To get a combo you need both a primer and a detonator. Simple enough. But I am unsure if I need to "re-prime" a target every time I want to do a combo. For instance, there is a Brute off in the distance so I warp it, followed by a throw. OK, one combo. But the warp is supposed to last for a while (at least 10 seconds, I believe.) So do I need to warp it again before using another throw? Or can I just keep throwing? Also, on the expose evolution, does expose end if you do a combo? Or will the target continue to be exposed?
Question on combo's
Débuté par
cap and gown
, août 21 2013 12:08
#1
Posté 21 août 2013 - 12:08
#2
Posté 21 août 2013 - 12:27
List of biotic and elemental (tech) combos by Relix28.
But to answer your question directly, if you detonate a primer, you cannot detonate that primer again.
You also cannot detonate the original detonator for a second combo if the detonation would be the same type as the first detonation. So you cannot Warp > Reave > Throw for two biotic detonations in a row.
However, you can chain combos as long as each detonation is a different type of detonation. For example, the Sentinel can Overload > Warp (tech burst) > Throw (biotic explosion). Similarly, the Engineer can Sabotage > Incinerate (tech burst) > Overload (fire explosion). It is even possible to alternate the same two tech powers to detonate alternating explosion types. For example, by alternating Incinerate and Overload, you can alternate fire explosions and tech bursts.
But to answer your question directly, if you detonate a primer, you cannot detonate that primer again.
You also cannot detonate the original detonator for a second combo if the detonation would be the same type as the first detonation. So you cannot Warp > Reave > Throw for two biotic detonations in a row.
However, you can chain combos as long as each detonation is a different type of detonation. For example, the Sentinel can Overload > Warp (tech burst) > Throw (biotic explosion). Similarly, the Engineer can Sabotage > Incinerate (tech burst) > Overload (fire explosion). It is even possible to alternate the same two tech powers to detonate alternating explosion types. For example, by alternating Incinerate and Overload, you can alternate fire explosions and tech bursts.
#3
Posté 21 août 2013 - 12:34
Did you try Warp-Throw-Throw and see what happened? 
A single power can only prime or detonate a single combo type once with the exception of Amplified CS w/ Incendiary Ammo (complicated unintended result).
For a biotic explosion that means that if you use Warp, then Throw to detonate, the target is no longer primed. If you use Reave then Warp to detonate, the target is no longer primed because although Warp can prime or detonate BE's it can't do both at once.
Warp's DOT and debuff effects will continue on a target after an explosion.
Since I qualified the statement above with "a single combo type," it is possible to chain tech combos into biotic explosions.
Eg. Incinerate -> Warp (Fire Explosion) -> Throw (Biotic Explosion).
That's because any direct damage power can detonate tech combos.
edit: Red got in here before I saw. That's what I get for opening a bunch of threads in tabs, and then reading them.
A single power can only prime or detonate a single combo type once with the exception of Amplified CS w/ Incendiary Ammo (complicated unintended result).
For a biotic explosion that means that if you use Warp, then Throw to detonate, the target is no longer primed. If you use Reave then Warp to detonate, the target is no longer primed because although Warp can prime or detonate BE's it can't do both at once.
Warp's DOT and debuff effects will continue on a target after an explosion.
Since I qualified the statement above with "a single combo type," it is possible to chain tech combos into biotic explosions.
Eg. Incinerate -> Warp (Fire Explosion) -> Throw (Biotic Explosion).
That's because any direct damage power can detonate tech combos.
edit: Red got in here before I saw. That's what I get for opening a bunch of threads in tabs, and then reading them.
Modifié par capn233, 21 août 2013 - 12:35 .
#4
Posté 21 août 2013 - 01:27
Thank you for your answers. Now for a follow up.
My most common combo uses singularity as a primer. I follow this up with either throw, warp, or flare (depending). Unlike in ME2, this does not cause the singularity to end. It continues to hover there and other enemies may end up trapped in it. So I throw again. Does that count as a combo? I have a hard time telling since a 1000+ newton throw is going to blow the enemy off the field whether its is a combo or not and I can't generally see what is happening to the bad guys behind cover.
My most common combo uses singularity as a primer. I follow this up with either throw, warp, or flare (depending). Unlike in ME2, this does not cause the singularity to end. It continues to hover there and other enemies may end up trapped in it. So I throw again. Does that count as a combo? I have a hard time telling since a 1000+ newton throw is going to blow the enemy off the field whether its is a combo or not and I can't generally see what is happening to the bad guys behind cover.
#5
Posté 21 août 2013 - 02:52
Biotic explosions make a boom sound and have a visual effect. If you don't get one it didn't prime.
Singularity is funky anyway. It "should" be able to prime new targets that are lifted, but it actually has two durations... the one where it can lift and the one where it just hangs out. The latter is a lot longer than the former (part of why the Rank 6 Detonate evo is not good in SP).
Singularity is funky anyway. It "should" be able to prime new targets that are lifted, but it actually has two durations... the one where it can lift and the one where it just hangs out. The latter is a lot longer than the former (part of why the Rank 6 Detonate evo is not good in SP).





Retour en haut






