List of biotic and elemental (tech) combos
#51
Posté 11 mars 2012 - 02:55
#52
Posté 12 mars 2012 - 08:31
It's also the only class that seems to be able to pull of a Triple Combo (great for single enemies and groups):
Overload to strip defenses and damage (and stun, if you upgrade it so). Follow that up with a Warp to deal damage and trigger a Tech Burst. Finish it off with a Throw to set off a Biotic Detonation and ravage the entire group. Triple combo! So awesome.
So many possibilities! If you have an enemy that has miraculous survived the above, freeze him with a Cryo Blast and then follow it up with Overload or Warp to trigger a Cryo Explosion.
If you have a Sentinel + Edi and Liara, it's seriously combo city 24/7. You literally have access to every single combo on this list with that group, and a ton of those combos can be pulled off by the Sentinel in isolation.
Depending on the bonus power that you pick, you may be able to add additional combos to your repertoire. Reave, Slam, Dark Channel and Energy Drain may all be used in interesting ways...
#53
Posté 12 mars 2012 - 09:03
#54
Posté 12 mars 2012 - 09:24
I think Slam can be use as detornator or set off power.
Dark Channel seems to be like warp and reave.
#55
Posté 12 mars 2012 - 01:27
Akon wrote...
Slam and Dark Channel (DLC) can also trigger combo detonations.
I think Slam can be use as detornator or set off power.
Dark Channel seems to be like warp and reave.
I can back that up. It both sets up and detonates combos. Been using the DLC guy exclusively in SP
Edit: Not that it matters (at the moment) in multiplayer.
Modifié par Autochthon, 12 mars 2012 - 01:33 .
#56
Posté 12 mars 2012 - 01:59
Also, this post should be stickied. I finally got around to printing out the OP for reference :-)
#57
Posté 12 mars 2012 - 04:52
HEEGZ wrote...
The Krogan Sentinel has grenades with slam for their rank 6 upgrades. I haven't specced into it though, but should have it in a few days.
Also, this post should be stickied. I finally got around to printing out the OP for reference :-)
can a moderator pin/sticky this? very helpful & makes the game so much more fun strategically trying to setup combos
#58
Posté 12 mars 2012 - 05:35
#59
Posté 12 mars 2012 - 08:41
#60
Posté 13 mars 2012 - 12:17
woah_geez wrote...
I don't understand why rank 6 throw gives you a better biotic explosion than rank 5. Is it really as simple as higher rank = more damage in biotic explosion?
Yes
#61
Posté 13 mars 2012 - 02:52
Also, if I use overload and then energy drain, does that cause a burst?
#62
Posté 13 mars 2012 - 07:25
#63
Posté 13 mars 2012 - 10:20
This should keep this thread alive and available for anyone that's looking for this sort of info.
Also, thanks to everyone supporting this thread, and I hope it helped you lvl-up your gameplay a litle bit. I will be updating it, if any new changes arrive.
#64
Posté 13 mars 2012 - 10:57
Relix28 wrote...
Alright guys, this thread won't get stickied it seems, but I got it's link included in Eric's Gameplay and Mechanics sticky thread. social.bioware.com/forum/1/topic/347/index/9822648
This should keep this thread alive and available for anyone that's looking for this sort of info.
Also, thanks to everyone supporting this thread, and I hope it helped you lvl-up your gameplay a litle bit. I will be updating it, if any new changes arrive.
I got called rude names in game for proving someone wrong using this information, feels good man.
#65
Posté 14 mars 2012 - 10:25
#66
Posté 14 mars 2012 - 10:34
#67
Posté 14 mars 2012 - 10:34
Xycolian wrote...
Ok I've got a question, me and a friend both have asari adepts, and we were wondering if we got both of the Biotic explosion perks in the throw and warp trees (so that both of our biotic explosions do %100 additional dmg) if one of us were to warp something and the other were to throw the warped target.... would that biotic explosion deal %200 damage?
No, there is only one biotic explosion in this case just as if the same player used warp and throw themselves. The explosion would be credited to whoever used warp.
#68
Posté 14 mars 2012 - 10:36
So at most you're looking at is +100% because the setup skill provided one boost, and the detonator is providing the other boost. Who actually cast what doesn't matter.
#69
Posté 15 mars 2012 - 01:21
Originally I thought the detonation perk bonus only affect the finisher skill but now I know if both biotic skills have Detonation skill perk, then both bonuses will stack-50%+50%=100% if I understand this correctly
If this is the case, I definetely going to respec my Asari Adept for the Warp+Throw combo and enjoy the game in a whole new different level
#70
Posté 15 mars 2012 - 12:29
#71
Posté 15 mars 2012 - 12:48
Lmaoboat wrote...
Is it me, or does fire explosion only work on Geth?
It's just you.
#72
Posté 15 mars 2012 - 01:01
#73
Posté 15 mars 2012 - 01:03
Tons of times I finished off a flaming Cerberus off with Energy Drain, and he never explodes. Squadmate's skills never seem to do it either. But if I kill a flaming Geth with energy drain, he blows up every time.Relix28 wrote...
Lmaoboat wrote...
Is it me, or does fire explosion only work on Geth?
It's just you.
#74
Posté 15 mars 2012 - 03:50
If you have the DLC, Dark Channel can also set up and detonate Combos
#75
Posté 15 mars 2012 - 04:00
Rahviel wrote...
So basically human engineers can set up their own tech bursts thanks to overload+incinerate?
Yes, engineers can set up Tech Bursts [overload + incinerate] as well as Fire Explosions [incinerate + overload to kill] by themselves if their cooldown is fast enough.
What I would like to know is the exact damage or % damage each combo does if both ranks are 6: This is important to me because I want to know if it's more efficient spamming incinerate against banshees or constantly tech-bursting them with overload+incinerate. Does anyone know these numbers?





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