So, my current munitions character has reached level 19 but he dies a lot just because he has little surviviability and if any other mobs are pulled 99% of the time im going down at somepoint unless I try and run.
I'm looking for survivability here and something that will help him take on multiple mobs with ease.
Heres the current build:
Build by championBuilder 0.2.4Download this Build here.anon: Level 40 ChampionSuperstats:Level 5: Super DexterityLevel 13: Super EgoPowers:Level 1: Gun SlingerLevel 1: Two-Gun MojoLevel 5: Assault RifleLevel 5: AcrobaticsLevel 8: Holdout PistolLevel 11: Frag GrenadeLevel 14: RocketLevel 17: Killer InstinctLevel 20: Level 23: Level 26: Level 29: Level 32: Level 35: Level 35: Level 38: Talents:Level 1: Quick TriggerLevel 6: DaredevilLevel 9: TirelessLevel 12: Jack Of All TradesLevel 15: ShooterLevel 18: IndomitableLevel 21:
Comments
I would go with something like this as a base
Build by championBuilder 0.2.4
Download this Build here.
: Level 40 Champion
Superstats:
Level 5: Super Dexterity
Level 13: Super Ego
Powers:
Level 1: Gun Slinger
Level 1: Assault Rifle -- Mow 'Em Down
Level 5: Killer Instinct
Level 5: Acrobatics
Level 8: Mini Mines -- Wall Of Fire, Rank 2
Level 11: Regeneration
Level 14:
Level 17:
Level 20:
Level 23:
Level 26:
Level 29:
Level 32:
Level 35:
Level 35:
Level 38:
Talents:
Level 1: Quick Trigger
Level 6: Agile
Level 9: Indomitable
Level 12: Acrobat
Level 15: Shooter
Level 18: Ascetic
Level 21:
Minimines are still a bit OP, but I wouldnt expect them to be the end-all-be-all of munitions forever.
Though with today's patch, TK shield would probably be a better pick up than the force one right now.
Yeah I have tried TK shield it works wonders. Good solid build. Thanks for the help guys.
Superstats:
Level 5: Super Constitution
Level 13: Super Dexterity
Powers:
Level 1: Gun Slinger
Level 1: Two-Gun Mojo -- Rank 2, Close The Gap, Accelerated Metabolism
Level 5: Killer Instinct
Level 5: Teleport -- Rank 2, Rank 3
Level 8: Regeneration -- Rank 2, Rank 3
Level 11: Mini Mines -- Wall Of Fire, Rank 2
Level 14: Assault Rifle -- Mow 'Em Down
Level 17: Force Shield -- Rank 2, Rank 3, Force Sheath
Level 20: Shotgun Blast -- Breaching Round, Rank 2
Level 23: Resurgence
Level 26: Condemn -- Redemption Denied, Rank 2
Level 29: Breakaway Shot -- Rank 2
Level 32: Lock And Load -- Rank 2, Rank 3
Level 35: Focus Of The Unleashed Tempest
Level 35: Flight
Level 38: Rebirth
Talents:
Level 1: Quick Trigger
Level 6: Shooter
Level 9: Accurate
Level 12: Daredevil
Level 15: Sniper Training
Level 18: Agile
Level 21: Indomitable
Heres what I have been using, and finally just died on my first attempt (solo) on powned after the mini mine nerf. I think the only reason I died was because I really wasn't prepared for the damage and holds, and promptly marched right back in and dropped him after knowing what to expect.
Why you might ask?
Cone damage, vs single target damage and since your power builder has a 50' range, the SMG is automatically in range. Later pick up the gat for ranged cylinder damage so you have a long range group killer too.
Next, defenses!
Sure regeneration is nice, but if you never think to block, it never comes into play. If you want a good semi-passive/semi-active defense get Personal Protection Field and rank it up to Rank 3, (as soon as you can.)
It always reduced damage until the field is worn down, and when coupled with a block power it -radically- cuts down on you damage taken when in block mode. (Best of all its 360 degrees of protection, vs just front.)
M.
mainly cause I find in munitions I run out of energy and than have to either block or use gunslinger to build up, and force block is way the heck faster.
but yeah a block + passive helps a ton, provided you do block whenever you are not attacking and when you see a charge up attack.
I tend to start combat blocking for the energy gen/aggro alpha strike than go mini-mines > block >sonic device+lead tempest/ AR and rarely die.. but MA npcs can hurt vs. regen