling normal + 2 seconds channeling BULLET Frenzy) after that all damage will be enhanced by Bullet Frenzy.

      To activate Bullet Frenzy, you should make 4 fully seconds with 2 of the superpowers that grants Bullet Frenzy to then improve following superpowers damage. You need to use superpowers that grant Bullet Frenzy consecutively for 4 seconds in order to activate bullet frenzy, remember to let superpowers channeling and animations to go on or you wont be able to activate frenzy or deal any damage

  20. Enchanted_bread

    I don’t know what I’m doing wrong I recently switched from sorcery to munitions I knew I’d probably drop a bit as far as damage goes but I’m not even doing half of the damage I used to even though I have better gear and mods now then I did then. I was capable of soloing all the duos I didn’t even understand what soder colas were for since everything was dead before I ever even had the chance to pull the trigger and hit x… Please help me out here I’m using the rotation I’m getting all the power back so I know advance mechanics is activated but there has to be something I’m missing, or did I just make a huge mistake picking up this power?

    Reply
    1. DCUO Bloguide Post author

      Hello Enchanted thanks for your comment. For what we heard Sorcery is doing greater damage than munitions. Power back mechanic is one thing and BULLET Frenzy mechanics another. You need to let full superpower channeling to run for 4 seconds in order to activate bullet frenzy so your damage will be increased

  21. TheBarackinator

    What movement power do you recommend for the munitions Loadout? Was thinking of using aerobatics cause it’s a balanced movement power. What movement power do you use personally?

    Reply
    1. DCUO Bloguide Post author

      Hello Barackinator, thanks for your comment. I personally use flight movements because i only need to point the direction i want to go and then press autopilot key 🙂

  22. AH

    Hello,
    first of all I wanted to thank you for the great job you’re doing on this blog,it helped me a lot to comprehend some mechanic of the game i had no idea.
    To my question,why .50 Cal is so useful?I can see it does a high damage,but is easily interruptible and it does a single damage,while other powers like Missile Launcher or Minigun does more tick that can easily crit,reaching if not surpassing the 50.cal
    i’m a cr 110 with 7818 might and 57 sp (still low,working on it)
    Loadout is killer instinct,missile launcher,shrapnel grenade,.50 cal,minigun,biggun (i don’t use splosion ’cause going melee in high tiers lend to kill anything is not a tank),mostly because i created a warfare-themed character and i love the smell of gunpowder and shrapnel XD
    .50 cal hit on a 126 dummy for about 2500,crit for 3500/4000
    Missile launcher hit for about 650 and crit for about 1200 x4 hit (each with a crit chance)
    shrapnel grenade hit about for 1500 and crit for about 2600 x2
    minigun hit for about 650 and crit for 1200 x5
    If .50 cal is interrupted,i wasted a full attack since it start to deal damage after the casting,if another power is interrupted it at least deal the initial damage (a low damage is better than 0 damage)
    Can you explain me why .50 cal is a must have and it cannot be changed with another multi hit power like railguns or chain gun?

    Reply
    1. DCUO Bloguide Post author

      Hello AH, .50 cal deals great damage and it is great for timing. You can change with railguns or chain gun if you want. However, we will check more about this idea of yours when we update this guide if needed

  23. Frank

    Hello. This is my first time posting however I have been using your guides religiously. I just recently started playing and have yet to reach level 30 due to the fact that I am trying all of the powers and both factions getting a feel for what I enjoy (which is hard because literally EVERYTHING is fun to play). I do believe that I have found my niche with Munitions. My question now is this… Do you recommend the DPS guides for soloing, in particular Munitions, or are there some modifications I should make? Also, should I level up as DPS and switch to troll only after 30 or can I level as a troll? Thanks again for your guides.

    Reply
    1. DCUO Bloguide Post author

      Hello Frank thanks for your question, we are glad our guides have helped you. Our guides are oriented to be helpful in every situation (melee, midrange or range). However, when you become more experienced with your power, you will notice that some changes can improve your game.

      I personally recommend to raise Combat rating to maximun in DPS Role, THEN at maximun you can be both roles with an additional armory 🙂

    2. Frank

      Ahh ok. The only issue I have with that is that I won’t truly start learning the role until I’m capped. How forgiving is the community on that? I understand that every game has its elitists but is this community a bit more friendly on average? As I stated, I just started playing and haven’t really had any interactions with others as of yet.

    3. DCUO Bloguide Post author

      Hello Frank, dont worry about other people think and just learn on the road. That is what all people did also try to find a good league so you can ask them if you have any question. There are tons of leagues willing to help players

  24. RougeStar

    Hi guys just out of curiosity wouldn’t it be more beneficial to use. killer Instincs, 50 Cal, then rail gun to. Graviton charge and burn enimeies then splosion or rocket launcher? To inflicte extra damage.

    Reply
    1. DCUO Bloguide Post author

      Hello RougeStar, thanks for your comment. It is correct that you will get extra damage with burning interaction. However, once your AM is active, Burning interaction will be override so activating AM as fast as you can is the best way to deal damage.

  25. chessguy4you

    I have 236sp also for better idea of my dps comparison..sorry for my choppy post..and thx in advance for all the awesome info

    Reply
    1. DCUO Bloguide Post author

      We are glad our guides help you chessguy. 236 SKILL points is great for dps but as i said before it is hard for me to tell about damage dealt 🙁

  26. chessguy4you

    This rotation has an equally 148cr synthetic modded sorcery dps out dpsing me by 1mill to my fully level 7 modded 600k n HL doing equal damage in duos….sooo munitions HL and electric are the lowest dps powers now?

    Reply
    1. DCUO Bloguide Post author

      Hello Chess, thanks for your comment. It is hard to say a power is low at dps because dealing damage depends on too many aspects. Munitions is considered one of the best dps ingame. Maybe your teammates had more skill points or they were using potions

  27. Michael sinclair

    Hi haven’t posted on here before but would like to know whats the damage on the rotation per 30 secs. my rotation is killer instincts( keep alive), then chain gun, five barrel, particle gun, rocket launcher with now and again big gun. I can get around 275k in 30 secs. I know theres more powerful rotation. just getting sick of people telling me im not doing enough damage even though ive done things before and especially since I never aim to be top dps just want to be in top 3 of raids be one that can depend on.

    Reply
    1. DCUO Bloguide Post author

      Hello Michael, thanks for your comment. Your loadout seems to have superpowers with long animations and maybe this is affecting your DPS. Chain gun, Rocket Launcher, and particle gun have longer animations than most of others superpowers in this recommended build. We try to provide the most recommended builds but we have not records of how much damage they do in 30 seconds because that amount will be different depending gear, sp, cr, and target

  28. Universal Wrath

    On ps3 my munitions loadout was good it worked exactly how i wanted it to but all of a sudden killer instincts does not work my character does that yelling animation but the headband and power does not show or work. How can i fix this bug because i really need killer instincts pleade help as i dont feel like playing with this bug?

    Reply
    1. DCUO Bloguide Post author

      Hello Universal, with GU51 all powers in DCUO received from their Advanced mechanics a power over time refund instead of instant power refund. Munitions was one of the latest power to be update to this mechanic.

      Killer instinct works exactly as before but you dont get instant refund but power over time refund now. Maybe that is what it seems to be bugged but it is the new way Advanced Mechanics work

  29. Buisness Rock

    I was reading all the comments and that sorta changed it, but in situations where Splosion isn’t as good, like a raid or so, wouldn’t it be better to swap it with a different power like Rocket Launcher,Chain gun or Particle Gun?

    Reply
    1. DCUO Bloguide Post author

      Hello Buisness Rock, this build allows you to be great at Melee and Range situation. Replacing Splosion wont have any effect because you only need 3 superpowers to activate Advanced Mechanics so having a Fourth one in the rotation wont make a difference but having the chance to use Splosion when you see an opportunity is the best way to go 🙂

    1. DCUO Bloguide Post author

      Hello Mentalizei, we havent tried GU51 yet. When Game Update is online we will update all guides needed 🙁

  30. Arna

    My next question is a little off topic, but, how do I change my avatar that appears when I comment? The pink star thing doesn’t really appeal, haha.

    Reply
  31. Arna

    Hey! I was wondering if you know any improvements to this loadout?, and I was meaning to ask how you in particular, use this loadout. I like to get first hand information from you guys to get the best rotation/loadout possible!

    — Arna.

    Reply
    1. DCUO Bloguide Post author

      Hello Arna, maybe with GU51 this build may change. However, if you want to know more about munitions dps check comments too, some players shaare their experience there ::)

  32. Russell Jackman

    I’ve been noticing something with my Munitions build, specifically the power return. It seems like it’s not quite 100%, ie if I keep chaining powers together, keeping the AM going, I slowly but steadily lose power. I’ve tested it pretty thoroughly, using the build suggested above. Initial cost of Killer Instincts, then blazing away, no interupts, nothing to stop my rotation, and within about 15 second I’ve bled half my power bar away from incomplete power return. The worst is .50cal, which does a big power dip, then returns a decent amount… but not the full cost.

    Is this intentional in the design, or am I just glitched somehow?

    Reply
    1. DCUO Bloguide Post author

      Hello Russell, it seems that all powers wont refund full power and with latest revisions powers are getting a power over time buff instead of instant refund so maybe in the future quantum and munitions will get these change also. It appears that DCUO Devs are trying to balance the game with power over time Advanced Mechanics

    2. Russell Jackman

      I see. Thank you for the reply.

      I guess that means that Munitions just isn’t as good as the powers with better power return mechanics, like Ice’s power regen, HL’s “cast once, combo forever”, and Quantum and Mental’s 100% refund. Hard to be DPS if you’re out of power, and those AM hardly ever run out of power, whereas Munitions runs itself dry just by using the AM.

    3. DCUO Bloguide Post author

      Munitions is considered one of the most powerful DPS ingame now. In raids and alerts, you dont have to worry about power because controller will pot you. I believe in the future all powers will have power regeneration buff instead of instant power refund.

    4. Terry

      I have no problems what so ever with the power return. Maybe your stats perhaps. My power bar barely drops and if it does by time I finish my rotation it’s full again. Only time I lose it is if I am interrupted. I can go full alerts and raids with a troll or sodas. The main reason I like munitions.

  33. Dexter

    Hey I’m not technically new to this website but I just haven’t posted until now. Can you explain why
    1. Biggun is used over Mounted turrent
    2.why I should use railgun with other powers such as 50 cal if railgun doesn’t syc (at least based on its power interaction ) .
    If you could elaborate I would be most grateful. Thank you.

    Reply
    1. DCUO Bloguide Post author

      Hello Dexter, it is nice to have your comment in our guide 🙂

      * Biggun deals greater damage than Mounted Turret, reaching almost 100K damage when used against multiple enemies.
      * Railgun is recommended because its animation and damage are faster and stronger than Shrapnel Grenade Launcher or Chain Gun. Once AM power interation is active, burning interaction is override so using fast superpowers will activate Munitions AM faster

      Hope this answer your questions 🙂

  34. Enrique Arroyo

    Hey quick question do we absolutely need Critical Weapon Attack chance from gear mod our can we just put a might 7 in since we dont use weapons at all. I’m 126CR 116 sp and I out dps always number 1 with my own loadout just can’t decide on my chest mod.

    Reply
    1. DCUO Bloguide Post author

      Hello Enrique, thanks for your question. It is recommended that you unlock socket bonus of your armor if your skill points are not enough to unlock all Critical Attack Chance statistics of weapon trees. However, if you consider that your DPS has great critical chances, then you should not worry about Socket bonus from armor.

      Plus if you dont use Weapon Attacks often, because you use only AM for dps then using that Might 7 will be great 🙂

  35. Tim Stuttard

    Hi
    Just building a Munitions toon and been using your DPS build,I normally follow builds on the blog and try adapting them myself..This build i haven’t really had too.
    Well done and thanks..AWESOME.
    First time i have posted on a DCUO site,with this build i had to.
    Was a bit squishy at first like most power’s,but she is coming into her own now at level 59 🙂

    Tim

    Reply
    1. DCUO Bloguide Post author

      Thank you so much Tim Stuttard for your comment. We are happy to know that our guides help you start with your characters and then you improve it with your own experience, that is the main reason we share these guides with our community.

      It is also nice to know that our current loadout fill the your expectations which means that we made a great research for selecting this recommended build and loadout 🙂

      Nice to see you here for the first time and we hope to see you constantly 🙂

  36. Tam_

    Hello, DCUOblogguide. I have always looked to your site for great loadouts, tips, along with briefings, investigation, and collection locations. You are very helpful, and update your guides in good time.

    Anyway, on to the main matter. I believe, I have found by far, the best loadour so far; I’ve done a few calculations, and whatnot to ensure this. I obviously will not urge you to read the claculations, but you may, if it will better help with authenticating my results. But you don’t have to, as it is very long and boring, lol.
    Here is how to calculate it. Count the hits, the average base damage (on second rotation for this power) and also the average crit damage. Now, when you do this, you can see which superpower is more efficient, by the sum of time/hits*average base damage (and average critical damage).

    *(You may skip all the way to the bottom if you don’t wish to read the calculations to just get the loadout)*

    – Particle Gun (3 hits) is a very good, and fast move. (Base damage (BD) on second rotation is 3200-4300. By adding these two and dividing by two, you get the average base damage (ABD), which is 3750. Now, by multiplying the average by the number of hits, you get the total base damage (TBD) it does, which is “11,250”. The critical damage (CD) can range from 7900-8500. By doing the same method as before, the average critical damage (ACD) is 8200; 8200 x 3 = “24,600”. This is the total critical damage (TCD). I will use this calculation in short-hand form to save you from reading that again).

    – Chaingun (3 Hits) is fast and strong. (BD is 3500-4100. ABD = (3500+4100)/2 = 3850. TBD = 3850 x 3 = “11,550” — CD is 7800-8500. ACD = (7800+8500)/2 = 8150. TCD = 8150 x 3 = “24,450”).

    – Rocket Launcher (4 hits) is okay, but low base damage and critical hits. (BD is 2200-2700. ABD = (2200+2700)/2 = 2450. TBD = 2450 x 4 = “9800” — CD is 5000-5300. ACD = (5000+5300)/2 = 5150. TCD = 5150 x 4 = “20,600”).

    – Five-barrel Minigun (5 hits) lot of hits, good numbers, but the animation is too long. (BD is 2500-2800. ABD = (2500-2800)/2 = 2650. TBD = 2650 x 5 = “13,250” — CD is 5000-5400. ACD = (5000+5400)/2 = 5200. TCD = 5200 x 5= “26,000”).

    What we can from the TBD and TCD of Five-barrel Minigun (MG) and Chain Gun (CG) may make it seem like MG is better, but you have to remember that CG is only 3 hits and is faster. If you continuously kept doing only CG alongside someone else using only MG, you can see that by the time MG’s animation finishes, you can already be on your next CG animation.

    So, what do we take from this?
    This loadout: Railgun > Particle Gun > 50-Cal > Chain Gun > Killer Instincts > Big Gun

    ***Important variation for close range, is to swap Chain Gun with ‘Splosion.***

    Tip: Use Killer Instincts whenever ready.

    Where to put power points? Killer Instincts, 50-Cal, Chain Gun, Splosion and Big Gun.

    You can try this, and see for yourself. And many, many apologies for the huge comment, I thought I would share my knowledge to better help fellow Munition-users out there, and improve your already great loadout, that is, if you find my findings helpful.

    Reply
    1. DCUO Bloguide Post author

      Hello Tam thanks for sharing this amazing explanation of Munitions DPS. We are glad you take the time to test this and share your thoughts in this guide. However, if you already have Particle Gun why having also Chain Gun; remember that Munitions AM only needs 3 superpowers to fully work so having 4 superpowers wont do any difference.

      We try to recommend a viable loadout for Range and melee situations at the same time. But your loadout seems to be great and the numbers you explained here are great also 🙂 It is nice to see your loadout used in a more experienced way and im sure other players will try yours and see great DPS numbers 🙂

    2. Tam_

      Why? Because Chain Gun will do extra damage after the burning is caused by 50-Cal. You are able to use 4 powers and still have successful power refund. I honestly have never been beat in damage with this loadout. You ask why do 4 powers, when you could easily do 3? Just because it adds insane damage to the ranged rotation, to say that it lasts for hardly 1 second, and can net up to 25k every rotation. Not to mention, it counts as a successful headband refresh, and power refund during the rotation.

      But, overall, my loadout has never let me down; even without the use of Big Gun supercharge. I would like you to at least try my loadout, if that would be okay.

    3. DCUO Bloguide Post author

      Hello Tam_, we just tried your loadout and it deals great damage and your explanation makes a lot sense 🙂 Thanks for sharing this great loadout with the guide.

  37. superflyjones

    Great guide, it fits my play style. Still trying to master the AM but I love it.

    Just one question: is machine gun better than 5 barrel minigun? I tried to test on ps4 but they seem about even from what I can tell. I ask because I see a lot of people use machinep gun, instead of minigun or they use both.

    Reply
    1. DCUO Bloguide Post author

      Hello Super, thanks for your comment and support 🙂
      I believe using Chain Gun or Five-Barrel Minigun is more about your playstyle. Munitions Advanced Mechanics have multiple ways for being activated so you can play the way described in this guide or use others superpowers that also activate Bullet Frenzy. In our Testing and our community suggestion, using Railguns, Five-Barrel Minigun, and 50 Cal is a really great way for activating Bullet Frenzy. Maybe they prefer using Chain Gun instead of Railguns for animation or to get benefit from Burning interaction which after activating Bullet Frenzy, burning interaction become useless

  38. Velvu

    This build works well for me. Because I have only one armory I made a few changes that I can be more suited in situations in PUG’s where troll is needed. What I’ve made was activating Sharpnel Grenade Launcher and skipping ‘Splosion tree. This way I got points to put in Reload and Active Protection System.

    Reply
    1. DCUO Bloguide Post author

      Hello Velvu, thanks for sharing your experience with munitions in this guide. Sometimes it is good to change to controller and give some POT to your allies. Im sure this will give others a nice idea of being DPS and Troll according to the situation

  39. Askarobla

    Hello, Nice guide, but somethings wrong. Shrapnel has one of the lowest effective DPS output from all the power set. Chaingun does it better, minigun does it better, even cgl is better. The description of the spell should say ”change me unluckily i was pre nerfed with my bro 50 cal”
    The best dmg i done in raid was with railgun minigun rocket splosion and cgl clipped with killer instinct and use whats needed in some situations, switching from mid range to close sometimes. Dont forger with this power the closest you are the biggest dmg you’ll done so full range is a big loss if DPS.

    I didnt really saw the difference beetween graviton and burning dmg, someone put the idea that’s useless to PI if there is a use if AM. I tend to believe him by experience and with combat analyzer, the difference is very very small.

    Reply
    1. DCUO Bloguide Post author

      Hello Askarobla, thanks for your comment and suggestion. We are currently working on an update for Munitions DPS. We are glad to received experienced comments as yours so our guides can be improved 🙂

    2. Askarobla

      Oh my i’m sorry for that but i thought my build could be the best and connot be improved. But i was so wrong and i improved it very well ! I stop using Shrapnel Grenade Launcher, and reopen my mind for 50 cal and fine one and only one situation where 50cal is awesome : clip 50cal with splotion. Try it and you’ll see big big numbers. For gain the am you need 4 second at least for make big dmg from 50cal cliped splotion, so you can chose everything but i found Railguns with Five-Barrel Minigun more usefull in all situations (st and aoe)
      One advice more, dont clip too much… If you clip you going to loose the am so make sure you make 4 fully seconds with your 2 first attacks for maximise your 3rd and 4th attack dmg. I chose Railguns and Five-Barrel Minigun for that reason, without cliping they fit perfectly, so 50 Cal and splotion can be devastatating easily.

    3. DCUO Bloguide Post author

      Hello Askarobla, thanks for sharing your experience. We have tested the same loadout and as you say this is one of the most powerful loadout Munitions can have. We just update this guide with all players advice and we are glad to receive your feedback so this guide can be improved 🙂

    4. xibo

      Yes, but we need to understand that when you apply the rotation for the second time you lose the cooldown. Would be good if after 50cal + Splosion, come back to railgun + 5 barrel only.

  40. Osama's mama drama from a llama Obama

    Since Munitions relies on one’s superpowers and not a weapon mastery combo. It really doesn’t matter what weapon you choose right?
    I want to use the staff but it’s mostly a melee weapon and I want to use the range loadout for Munitions.

    Reply
    1. DCUO Bloguide Post author

      Hello Osama, you are right, with Munitions you dont need to use weapon mastery combos. However, for PVP, solos, duos, or missions weapon mastery combos are very helpful if you are constantly getting knocked out

  41. General Hal

    Been testing this powerset out now for a few days.

    Loadout: Killer Instinct, 50 Cal, Mini Gun, Rail Gun, Rocket Launcher, and Big Gun

    Rotation: Killer Instinct (keep active at all times), 50 Cal, Mini Gun, Rail Gun, Rocket Launcher

    Normally you can get 2 rotation off before Killer Instinct is available for use.

    50 Cal hit on average 17-20K, Mini Gun hits are on average 2-6K, Rail Gun hits are on average 3-8K, and Rocket Launch hits are on average 1.7-5K.

    I sometimes swap Big Gun for the 25% SC; I do this on bosses as Big Gun damage is ok but for the time it takes to recharge you can get more damage out using the other SC.

    I can keep up or surpass Quantum with this loadout. I keep up with a Quantum 114 DPS that had 2K more might than me in LAB with this rotation.

    This rotation is a add killer as well. Ran ICW and it took 10 minutes to complete due to how fast adds were being killed.

    I questioned this powerset at first but after playing it now for almost a full week, it is by far my most favorite power. It is not boring in the least bit.

    Reply
    1. DCUO Bloguide Post author

      Thanks General Hal, we appreciate your loadout being shared in this guide. We will test it and check it so we can update this guide with also others opinions here 🙂

  42. Codahbear47

    I use railguns instead of shrapnel or splosion. Even without advanced mechanics damage boost, railguns out damages and has better range than the alternatives. Granted I can see changing to either splosion or shrapnel grenade launcher when railguns gets nerfed but, why not use that particular power when it’s kind of broken?

    Reply
    1. DCUO Bloguide Post author

      Hello Codahbeard, thanks for the suggestion. We recommend Splosion for melee situations it deals heavy instant damage and it is not vulnerable to interrupt so it is great for solo, missions, and even some alerts.

      We are still testing better builds and loadouts so we can update this guide. Thats why all comments we receive we tested so in the future Munitions have a great guide 🙂

  43. Allan

    Thanks for the loadout. Pretty similar to the one I initially came up with, but I’ve been trying different combinations since then. A few questions. Why no mini-nuke? Do you think one could benefit from having Shrapnel Grenade a Launcher and ‘Splosion in the same loadout? Thanks in advance for your answer, and for creating these power guides.

    Reply
    1. DCUO Bloguide Post author

      Hello Allan, you are right there is no need to have more than 3 powers that activates the Advanced Mechanics, so you can have mininuke instead of one of then. However, this guide let players use their armory to unlock Shrapnel Grenade Launcher or Splosion.

      I think having Shrapnel Grenade Launcher or Splosion should be used depending the situation. But if you want to have them both on your loadout you should avoid unlocking 50 Cal so you dont sacrifice a DPS Iconic buff

      Hope this answer your questions and thanks for your support, we are glad to be helpful 🙂

  44. JohnRambo

    Hi there i have some questions to ask.
    Can i use mounted turret instead of Biggun?
    And my loadout is Killer Instincts, Chain Grenade Launcher, Railguns, Five Barrel Minigun, Shrapnel Grenade Launcher and Mounted Turret. Is it good the loadout or i must change something? I would like your opinion about my loadout. Thanks for your time!!! And you have awsome bloguide!

    Reply
    1. DCUO Bloguide Post author

      Hello JohnRambo, thanks for your comment. Biggun deals greater damage than Mounted Turret, reaching almost 100K damage with CR 114. I would recommend you to change Chain Grenade Launcher with 50 Cal so you get benefit from Advanced Mechanics and also Burn your enemies.

      Hope this answers your questions and thanks for your support

  45. GhostKiller_4180

    Hey!
    Ive been dying to make a munition DPS but see i have a bit of a problems guys, look guys i use a lot of your load outs and their amazing but i would like to know whats a great primary weapon for this?

    Reply
    1. DCUO Bloguide Post author

      Hello Ghostkiller, thanks for your comment and support 🙂
      Munitions is mostly about using your superpowers to inflict heavy might damage with advanced mechanics. However, for a weapon i personally use Dual Wield for the fast hit counter increase but Rifle can be great too because it also let you increase hit counter fast and recover power and rifle’s combos help you move Front and Back so in hard times it could be helpful to get far away from enemies.

      In my opinion, Munitions deals heavy damage but you need a weapon capable of increase hit counter so you recover power fast to keep using your advanced mechanics

    1. DCUO Bloguide Post author

      Hello Cj, thanks for your comment. Weakening field only works on enemy players so unless you PVP in WORLD ZONE that wont help at all to your DPS 🙁

  46. Black Wulf

    I have a few questions…first, do we know which does more damage, burning or gravaton charge…..second, it seems like ‘splosion works a lot like gadgets EMP(pop a a few powers, hit emp after for massive damage) do we know if shrapnel grenade launcher does the same thing?
    You guys are great and well in the know of the game, the time and effort you all put into this site is awesome. Thank you guys for everything and please keep up the good work. I look forward to reading the control guide for this power.

    Reply
    1. DCUO Bloguide Post author

      Hello Black Wulf, we already have a complete Graviton Charged loadout being tested. Splosion deals greater damage than Shrapnel Grenade Launcher but it has a very low range so it is only recommended for melee loadouts.
      We will update this guide as soon as we find a better one, we are currently testing it in high level content.7

      Thanks for your support and we are glad to provide you the best information to all of our readers 🙂

  47. The Wannabe Newbie

    Ok I have a few questions and 1 suggestion

    Why continue the rotation without 50 cal when it’s the highest damaging move in the loadout?

    Rocket seems like one of the lowest damaging moves in th guts tree so why use it instead of something like chain gun?

    Is the robot sidekick useless for munitions?

    Suggestion:Take rocket launcher out and replace with robot

    Rotation:
    Killer Instincts (1)
    50 Cal.(2)
    Shrapnel Grenade Laucher(3)
    Five Barrel Minigun(4)
    Repeat main rotation without killer instinct until cooldown

    Reply
    1. DCUO Bloguide Post author

      Thanks The Wannabe Newbie for your suggestion, we created this guide according to our brief experience in Munitions and some running in Raids. We will be glad having players like you sharing your experience with us so we can test your loadouts and prepared a better Munitions DPS Guide in the future that has all players experience 🙂

      Robot Sidekick fits great in the munitions Loadout. However, we are trying to promote a guide where can be great at melee and range situations and also having 2 power points for DPS Iconics critical damage improvement. Also in T6 Content, Robot doesnt last long because it gets continuously killed by adds so some players prefer avoiding Robot in their loadouts.

      Personally i think robot is deals good damage over time but it will be a personal choice for players to do

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