[quote1337272807=IronRush]
Para quem não domina... informações muito valiosas...
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 also set up combos on enemies with defenses (shields/barriers), so they function similar to Stasis in this regard. And they are the only three biotic powers in the game, able to 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 (SP only) 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.
List of biotic combos below.
-Sigularity --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
-Pull --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
-Stasis --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
-Warp --> Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
-Reave --> Warp/Throw/Shockwave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
-Biotic Sphere (only with Rank 6 Warp Effect evolution) --> Warp/Throw/Shockwave/Reave/Charge/Nova/Cluster Grenade/Lift Grenade
-Shockwave (only with Rank 6 Lifting Shockwave evolution) --> Warp/Throw/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
-Lift Grenade --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Slam
-Slam (SP only) --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Lift Grenade
-Dark Channel (SP only) --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
ELEMENTAL (aka tech) COMBOS
There are also some new combos in ME3, that involve Tech or Combat elemental based powers. It's the same principal as with biotic combos, but they function in a slightly different manner.
FIRE EXPLOSION
-Can be set up by: Incinerate, Carnage, Inferno Grenade, Geth Turret (with rank 6 Flamethrower 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, 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.
TECH BURST
-Can be set up by: Overload, Energy Drain, Sabotage, Submission Net, 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
Tech: Incinerate, Overload, Enegry Drain
Combat: Concussive Shot, Carnage, Proximity Mine, Frag Grenade, Sticky Grenade
---------------------------------------------------------------
By Eric Fagnan (Bioware)
The upgrades for increasing combo damage applies to both setting up and detonating the power, but only some powers can set up combos. So for Warp, that upgrade will increase the damage when setting up and when detonating. Throw doesn't set up combos so that upgrade only applies to detonating.
Those upgrades do stack, so if you have both the Warp and Throw upgrades, setting up with Warp and detonating with Throw will apply both bonuses.
All 4 combos (Biotic, Fire, Cryo, Electric) have different radius, damage, force, and other effects. The Fire combo, for example, does the most damage, while Cryo is fairly low damage but has the added benefit of freezing nearby enemies. Biotic and Electric are in the middle for damage, but are easier to do because the target doesn't have to die when detonated.
The combo damage is done after the normal power impact. So if you detonate with Warp, Warp will do its normal damage and then the combo damage is added.
Power bonuses from gear and passive powers (like +10% power damage) do not affect power combos; however, power combos do what we call "normalized" damage, meaning they scale with enemy health. So even on the hardest difficulty where enemies have more health, the power combos still do the same % damage to the enemy. This makes them scale really well with difficulty, which makes up for them not scaling in other ways like getting power upgrades from other sources.
[/quote1337272807]
Muita informação interessante, não sabia que detonava combos com overload e throw, por exemplo, acho que isso muito importante principalmente para as partidas no gold, os combos e explosões ajudam e muito para acabar mais rápido com inimigos mais fortes e para quando os inimigos parecem encher a tela, hehehe
Para quem não domina... informações muito valiosas...
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 also set up combos on enemies with defenses (shields/barriers), so they function similar to Stasis in this regard. And they are the only three biotic powers in the game, able to 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 (SP only) 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.
List of biotic combos below.
-Sigularity --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
-Pull --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
-Stasis --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
-Warp --> Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
-Reave --> Warp/Throw/Shockwave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
-Biotic Sphere (only with Rank 6 Warp Effect evolution) --> Warp/Throw/Shockwave/Reave/Charge/Nova/Cluster Grenade/Lift Grenade
-Shockwave (only with Rank 6 Lifting Shockwave evolution) --> Warp/Throw/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
-Lift Grenade --> Warp/Throw/Shockwave/Reave/Biotic Sphere/Charge/Nova/Cluster Grenade/Slam
-Slam (SP only) --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Lift Grenade
-Dark Channel (SP only) --> Warp/Throw/Shockwave/Charge/Nova/Cluster Grenade/Lift Grenade/Slam
ELEMENTAL (aka tech) COMBOS
There are also some new combos in ME3, that involve Tech or Combat elemental based powers. It's the same principal as with biotic combos, but they function in a slightly different manner.
FIRE EXPLOSION
-Can be set up by: Incinerate, Carnage, Inferno Grenade, Geth Turret (with rank 6 Flamethrower 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, 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.
TECH BURST
-Can be set up by: Overload, Energy Drain, Sabotage, Submission Net, 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
Tech: Incinerate, Overload, Enegry Drain
Combat: Concussive Shot, Carnage, Proximity Mine, Frag Grenade, Sticky Grenade
---------------------------------------------------------------
By Eric Fagnan (Bioware)
The upgrades for increasing combo damage applies to both setting up and detonating the power, but only some powers can set up combos. So for Warp, that upgrade will increase the damage when setting up and when detonating. Throw doesn't set up combos so that upgrade only applies to detonating.
Those upgrades do stack, so if you have both the Warp and Throw upgrades, setting up with Warp and detonating with Throw will apply both bonuses.
All 4 combos (Biotic, Fire, Cryo, Electric) have different radius, damage, force, and other effects. The Fire combo, for example, does the most damage, while Cryo is fairly low damage but has the added benefit of freezing nearby enemies. Biotic and Electric are in the middle for damage, but are easier to do because the target doesn't have to die when detonated.
The combo damage is done after the normal power impact. So if you detonate with Warp, Warp will do its normal damage and then the combo damage is added.
Power bonuses from gear and passive powers (like +10% power damage) do not affect power combos; however, power combos do what we call "normalized" damage, meaning they scale with enemy health. So even on the hardest difficulty where enemies have more health, the power combos still do the same % damage to the enemy. This makes them scale really well with difficulty, which makes up for them not scaling in other ways like getting power upgrades from other sources.
[/quote1337272807]
Muita informação interessante, não sabia que detonava combos com overload e throw, por exemplo, acho que isso muito importante principalmente para as partidas no gold, os combos e explosões ajudam e muito para acabar mais rápido com inimigos mais fortes e para quando os inimigos parecem encher a tela, hehehe