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If you were starting to wonder that every power would get an AVOID recommendation, worry no longer. Two Gun Mojo (TGM) is an excellent single target attack. With a 50 foot range, no cooldown, an efficient energy cost, good damage, and an enrage buff after a full maintain, this power is "full of win." The fact that it is a tier 0 power is even better, as it means you can pick it up to start adding munitions powers even if you started elsewhere for your energy builder.
If you have a high dexterity (DEX), this power will critical hit many times during a maintain, returning quite a bit of energy from Killer Instinct.
Advantages of Note:
Crippling challenge is an expensive (3 points) but underrated advantage. It forces your foe to drop their block and keep it down for 10 seconds. This is incredibly handy in PvP. In PvE, it also provides a 10 second taunt and a 10 second -20% damage debuff on your foe.
RECOMMENDATION: Near Definite Pick Up. The only reason you should not take this is if you are definitely going to pick up Assault Rifle, and do not need Two Gun Mojo to open up access to other munitions powers. Assault Rifle is a bit better than TGM.