Howdy folks. I'm just going to jump right in here so if you're looking for information on what makes a Troll tick and how to get the most out of the little nuances of the role, you won't find it here. Someone's already done a fabulous job of that already so check it out and show TheDark some love: TheDark's Troll Role Dissection With that out of the way there's a few things I need to point out before we begin with the loadout and rotation stuffs. The crowd control of the Munitions Troll is not, in it's current state, going to be nearly as effective as the folks in the Quantum/Gadgets/Mental camps. Don't get me wrong, there's a couple of real stand-out powers, but if your expectation is to hold a whole group of mobs in place for the same extended periods of time you're going to be disappointed. I'm very biased when it comes to exactly how to play Munitions effectively and my strategy varies greatly between it's two roles. So this build is unorthadox in that it is focused on how to do what needs to be done very quickly while creating as little stress as possible for the Tank by avoiding certain powers. It'll all be clear soon, I promise. The Loadout as taken entirely from the Glory Tree Laser Net Launcher - Power Over Time (PoT) Smoke Grenade Launcher - Defense Debuff Multi-Net Launcher - Healing Debuff OR Flak Cannon - Attack Debuff Reload - Power Dump Survival - Detaunt/Utility Active Protection System (APS) - Supercharge group shield/Strong PoT The reasons that I took Flak Cannon and Smoke Grenade Launcher as my stat debuffs may not seem obvious at first but, remember, the idea is to create less issues for the tank. The alternatives to those moves, found in the Guts Tree, are Mini-Nuke for attack and 5 Barrel Minigun for defense. I get a lot of questions about this because 5BMG provides decent crowd control when compared to Smoke Bomb. 5BMG is slow starting, easily interruptable by attacks, and takes a while to finish it's attack. So if I find myself in a situation like, let's say Desecrated Cathedral (Elite) against Raven, and that red skull pops up signalling that it's time to block or stop attacking lest I find myself quite dead, that extra time 5BMG takes to complete could cost my team dearly. Not to mention that sometimes you just have to be able to power dump at the drop of a hat if the healer finds themselves overwheled and if I'm still stuck firing off that minigun I might miss the window of time that I'm needed to restore power so that the healer can save us all. I hear a lot of trash talk about flak cannon too because, in addition to knockdown crowd control, it also knocks enemies back a bit. To me this was the lesser of two evils. Mini-Nuke has a larger AoE... but it's also notorious of knocking everything back from the point of impact in all different directions. With flak, it's really only one direction. And if you maneuver yourself just so, you can mitigate the knockback and make the tank's job suck a little less. Multi-Net Launcher is GREAT crowd control in addition to the debuff. But if you're not careful it'll also pull enemies toward you if you hit the range attack button. Unless that's what you want at the time, I guess. Beside the obvious strain it may put on your tank, it would really, really, really suck if you pulled in some heavy hitting adds at an inopportune time... so practice with this one a bit first. About Debuff Priority Typically when asked for debuffs, what they mean is defense. That's why smoke bomb should always be in your loadout. But in my experience if a hit is going to one-shot someone, it's going to do it whether the damage debuff is applied or not. This could really be said for all troll powers. So it's only use really is to take some of the sting out of what the tank is taking. On the flip side, very few mobs will ever require a healing debuff making it's utility very situational. But the crowd control effect of them nets is nothing to take lightly. So I'd recommend it over the attack debuff unless you haven't mastered how NOT to pull mobs toward you. Survival and YOU Survival seems like a wasted slot in a Controller loadout, eh? Not entirely so. Sometimes things get a little nuts. Sometimes you'll see your squadmates dropping around you for whatever reason. And sometimes the Controller is the only one removed from the heat of combat enough to react to this in a timely manner. That's when having a detaunt that prevents crowd control against you for a moment is invaluable. Countless times this move has allowed me to creep right into the thick of mobs to revive a tank. You never really realize just how useful it is till you find yourself in this situation without it. APS - Your Oh S#!T Button This should be obvious but that APS is the bee's knees, friends. Provides a sturdy shield for the entire group while pumping out rock solid PoT. Perfect for just about any emergency situation and an absolute life saver for helping to keep up the power supply of groups who tend to burn through power quickly as it gives you a chance to breathe and get your weapon combo up for longer-term power regen. I feel like by now you should have a pretty good foundation from which to start your own experimentation, which is encouraged, of course.