Aller au contenu

Photo

Guide to Power Combos


  • Veuillez vous connecter pour répondre
18 réponses à ce sujet

#1
pauseREWIND

pauseREWIND
  • Members
  • 50 messages
Okay i've been seeing a lot of confusion about how power combos can be triggered and what causes them, so hopefully this will clear up some of that confusion. :)

Biotic Explosion:

Biotic Explosions can occur regardless of an enemy's health level; other combos usually require that the combo be a killing blow on the victim in order to trigger. These combos are effective against biotic barriers and armor.
Note that using a detonator power in combination with an identical source power will not cause an explosion (for example: warp will not detonate another warp).

Source Powers:
  • - Pull
  • - Singularity
  • - Warp
  • - Reave
  • - Stasis
  • - Slam
  • - Dark Channel
  • - Life Grenade
  • - Shockwave (with the 'Lifting Shockwave' power evolution)
Detonator Powers:
  • - Throw
  • - Shockwave
  • - Warp
  • - Biotic Charge
  • - Reave
  • - Slam
  • - Cluster Grenade
  • - Nova
  • - Life Grenade
  • - Concussive Shot (with 'Amplification' evolution and 'Warp Ammo' equipped
Cryo Explosion:

Cryo Explosions create a blast of ice that has a chance of freezing nearby enemies. These combos are effective against armor.

Source Powers:
  • - Cryo Blast
  • - Cryo Ammo
  • Detonator Powers:
  • - Concussive Shot
  • - Sticky Grenade
  • - Frag Grenade
  • - Proximity Mine
  • - Carnage
  • - Throw
  • - Shockwave
  • - Biotic Charge
  • - Slam
  • - Cluster Grenade
  • - Nova
  • - Lift Grenade
  • - Incinerate
  • - Overload
  • - Combat Drone Death Explosion
  • - Decoy Death Explosion
Tech Burst:

Tech Bursts create a blast of electricity that inflicts sever damage on the shields of nearby enemies and has a chance of stunning them. Like Biotic Explosions, Tech Bursts can be triggered without be a killing blow, and the source/detonator powers must be different (for example: using Energy Drain twice will not trigger a Tech Burst).

Source Powers:
  • - Overload
  • - Energy Drain
  • - Disruptor Ammo
  • - Sabotage
  • - Submission Net
Detonator Powers:
  • - Concussive Shot
  • - Sticky Grenade
  • - Frag Grenade
  • - Proximity Mine
  • - Carnage
  • - Throw
  • - Shockwave
  • - Biotic Charge
  • - Slam
  • - Cluster Grenade
  • - Nova
  • - Lift Grenade
  • - Incinerate
  • - Combat Drone Death Explosion
  • - Decoy Death Explosion
  • - Energy Drain
  • - Overload
  • - Warp
Flame Explosion:

Flame Explosions create a blast of flames that inflicts severe damage against the armor of nearby enemies and will also set them on fire, causing them to panic and inflicting additional damage over time.

Source Powers:
  • - Inferno Grenade
  • - Incinerate
  • - Sentry Turret Flamethrower
  • - Incendiary Ammo
  • - Geth Turret Flamethrower
Detonator Powers:
  • - Concussive Shot
  • - Sticky Grenade
  • - Frag Grenade
  • - Proximity Mine
  • - Carnage
  • - Throw
  • - Shockwave
  • - Biotic Charge
  • - Slam
  • - Cluster Grenade
  • - Nova
  • - Lift Grenade
  • - Incinerate
  • - Overload
  • - Combat Drone Death Explosion
  • - Decoy Death Explosion
  • - Energy Drain
Also remember that these explosions work in the same way on Multiplayer.

#2
Jade Elf

Jade Elf
  • Members
  • 1 141 messages
Nice work. :)

#3
awesomeduo

awesomeduo
  • Members
  • 122 messages
very useful.

#4
Delta_V2

Delta_V2
  • Members
  • 605 messages
The only thing I could recommend is noting which powers can set up combos on shielded/armored targets. For instance, you can cast warp on a shielded target and use throw to detonate it, but you can't do the same using pull.

#5
Lee80

Lee80
  • Members
  • 2 352 messages
Cool beans, I had a fairly good idea of how those things worked, but the list is rather useful. ^_^ Thanks! Good to keep in mind for single player especially since you can level and arrange your team there. MP is a bit more complicated, but I have found tech bursts and biotic expolosions are still pretty easy to pull off. I can't recall ever seeing the other 2. Something to look out for. :)

#6
pauseREWIND

pauseREWIND
  • Members
  • 50 messages

Delta_V2 wrote...

The only thing I could recommend is noting which powers can set up combos on shielded/armored targets. For instance, you can cast warp on a shielded target and use throw to detonate it, but you can't do the same using pull.


Good thinking, i'll make a list of those and update them shortly :)

#7
Janus Prospero

Janus Prospero
  • Members
  • 573 messages
Great guide! There were a few I wasn't aware of.

#8
Major Tao

Major Tao
  • Members
  • 249 messages
For use against armored targets I find the Asari Justicars' Biotic Sphere ( with Warp evolution ) is quite effective. Doubly so when teaming with another Adept who is spamming Throw. The Biotic Sphere becomes a Kill-box when a Vanguard teammate charges enemies getting Warped there.

#9
BruteForce0G

BruteForce0G
  • Members
  • 22 messages

Major_Tao_Tau wrote...

For use against armored targets I find the Asari Justicars' Biotic Sphere ( with Warp evolution ) is quite effective. Doubly so when teaming with another Adept who is spamming Throw. The Biotic Sphere becomes a Kill-box when a Vanguard teammate charges enemies getting Warped there.

I agree, the problem being getting the sphere deployed in an area that it's most needeed. The Asari's barrier is inadequate in heavy traffic and sometimes is forced to take a fall for the team. However using her evasion move does help.

#10
palmof40sorrows

palmof40sorrows
  • Members
  • 2 583 messages
Thanks for this. Not trying to necro, just wanted to give props where props are due.

#11
Sixteen Sixty-Six

Sixteen Sixty-Six
  • Members
  • 157 messages
Also, a quick way to kill Phantoms. You'll need to be a Human Vanguard. Use Biotic Charge and immediately after that, use Nova and proceed with a heavy melee. I've killed a Phantom under 2-3 seconds.

Modifié par Sixteen Sixty-Six, 19 mai 2012 - 03:27 .


#12
pauseREWIND

pauseREWIND
  • Members
  • 50 messages
Thanks for all the props guys, happy to help!

Sixteen Sixty-Six wrote...

Also, a quick way to kill Phantoms. You'll need to be a Human Vanguard. Use Biotic Charge and immediately after that, use Nova and proceed with a heavy melee. I've killed a Phantom under 5 seconds.


Wow i'll give that a try next time im on :)

#13
tcbo1les

tcbo1les
  • Members
  • 15 messages
Posted Imagethanks.. nice to have helpful info and discussion

#14
Javo2357

Javo2357
  • Members
  • 1 409 messages
Great post, thanks!

#15
RedCaesar97

RedCaesar97
  • Members
  • 3 871 messages
Two quick questions regarding Sabotage. I have been playing around with an Engineer just after Mars so I do not have Garrus yet (Concussive Shot or Overload) so I have not been able to test this myself.

QUESTION 1: For Sabotage > Concussive Shot/Overload, can you detonate the tech burst immediately after casting Sabotage, or do you have to wait for the backfire to occur first (indicated by the electrical shock sparking effect)?

QUESTION 2: What is the maximum amount of time you have after casting Sabotage before you can no longer tech-burst it? Do you need to burst it during the brief backfire sparking effect (about 2 seconds?) or can you burst it anytime before the Sabotage power's duration ends?

#16
pauseREWIND

pauseREWIND
  • Members
  • 50 messages

RedCaesar97 wrote...

Two quick questions regarding Sabotage. I have been playing around with an Engineer just after Mars so I do not have Garrus yet (Concussive Shot or Overload) so I have not been able to test this myself.

QUESTION 1: For Sabotage > Concussive Shot/Overload, can you detonate the tech burst immediately after casting Sabotage, or do you have to wait for the backfire to occur first (indicated by the electrical shock sparking effect)?

QUESTION 2: What is the maximum amount of time you have after casting Sabotage before you can no longer tech-burst it? Do you need to burst it during the brief backfire sparking effect (about 2 seconds?) or can you burst it anytime before the Sabotage power's duration ends?


You can detonate the Sabotage-TechBurst anytime during the effect of Sabotage. So as long as it is affecting the enemy, you can detonate it. You don't have to wait for the backfire to occur. :)

#17
Titus Thongger

Titus Thongger
  • Members
  • 6 086 messages
does anyone know if conc shot + warp ammo can cause a biotic explosion? I havent played in ages and was wondering if they fixed that

#18
pauseREWIND

pauseREWIND
  • Members
  • 50 messages

Titus Thongger wrote...

does anyone know if conc shot + warp ammo can cause a biotic explosion? I havent played in ages and was wondering if they fixed that


Not entirely sure on that. I'll have to try it out and get back to you. But I do know for a fact that all of the different ammo types can trigger power combos..

#19
RedCaesar97

RedCaesar97
  • Members
  • 3 871 messages

pauseREWIND wrote...

RedCaesar97 wrote...

Two quick questions regarding Sabotage. I have been playing around with an Engineer just after Mars so I do not have Garrus yet (Concussive Shot or Overload) so I have not been able to test this myself.

QUESTION 1: For Sabotage > Concussive Shot/Overload, can you detonate the tech burst immediately after casting Sabotage, or do you have to wait for the backfire to occur first (indicated by the electrical shock sparking effect)?

QUESTION 2: What is the maximum amount of time you have after casting Sabotage before you can no longer tech-burst it? Do you need to burst it during the brief backfire sparking effect (about 2 seconds?) or can you burst it anytime before the Sabotage power's duration ends?


You can detonate the Sabotage-TechBurst anytime during the effect of Sabotage. So as long as it is affecting the enemy, you can detonate it. You don't have to wait for the backfire to occur. :)


Just did some testing with Sabotage against Cerberus as an Engineer. You can only detonate Sabotage during the backfire. So you have to Sabotage > wait until the backfire > detonate it while the backfire affects the enemy. This can be rather annoying since: a) It takes about 1.5 - 2 seconds to activate the backfire; and B) the backfire lasts only a few seconds.