I have a 170+ gadget, a new 150+ mental, and an old 150 munition DPS. I have been using all three alot recently and there are some major discrepancies. Gadget and Mental are the most alike, in that you have you use powers to build up the damage on your final power. But I consider Munitions to be alot like Gadget/Mental also because you have to initiatie your advanced mechanics with a power and it stays active as long as you are doing your AM. - First problem is Gadget seems to have gotten the shaft on its AM trigger and its grace period. It does not feel like it lasts the same amount of time as the mental or gadget AM triggers. Battle Display, Psychic Resonance, (Eye of the Tiger, two dif powers for munitions). PE seems like it stays up the easiest. I can move a little bit and lunge and never drop my AM. When I go back to gadget and try the same thing I suffer alot of power drains because the AM fades. Eye of the Tiger on munitions seems to be just as good as PE on mental. Its pretty easy to keep it up but I have noticed the longer it stays up the faster it decays when you do have long pauses. Battle Display needs .5 to 1 second added on to its duration in between rotations. -Speaking of AM triggers like the above. Battle Display = heals, Psychic Resonance = heals, Eye of the Tiger = nothing......... why???? One of the two powers that grants Eye is a detaunt and damage "absorber". Nowhere near as helpful as the small heals the other AM Triggers provide. -Second problem... Munitions has like 6 powers it can run for its AM and 4/6 are vulnerable to interrupts. What that means is that whenever you use your AM everything in range is going to be lunging you. Unless your with a tank there is probably very little chance you will finish 1 rotation cleanly anywhere in the game. Some of the moves say the stun but very few and after they recover they are all over you. My mental is same CR as my munition and they have VERY different experiences going through the same stuff. The mental character keeps everything stunned and immobile even as a dps, no sp into dominance. Gadget seems to do an equally good job at keeping enemies stunned/juggled. Munitions rotations dont do jack. I am either getting beat to death or interrupted the whole time im trying to run my rotations. Munitions says the damage bonus doesnt kick in until you have done AM moves for 2-4 seconds and or something else. What happens when you get knocked down? Does that force you to start all over. Gadget seems like it can keep its AM up and still do big damage with the last hit. I have tried to watch for that on my mental but I havent been able to notice if its final hit is impacted from being knocked down. Munition has no big hit at the end so its hard to tell. -Third problem... Munition has some CRAP power generation from its AM. If anything it should have the strongest since 4/6 of its moves are vulnerable to interrupts which means you are picking yourself up off the ground half the time. But even if you could run your rotations endlessly you lose more power than you gain back. Gadget and Mental do a pretty good job of being 100% effecient. ========================== I know this is all pretty pointless to discuss because statsmatter will change how the game works but this stuff is bugging the crap out of me. Out of those 3 powers in DPS role it would go Mental > Gadget > Munitions. I cant really compare damage being done but Mental looks to be every bit of strong as gadgets but it has a better AM Trigger. Gadget has the worst AM Trigger out of the 3 but it seems like it has the better/best damage of the 3(it gets to double tap its really strong power move by using a shortcut). Munitions I really cant tell how it fares damage wise, it has a great AM Trigger(although no healing effect), but the vulnerability of its moves is a major weakness compared to the other 2. I dont know who thought it was a good idea to have pop ups and push back effects with powers but those really suck. All three of these powers suffer immensely from push back especially. Not only is it annoying for you to have to deal with scattering and spreaking enemies apart or away from you but its also probably even more annoying for anyone you run with. I dont understand what positive this does for the game.
In response to the first problem. Yes. Gadgets has a Shorter duration, but Gadgets gets power regeneration for shortcuts like Distract and Stealth. Mental on the other hand; doesn't get any power-regeneration for using shortcuts like Grandeur. In response to the second problem. That's gonna be moot. Battle display is just a precision buff on test, and it doesn't heal you. And for Mental; Psychic resonance doesn't exist anymore. You clearly haven't used Munitions, I can tell you that much. When you get interrupted yeah you spend some power breaking out, but it's not a big issue. You can just break out and continue doing damage as you would with Gadgets and Mental. Keep in mind; Munitions has a Mobile AM(Constant channeling damage) while Gadgets and Mental are big-boom AMs(Most damage comes from EMP, and Mass Terror) I've finished many a rotations with Munitions just fine on live and on test; Mind telling me what build and what rotations your using? FYI: Don't spec into dominance as a DPS, it's worthless on live right now. Munitions power regeneration is actually one of the best in game. You want bad power regeneration? Go try Fire(Mobile AM) and come back to Munitions I'll be waiting. Your gadgets toon is also CR 170+ while your Munitions and Mental toon are CR150. That's skewed results since your gadgets toon will benefit from CR differential.
wait what ?powers in dcuo have major discrepancies? PS: wow and u didnt even mention the controller SC shield discrepancies between those 3 powers yet
Yeah, but it's actually somewhat harder to maintain and keep it going versus munitions. I'm not even gonna speak on just how annoying FB is to pull off.
Going out on a stick here, but I don't think you understand how to dps with any of these powers. First your comparing three different powers. Why? Do they all need to be the same? Not all, but most powers in this game have a mirror or sister that is similar. Gadgets/mental is a fine comparison, but it's hard to throw munitions in there. It plays nothing like these powers. Munitions mirror AM is ice. They are both mobile dps. Kind of like earth and sorcery. Not that these powers are the same just similar. You should never have issues as a munitions dps using AM, ever. If your running solos or feel you are being lunged alot, bring the robot sidekick and leave big gun. That will help some. I'm not really sure what your issue is with either mental or gadgets. Both can put out massive damage and top the boards. Very confused by this post.
fire is doable, not great. if you are in a wild firefight and cant see the blue flame on your head forget it. nature power regen sucks balls
Op if u think munitions has crappy power regen then u are doing something wrong. I play the power. Its actually my favorite power for awhile now. And i very very rarely run out of power. And IIRC there are more then 6 powers that can be used for the AM. Rail guns, rockets, sposion, 50 cal, shrapnel grenade, the mini gun one (forget the name), the 1 where its like a M-50 and u hold the bullets in the other hand (forget the name of that too lol). Thats 7 i just named and pretty sure there is 1 more, i would have to go look. I see so many munitions players doing things wrong as far as rotation. Well i shouldnt say wrong, more like not optimal. Oh i think particle gun is in the AM too. So thats 8 powers. Biggun is part of it too as using it keeps bullet frenzy going even tho its a supercharge. At least i think it does. I havent read the descriptions in a while. Munitions is also pretty damn strong these days as far as dps goes. Dominance means nothing in dps role. Literally 0, nada, nothing. And anyone who tells ya it does is not being truthful. Also rail guns knocks back enemies as u start the rotation. 50 cal knocks them down. So some of the powers do cause the enemies to be incapacitated. 50 cal also does a pretty big hit if u use it in the rotation. And again there is no problem with the power regen. None. I dont mean to be rude but if u wanna do comparisons between powers at least know what u are talking about and make sure u are doing things correctly with each power If u need help with a munitions rotation feel free to send me a PM on here.
Every power is different. What's your point? Wh don't you try a power that isn't flavor of the month and make the same post comparing some of them to elec or nature. All three powers perform wonderfully and this post is basically saying "I don't understand why the most OP powers aren't more OP, what gives?"
I have both gadgets and mental. You could have the same physical rotation (standart 2 EMP/MT or 3 EMP/MT) but I can't stress enough how much faster mental is. I don't even know how munitions got in the mix but with munitions... well... Big Gun. Lastly, I'm guessing you haven't had the chance when Mental/Gadgets revamp was still up on test. Like, if you wanted to talk about power back well then, there's nothing to talk about.
These three powers are different but some things should be a hell of a lot more uniform between them. Gadget gets to use a shortcut for its big hitting power, Mental is just fast and has a ig hitting power, Munitions is mobile I guess is its only advantage? Only problem I have with Gadget is that Battle Display doesnt stay up as long as Psychic Resonance. Mental I dont really have any problem with. Munition tho.... thats what this thread was mostly about.. Yeah there are 8 non super charge powers it can use for its AM.....7/8 of them are vulnerable to interrupts. Niether one of its AM Triggers has healing like Mental/Gadgets triggers have. And like I said its powers do not do a very good job of keeping enemies stunned or juggled like Gadget/Mental so you are getting beat on alot more often than those powers. And of course the absolute crappy power regen of its AM. Tell me what im doing wrong here.... I currently do not use an offensive super charge. I try to take the healing ones on stuff so I dont have to pop soda's or am just a little more survivable. But I will probably change that soon. Right now I use Rail/Particle and Chain/5Barrel. I've tried using only 3, I've tried different variations of two but its always the same crappy power regen. I was hoping the AM trigger Survival would keep stuff off me but immediately after I use it everything is coming for me lol. I will probably go back to Killer Instinct. ======= I brought up dominance because of Crowd Control effects not aggro. I said mental and gadget even as DPS keep stuff disabled while you are killing them. Munitions no matter what your using the adds just ignore it and beat on you. There is no reason for my gadget/mental characters to have that advantage stat wise. So it just must mean that Munitions powers suck. My mental storms through science spire annihilating everything and barely gets touched. My munition guy who is almost same CR oes through and dies to just about everything because nothing is being stunned or juggled and he just takes tons of damage. I wish laser net, chain grenade, smoke bomb, multi-net were all part of the Bullet Frenzy club because they totally need to be in the rotations. Speed wise its possible to stick them in, but #1 they would not generate power so you would drain out even faster, #2 higher risk of losing your AM altogether if you get interrupted which could lead to total power drain on accident.
You know this is pretty irrelevant given that ALL powers are being revamped. It's gonna be basically DCUO2.