Please use this thread to discuss the revamped Munitions powerset! Munitions was created with Advanced Mechanics in mind so there were a lot of abilities that were similar. In order to not change the powers too much, but still provide an interesting revamped powerset, we have tried to just make slight changes to power costs or crowd control effects so that there are select times when you will want to use each power over others. Let us know how you think this plays in the context of the stats revamp. At the highest level Munitions is still about channeling tons of bullets and dropping big ol' bombs. Overall Munitions no longer uses the Graviton-Charged power interaction and only uses Burning The Burning power interaction itself no longer deals damage but the abilities that apply it still do some damage over time. This allows the damage to stack. Active Protection System: Increased the cooldown from 12 seconds to 30 seconds to match other Controller shielding supercharges. Biggun: To keep the potential bonus damage for this ability the low rank enemies that can be obliterated must be at or below 35% health. Increased the supercharge cost to 100% and the cooldown to 60 seconds. Chain Grenade Launcher: Power over time to the group has been moved to the innate Controller passive. Chain Gun: Reduced the distance enemies are pushed back before being stunned so that it is harder to push them out of range for subsequent attacks. 50 Cal: Increased the damage and power cost. Now takes advantage of the Burning power interaction instead of applying it. Removed knockdown while in DPS role to keep the damage higher. Five-Barrel Minigun: Removed pushback and stun while in DPS role to keep the damage higher. Flak Cannon: Removed the knockdown while in DPS role to keep the damage output higher. Killer Instincts: Now a Weapon Buff that adds 33% Precision and Weapon DPS for 12 seconds. Laser Net Launcher: Power over time to the group has been moved to the innate Controller passive. Mini-Nuke: Increased the damage, power cost, and cooldown from 2 seconds to 6 seconds. Removed knockdown while in DPS role to keep the damage higher. MRE: Increased the cooldown to 30 seconds from 1.25 seconds to increase the damage absorbed and healing. Mounted Turret: Increased the damage and supercharge cost to 50%; Increased the cooldown from 6 seconds to 18 seconds. Multi-Net Launcher/Net Retractor/Multi-Net Retractor: Now deal extra damage to Burning enemies. Particle Gun: Now deal extra damage to Burning enemies. Pump Action Shotgun: Removed the low damage from range so that would not eat into the damage budget of the rest of the ability. Added a 50 base power cost to the combo abilities. Railguns: Now deals extra damage to Burning enemies. Removed the knockdown while in DPS role to keep the damage output higher. Reload: In Control role is a group weapon buff for group members with the highest power percentage. Rocket Jump/Rocket Retreat: Increased the cooldown to 3 seconds from 1 second to increase the damage absorbed. Shrapnel Grenade Launcher: Now a supercharge generator that sets up the Burning power interaction. No longer a channeled ability and increased the cooldown to 6 seconds to match other supercharge generators. Now a Controller Debuff for Damage. Small Package: Removed the stun and knockdown and increased the cooldown to increase damage output and to match other power set “execute” ability potential. ‘Spolsion: Increased the damage and reduced the range to melee distance of 5 meters. Removed knockdown while in DPS role to keep the damage higher. Survival: Increased the cooldown to 18 seconds from 12 seconds to increase the damage absorbed.