List of biotic and elemental (tech) combos
#301
Posté 26 juillet 2012 - 07:19
#302
Posté 28 juillet 2012 - 01:02
And thanks OP for updating this yet again!
#303
Posté 31 juillet 2012 - 05:57
#304
Posté 31 juillet 2012 - 07:23
just seems goofy to me every other direct damage power can.
maybe it would be overpowered is the reason why, but i still find it annoying that if im a power based Batarian Soldier that i cannot do a power combo myself.
i could rely on a teammate to detonate it, but that is like relying on a politician to tell the truth (it happens sometimes by accident but not reliable at all.)
#305
Posté 02 août 2012 - 08:24
Modifié par Mydah42, 02 août 2012 - 08:25 .
#306
Posté 09 août 2012 - 06:33
#307
Posté 09 août 2012 - 06:43
#308
Posté 12 août 2012 - 07:40
and biotic sphere is the only ability that can detonate then prime in a single use
#309
Posté 12 août 2012 - 08:47
#310
Posté 12 août 2012 - 04:50
Are there powers that cancel out biotic power explosions?
Not a 100% sure, but I think Energy Drain and Disruptor Rounds cancel out BE.
#311
Posté 14 août 2012 - 05:12
#312
Posté 17 août 2012 - 05:59
Scorpio 3 wrote...
This is a very useful list, Thanks!!!
Are there powers that cancel out biotic power explosions?
Not a 100% sure, but I think Energy Drain and Disruptor Rounds cancel out BE.
yes a detonator will detonate what ever was primed last, neather tech burst or biotic explostion are dominate
cryo and fire explosions might be different since their only triggered on their death
#313
Posté 17 août 2012 - 06:00
#314
Posté 17 août 2012 - 06:02
eveofmana wrote...
i've a problem with the fire explosions, i couldn't set them off 80% of the time, an during single player, i thought to get a grip on how to best set it off but, the start of the game with the crashed gun ship, all those infinite spawning cannibals, i set it up with incinerate an having anderson concussive shot, or anderson's inferno rounds and i'd incinerate, the setup were all kill blows, last bar of health but it only detonated 1 outa 8'ish setups, tech bursts arn't tricky for me to do an i always get a cyro explosion when i want it, but fire explosion? can someone enlighten me cuz i know my setup is correct but they just wont go off in a blaze of glory
fire explosions only happen if you kill the enemy with a power that will detonate it like concussive shot, carnage, warp, ect, and only if their still under the fire effect that primes a fire explostion when they die from the detonating power
#315
Posté 17 août 2012 - 08:02
#316
Posté 22 août 2012 - 07:52
I'd like to know this as well.realgundam wrote...
so Destroyer's ML do not set off tect comb?
#317
Posté 23 août 2012 - 07:28
Seems like an okay power, but not every ammo synergises with it the way I feel they should.
Armour piercing ammo and warp ammo are big dissapointments.
Quote from opening post of the thread below.
http://social.biowar...0524/1#13805945
RedCaesar97 wrote...
I like Concussive Shot on a Soldier. It is good for some quick crowd control (with a very quick cooldown) and it can detonate tech bursts. On the surface, the rank 6 evolution Amplification appears to be a good evolution for Concussive Shot.
Amplification: Power Concussive Shot with the properties of the active ammo power, enabling it to burn, freeze, disrupt, warp, or pierce armor.
However, if you are going to evolve Concussive Shot to rank 6, is Amplification actually worth taking as an evolution? I ran some tests with the various ammo powers:
Will Amplified Concussive Shot with AP Ammo penetrate cover? No.
Will Amplified Concussive Shot with Cryo Ammo freeze enemies? Yes.
Will Amplified Concussive Shot with Disruptor Ammo set up tech bursts? No.
Will Amplified Concussive Shot using Incendiary Ammo with Explosive Burst explode? Apparently not. (I may have to re-run this test for more conclusive results.)
Will Amplified Concussive Shot with Warp Ammo detonate biotic explosions? No.
I may have a few more tests to run, but as you can see, Amplification is simply not worth it.
Modifié par Abraham_uk, 23 août 2012 - 07:32 .
#318
Posté 23 août 2012 - 07:32
Relix28 wrote...
I saw a thread earlier, where someone was asking about different power combos. And since I have some free time on my hands, I decided to make a list of these with some explanation, so people can understand these combo mechanics a little better.
BIOTIC COMBOS
We all know the drill, cast a biotic power on an enemy, and once an enemy is affected by it, finish it off with another biotic power for a damaging AoE explosion.
Notes:
-Not all biotic powers are compatible with each other (E.G. Singularity --> Pull will not cause a biotic combo).
-Stasis is unique, because it can bypass defenses (such as shields and barriers), and enemies can be detonated while their defenses are still present. It is, however, completely ineffective vs. armored targets such as Atlas mechs and Turrets.
-Warp, Reave and Biotic Sphere (with Warp Effect evolution) are unique because they can either set up or set off biotic combos. They can set up combos on enemies with defenses (shields/barriers), so they function similar to Stasis in this regard. They can also set up combos on armored targets, such as Turrets and Atlas mechs.
-Lift Grenade and Shockwave (with Lifting evolution) are able to set up biotic combos on unprotected non-armored targets (targets with health bar only). They are also able to detonate biotic combos.
-Slam (SP only) is able to set up biotic combos on unprotected non-armored targets (targets with health bar only). It can also detonate combos, but only on enemies that can be "slammed" (unprotected non-armored targets/targets with health bar only).
-Dark Channel is able set up biotic combos on every type of enemy (targets with shields/barriers, health only, armored). Basically, it works like Reave or Warp, the only difference is, that it is unable to detonate combos.
-Smash can only set up biotic combos with the rank 4 Biotic Combo evolution. If you take Electrical Damage evolution instead, you will set up you targets for Tech Bursts.
-Lash can detonate biotic combos on all non-armored targets. It can also set up biotic combos on shieldless non-armored targets, and shielded non-armored targets, if you take the rank 6 Shield Penetration evolution.
-Annihilation Field can set up biotic combos on every type of enemy, if the enemy is in range of it's aura. When detonated, it can set off biotic explosions, if your targets are primed by another biotic power. It cannot combo with itself.
List of biotic combos below.
-Sigularity --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash
-Pull --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash
-Stasis --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash
-Warp --> Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash
-Reave --> Warp/Throw/Shockwave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash
-Biotic Sphere (only with Rank 6 Warp Effect evolution) --> Warp/Throw/Shockwave/Reave/Charge/Nova/Cluster Grenade/Lift Grenade/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash
-Shockwave (only with Rank 6 Lifting Shockwave evolution) --> Warp/Throw/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash
-Barrier (when detonated) --> Warp/Throw/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash
-Lift Grenade --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash
-Smash (with Rank 4 Biotic Combo evolution) --> Warp/Throw/Shockwave/Reave/Charge/Nova/Cluster Grenade/Lift Grenade/Lash/Annihilation Field (when detonated)/Biotic Slash
-Lash --> Warp/Throw/Shockwave/Reave/Charge/Nova/Cluster Grenade/Lift Grenade/Smash/Annihilation Field (when detonated)/Biotic Slash
-Dark Channel --> Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam/Smash/Lash/Annihilation Field (when detonated)/Biotic Slash
-Annihilation Field (aura) --> Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Smash/Lash/Biotic Slash
-Slam (SP only) --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Lift Grenade
ELEMENTAL (aka tech) COMBOS
There are also some new combos in ME3, that involve Tech or Combat elemental based powers. It's the same principle as with biotic combos, but they function in a slightly different manner.
FIRE EXPLOSION
-Can be set up by: Incinerate, Inferno Grenade, Geth Turret (with rank 6 Flamethrower upgrade), Sentry Turret (with rank 6 Flamethrover upgrade), Flamer, Omni Shield (with Fire Shield Upgrade), Incendiary Ammo
-Can be detonated with any Biotic/Tech/Combat powers that can deal direct damage (except for the powers that are used to set up the combo).
-Effect: Enemies effected by any of the fire based powers, cause an AoE fire explosion, once they are killed by a direct damage power. The effect is similar to blowing up Pyros with Overload in ME2.
-Note: Enemy MUST be killed by the second power, in order to cause a Fire Explosion. E.G. it will not work, if an enemy is hit by Incinerate --> Overload, and still has HP left after that. So, in this case, Overload would have to do sufficient damage to outright kill a burning enemy, in order to cause a Fire Explosion.
CRYO EXPLOSION
-Can be set up by: Cryo Blast, Snap Freeze, Omni Shield (with Cryo Shield upgrade), Cryo Ammo
-Can be detonated with any Biotic/Tech/Combat powers that can deal direct damage.
-Effect: Frozen enemies killed by damage based powers, cause an AoE cryo explosion, freezing any enemy that is nearby.
-Note: Same as Fire Exlplosion, frozen enemies MUST be killed by the second power in order to trigger Cryo Explosion.
-Special note about Omni Shield. When upgraded with Cryo Shield upgrade, it is capable of freezing Phantoms, once their barriers are gone. Every other Cyo based ability only applies the chill effect to Phantoms. So, Cryo Omni Shield is currently the only ability in the game that can actually set up Cryo Explosions on Phantoms.
TECH BURST
-Can be set up by: Overload, Energy Drain, Sabotage (backfire), Submission Net, Arc Grenade, Smash (with rank 4 Electrical Damage evolution), Shadow Strike (with rank 5 Electric Damage upgrade), Disruptor Ammo
-Can be detonated by any Biotic/Tech/Combat powers taht can deal direct damage (except for the powers that are used to set up the combo).
-Effect: Enemies effected by electricity based powers, discharge multiple electricity bolts to nearby enemies, when hit with direct damage powers. Effect is similar to Overload's Chain Overload upgrade.
-Note: Unlike Fire & Cryo Explosion combos, this one doesn't require an enemy to be killed by the second power. E.G. enemy hit by Overload --> Incinerate will produce a Tech Burst, whether he is killed by Incinerate or not.
Direct damage powers (aka the powers able to set off tech combos)
Biotic: Warp, Shockwave, Throw, Biotic Sphere, Biotic Charge, Nova, Cluster Grenade, Lift Grenade, Smash, Lash, Annihilation Field (when detonated), Biotic Slash
Tech: Incinerate, Overload, Enegry Drain, Combat Drone (when detonated, rank 4 detonate evolution required),
Snap Freeze, Electric Slash
Combat: Concussive Shot, Carnage, Proximity Mine, Frag Grenade, Sticky Grenade, Arc Grenade, Homing Grenade,
Phase Disruptor, Multi-Frag Grenade
I hope this explains the combo mechanics to everyone not so familiar with them, and I hope you will be able to put them to good use.
If I have by any chance missed anything, be sure to let me know, and I will include it in the OP.
Make sure you also check out the official Gameplay Data and Mechanics thread for a more in-depth explanation about the mechanics behind power combos.
You also forgot to mention that Biotic Explosions and Tech Burst do not require a killing blow to be set off, while Fire and Cryo Explosions do.
#319
Posté 27 août 2012 - 12:20
#320
Posté 01 septembre 2012 - 02:09
Added some info about Concussive Shot Rank 6 Amplification evolution. It can be found under Tech Combos section. The said evolution is currently bugged in multiplayer, but it seems to be working fine in single player. RedCaesar97 did some testing in single player portion of the game, and the results can be found in his thread here.
Thnx to Abraham UK for bringing this to my attention, and of course to RedCaesar97 for all the testing.
#321
Posté 04 septembre 2012 - 07:09
Regarding Dominate.
Does dominate prime biotic explosions?
It doesn't look like a detonator. So I guess it isn't.
According to the opening post, cluster grenades only detonate biotic explosions.
Don't they prime biotic explosions too?
Modifié par Abraham_uk, 04 septembre 2012 - 07:12 .
#322
Posté 09 septembre 2012 - 01:25
Abraham_uk wrote...
Okay.
Regarding Dominate.
Does dominate prime biotic explosions?
It doesn't look like a detonator. So I guess it isn't.
According to the opening post, cluster grenades only detonate biotic explosions.
Don't they prime biotic explosions too?
No idea on Dominate. If I were to guess, I'd say it's neither a primer or a detonator.
And the OP is correct. Cluster Nades can only detonate combos.
#323
Posté 09 septembre 2012 - 01:49
Added a link to corlist's Combo explosion damage formula thread to the OP. More info in the OP.
#324
Posté 29 septembre 2012 - 11:30
#325
Posté 29 septembre 2012 - 11:35





Retour en haut




