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Tech Bursts[]

I changed the "electric explosions" subtitle to 'Tech Bursts' since that's what the game refers to them as in the kill feed when you make them happen. I figure that means it's canonical, or some such.

It might also be useful to have the specific combo names (i.e. Tech Burst, Cryo Explosion, etc.) redirect here. I tried to find this page by searching "Tech Bursts" but I ended up having to go to "Powers (Mass Effect 3)" and then coming here from the related pages. Unfortunately, I don't know how to set up redirects, because I'm a n00b like that. Chayes711 17:34, April 3, 2012 (UTC)

Done --Dragon The UnTamed 15:31, April 5, 2012 (UTC)

Should we move Tech Bursts to the bottom of the list, putting the page back in alphabetical order? Delspencerdeltorro (talk) 12:19, November 30, 2012 (UTC)

Power Combos Timing and Efficacy[]

The page says that the trigger and completion powers must be used simultaneously. Does this mean you must select the use of the two powers at the same time when in the powers screen?

For example, Reave can explode a Warp when not used at the same time since Warp has a duration. Would two Reaves need to be cast at the same time, or would the second have to be cast while the first is still in effect? Since Reave is a DoT, it would seem to make sense to let it tick for a bit before exploding it. What about an Overload/Incinerate combo? Those two can't really affect the target at the same time since Overload is an instant power and Incinerate is a "projectile".

Powers can be evolved to do more damage from combos. This is understood, but does a combo always do more damage than its two constituent powers?

For example, Two Reaves would do damage over time. If you cast them at the same time and create a biotic explosion, does that explosion do more damage than the two would have done individually?

--Rtrnofdmax 19:37, April 5, 2012 (UTC)

Actually, all of the source powers have some period of duration. It should perhaps be changed to "consecutively." However, "simultaneously" isn't technically incorrect since the first power is still affecting the target (the duration bit) when the detonating power hits. Trandra 22:12, April 5, 2012 (UTC)

Biotic Detonators[]

Do the biotic powers really detonate every type of combo? The tech powers appear to only detonate tech bursts, so I wanted to be sure. I will check this in-game, but I figured I'd open it up in case anyone knows for certain. --FlashbackJon 16:19, April 18, 2012 (UTC)

Biotic powers that cause a violent physical force effect on the target (Throw, Slam, Charge, etc.) also detonate tech/cryo/flame sources. Warp is an exception, because, even though it has no physical force component, it can detonate tech sources. However, recall that Warp does damage to shields which are a kind of electricity/tech. If you think about how the combos work it does start to make sense. FarmerBob12 06:11, April 19, 2012 (UTC)

Redirect request[]

Could someone add re-directs for "Power Combo", "Power combo", and "power combo"? (Sorry, I'm not familiar with how to do it.) Rtl42 16:56, April 20, 2012 (UTC)

Done, although only the first one is needed for the other two variations to work. -- Commdor (Talk) 17:01, April 20, 2012 (UTC)
Ah I see, I wasn't sure how capitals were handled. Thanks for the fast response! Rtl42 02:41, April 21, 2012 (UTC)

Can someone also add a redirect for "power combinations"? When using that search term, this page isn't in the first three pages of results (that's when I stopped looking). I would do it myself, but I don't know how. Thanks. TheUnknown285 (talk) 17:19, April 7, 2013 (UTC)

Warp Rank 4 Detonate[]

Does anyone know if the Warp Rank 4 Detonate "Increase force, damage, and impact radius of combo detonations by 50%." applies to Warp as a source, a detonator, or both? Special C 21:05, April 20, 2012 (UTC)

  • Confirmed both by dev post. - von Boomslang 11:39, May 31, 2012 (UTC)

Prox Mine Cryo[]

Does anyone know if Prox Mine's "Slow" upgrade, the one that freezes, is a primer for a Cryo Explosion? Alex T Snow 11:00, May 20, 2012 (UTC)

  • There is no indication that it "freezes" a target like a cryo power does. The best that it says is "slow target's movement speed". Lksdjf

Rebellion Pack combos?[]

von Boomslang 11:43, May 31, 2012 (UTC) : Things to test:

  • Does Lash set up biotic combos?
    • Yes, but the window is brief. Lksdjf
  • Does Lash detonate any sort of combo?
    • Yes. Try it on a Hunter. Smash it, then Lash it. Lksdjf
  • Does Smash set up combos?
    • Seems to be the case, biotic explosions with one upgrade and tech bursts with another... - von Boomslang 11:43, May 31, 2012 (UTC)
  • Does Smash detonate any sort of combo?
  • Does Flamer set up fire explosions?
    • Yes, but it's difficult since Flamer's DOT will quickly take down a lot of enemies. Lksdjf
  • Does Arc Grenade set up tech bursts?
    • Yes. The Quarian Male Engineer can do Tech Bursts on his own. This is my primary tactic when using him. Lksdjf
  • Does Arc Grenade detonate any sort of combo?

Fire Explosion?[]

I think the Flame Explosion is actually called "Fire Explosion" and the re-direct should be renamed as well. (I can change all the pages to the proper link so that the re-direct can be deleted.) I just want to get some confirmation before I go around changing things unilaterally. Trandra 22:29, July 7, 2012 (UTC)

Anybody?? Trandra (talk) 03:53, July 24, 2012 (UTC)
I can't believe that nobody commented on this. Yes, "Flame Explosions" are actually "Fire Explosions". Go for it. Lksdjf (talk)
Probably because it got lost in the shuffle of things. Don't assume that it was ignored. Lancer1289 (talk) 16:56, July 24, 2012 (UTC)

Redundancy of tech detonation sections[]

There is a lot of redundancy with regards to how combos can be detonated. I would like to condense this to say that all powers are capable of triggering tech detonations, with the exceptions being Cryo and Fire explosions in that they require the enemy to die. It gets kind of old to have to update three lists with the same information. Any ideas on how to do this with the greatest efficiency? Lksdjf (talk)

I agree with you but we should also left the entire list for complete information--[DeldiRe] 22:19, September 19, 2012 (UTC)

Biotic Sphere[]

This has been going back and forth, so I'm starting a topic--on the Biotic Sphere Player Notes the last note reads "Upon creation, the Sphere does a minuscule amount of damage to enemies inside it or touching it. This damage can kill Swarmers, stagger lesser enemies, and will detonate Biotic Explosions."

This appears to imply that the Warp Effect evolution is not needed to detonate on casting. I don't feel like resetting my powers and testing, so I'd like others to weigh in, please. Trandra (talk) 01:27, August 4, 2012 (UTC)

Detonation upon casting is a property of the bubble itself. The ONLY, I'll iterate again ONLY thing Warp Evolution does is stated in the tooltip.--Thcmpny (talk) 10:23, September 24, 2012 (UTC)

Cryo explosion[]

Why is the sentry turret (cryo ammo) not listed ?

Cryo explosion/incinerate issues.[]

Cryo explosions seem to have issues with using Incinerate to detonate. I'll hit an enemy with Cryo blast, then as soon as the power recharges I'll hit with Incinerate. It's not an issue with Cryo blast wearing off, I've timed it and it took the same amount of time to hit when it did detonate and when it didn't. I haven't had any issues using Overload, Energy drain, Frag grenades, Concussive shot, or Carnage with detonating them, only Incinerate. I have an Engineer Shep, I use Cryo blast and the Incinerate, everything else is squad powers. I'm playing on Xbox 360. Nuclear bacon (talk) 18:08, September 30, 2012 (UTC)

Things like this belong in the forums or a blog post as this isn’t what talk pages are for. Lancer1289 (talk) 22:09, September 30, 2012 (UTC)

I figured as much, it's just that I've asked around and no one seems to have an answer so I decided to post here. Sorry about clogging up the page. Nuclear bacon (talk) 22:32, September 30, 2012 (UTC)

Multiplayer explosion changes affected singleplayer as well[]

Anybody uncertain of this can easily test it through the early gameplay with for instance an engineer or even a combination of ashley - james or ashley - liara. You will notice they can be detonated without killing the target. I myself have been setting them off countless times in my current insanity playthrough without actually killing my targets.

To reflect this I did edit the article on fire explosions. Nightmare137 (talk) 23:39, October 19, 2012 (UTC)

Chain Overload[]

From my testing it seems only the primary target get set up for a Tech Burst when using Chain Overload. Bumbib (talk) 06:18, November 14, 2012 (UTC)

  • It definitely does trigger fire explosions with every jump (and source powers given). I'd expect it to also trigger several tech bursts. Due to such a unremarkable power combo effect: Could it just be the case you don't recognize every tech burst triggered?
There has been independent testing on this--while the animation for the fire explosion happens on each jump, there is no extra damage dealt. Tech combos (whether TB, FE, or CE) only trigger and deal damage from the primary target. Trandra (talk) 21:03, November 30, 2012 (UTC)
  • Tandra, do you mean that if the targets were primed w/ different powers or only w/ the same power??
Actually, there was new testing after I made that previous post. See here. So if several targets were hit with Snap Freeze, and a chain of the Overload hit them, there'd be 2-3 Cryo Explosions. Or if one target was hit with Incendiary Ammo and one was hit with Disruptor Ammo, chained Overload hitting both would cause both a Fire Explosion and Tech Burst. Trandra (talk) 18:49, May 12, 2013 (UTC)
It seems that the people who responded to Bumbib's original post didn't quite follow - he/she was talking about PRIMING Tech Bursts from Chain Overload only, and that does accord with my own testing. You can clearly see that the sparking priming effect for a Tech Burst only shows up on the primary target of the Overload, not any chain-hit targets, and combos occur occordingly. Unless someone contests this finding within a reasonable time I'm going to add a note about this both here and on the Overload main page. Ale89515 (talk) 19:30, 3 May 2021 (UTC)

Point Generation in Multiplayer[]

Are the points divided among the source and detonator owner or simply gained by the one who triggered the combo? THEINFERNALVerjigorm (talk) 05:11, November 30, 2012 (UTC)

Combos clear previous power effects?[]

I can't find any mention as to whether or not a combo will clear the effects of the powers that set it off. It seems like it, since I've noticed I can't set off multiple biotic explosions off of one source (ie Dark Channel, then Warp twice).

However, I have read conflicting things - such as "Dark Channel and Warp are a lethal combination since both cause damage over time and their effects stack." [1]

This might be worth clarifying on this section.

216.154.119.152 17:43, December 21, 2012 (UTC) Adam Blackbird

The combo detonation only happens once per cast/target, but the DoT effects from powers that have it (e.g. Dark Channel, Warp) will last through the duration listed for the power and do indeed stack. If you have an area-of-effect power (e.g. Reave) and get multiple targets, each target can be detonated once.
I clarified a little bit in the second paragraph. Trandra (talk) 22:48, December 21, 2012 (UTC)

Concussive Shot triggering Fire explosion[]

Has their been some confirmation whether the concussive shot needs to be loaded with a particular ammo type in order to trigger the detonation. Or can a "regular" concussive shot do the trick? Tjkoshy686 (talk) 04:40, February 16, 2013 (UTC)

Explosion radius[]

Does anyone know the radius for each type of detonation? Or what factors, if any, determine the explosion radius? 174.19.86.110 04:58, March 9, 2013 (UTC)

Overload/Carnage (Correct-me-if-I'm-wrong)[]

Overload & Carnage "cast simultaneously from the power bar" would appear according to the article to set off either a Tech Burst (if Overload gets resolved first as primer and Carnage as detonator) or a Fire Explosion (if conversely Carnage resolves first as primer and Overload as detonator). But from the unholy amounts of damage I was often seeing on Insanity it made me curious if BOTH were being detonated - it was just a bit hard to tell in the chaos-that-was-Omega and there could be other side effects going on. Overload was set for multiple targets, and I know it's a little wonky in the multiple-priming department so there's also that. Just curious if anyone knew a detailed breakdown of that interaction. Cattlesquat (talk) 14:54, February 28, 2014 (UTC)

Tables[]

I've been making some tables with sortable headers for the power combos and am near completion, so if someone's invested in the readable and useful presentation of the Source Powers and Detonator Powers lists currently under headers named for the combo types I could use some suggestions. Currently I'm planning on unifying the lists so that the sort feature makes it useful for spotting synergies. Here are some sample rows from the unified table I'm working on.

List of combo abilities
Power Source Detonates Biotics Detonates Cryo Detonates Tech Detonates Fire Multiplier Evolution Requirements
Biotic Sphere Biotic* No No No Biotic No *Primes with "Warp Effect"
Carnage Fire No Yes Yes Yes No
Cluster Grenade No Yes Yes Yes Yes No

In particular I could use suggestions on the following:

  • Whether to split the column for applicable detonations into the four different types
  • Whether to retain the four current lists in separate tables or unify them
  • How to label the fields currently marked as "N/A" for Not Applicable
  • Whether to use colors for labeling the different applicable answers and in that case what particular colors.

If no one volunteers an opinion on the subject I'll just put up my test run as I've envisioned when I get the table in good condition.

46.239.204.130 00:27, March 3, 2014 (UTC)

rainbow-colored cells are out of the question if you want this project going anywhere. it clashes with the wiki's color scheme too much. you can pick up some ideas on the Powers page on what's deemed acceptable. T̴̴͕̲̞̳̖̼̱͒͛̎͒ͫ̃ͧeͩ̈̽̈҉͓̝̰̼̦̫̤̀͠m̫̪̪̯̻͎̫̅̇̓̇͌̚p̸̙̝̓̓͌ͨ͆ͣͥ̂̕o͒̽͐̽͏̞̬̻͕͔͕͚̰͍͠͞ṙ̢̞͚͈̹̰ͨ̓ͭ̈́̌ạ̢̧̪̹̺̺̣̹̲͂͆̏ͪͨ͒ͭř̹͈͜͠y̷͍̻̜̹̼̾̽̈́e̵̹̼̟̦͚͐̈́͌͘d͉̲̣̻͉̱͗̅ḭ̷̻̆͋̆̓̔͝t̨͍̦̫̗͂̅̍̋̆ͩ͝ộ̫̟̬̳̝̲̾ͫ̒̿ͮ̑̚rͯ̎ͨͭ̄̿̽͛҉̠̫̱̠̘̘̲́ͅ7̩̻ͤͩͨ͝͡8̜̣̙͇̻ͨ͛͛̆͒̆̽̒͐͜͡ ͥ̍̉̃̇ͥ̓ͨ͏̕҉̥̹͓̗̤̠̖̤ (talk) 10:47, March 3, 2014 (UTC)
At the very least I've had some doubts about the green/red yes/no fields, although I'm still not sure I'd like to dump coloring the combo type descriptors. Perhaps there's a set of icons I could use instead of the words plus colors, I reckon that would work well.
I'll certainly go test out the style of table found on the Powers page and see what I can whip up with some checkmarks, x marks and interpuncts. Thanks. --46.239.204.130 11:00, March 3, 2014 (UTC)
Power Source Detonate Biotic Detonate Cryo Detonate Tech Detonate Fire Multiplier Evolution
Biotic Sphere Biotic* *Primes with "Warp Effect" evolution
Carnage Fire
Cluster Grenade

Here's what I've come up with so far. Personally I'm happy enough with this to move on to considering things such as if/how I'm going to rework the article to fit a long, monolithic list of all the abilities, although I'm still taking input on the other facets of making this table. Just making smaller combo type specific tables would require less work but seems less useful. Perhaps a bit of both would be best, integrating small tables into the article while putting a monolithic table somewhere else in the article or in another place entirely. --46.239.204.130 11:31, March 3, 2014 (UTC)

now we're getting somewhere. good enough look and feel to start.
a master table lets people see all checks at a glance but has too many columns for its own good. many powers have special conditions that need to be noted but they'll just appear squished and cluttered at minimum viewer resolution if they're forced in.
one approach is dispense with the names and use the icons instead to link to the other power pages. :p
smaller tables per explosion type repeat numerous powers but at least important notes can be put in with less visual impact. ( icon/power | source | detonator | notes ) or something similar. the present source/detonator lists, of course, will be supplanted by this setup.
having both isn't a stupid idea but it depends on your willingness to do all the grunt work plus finding ways to avoid data squeezing on the master table. that's the major hurdle to contend with. T̴̴͕̲̞̳̖̼̱͒͛̎͒ͫ̃ͧeͩ̈̽̈҉͓̝̰̼̦̫̤̀͠m̫̪̪̯̻͎̫̅̇̓̇͌̚p̸̙̝̓̓͌ͨ͆ͣͥ̂̕o͒̽͐̽͏̞̬̻͕͔͕͚̰͍͠͞ṙ̢̞͚͈̹̰ͨ̓ͭ̈́̌ạ̢̧̪̹̺̺̣̹̲͂͆̏ͪͨ͒ͭř̹͈͜͠y̷͍̻̜̹̼̾̽̈́e̵̹̼̟̦͚͐̈́͌͘d͉̲̣̻͉̱͗̅ḭ̷̻̆͋̆̓̔͝t̨͍̦̫̗͂̅̍̋̆ͩ͝ộ̫̟̬̳̝̲̾ͫ̒̿ͮ̑̚rͯ̎ͨͭ̄̿̽͛҉̠̫̱̠̘̘̲́ͅ7̩̻ͤͩͨ͝͡8̜̣̙͇̻ͨ͛͛̆͒̆̽̒͐͜͡ ͥ̍̉̃̇ͥ̓ͨ͏̕҉̥̹͓̗̤̠̖̤ (talk) 13:23, March 3, 2014 (UTC)
Coming along great! I hope that if there's going to be a "master table" that it contains sortable column headers in the way that the first ("rainbow colors") chart did. The second chart looks much better but doesn't have sortable columns. IMHO a master table would be very difficult to make use of without sortable columns. ALSO -- since even with sortable columns there wouldn't be a way to sort for "just tech explosion stuff" (since that would need information in both the source and detonates-tech columns), it seems like smaller-tables-per-explosion-type is probably the way to go or at least the main way to go. Cattlesquat (talk) 15:14, March 3, 2014 (UTC)
Yes, I'm becoming convinced that maximum usability would come from having both the small tables and the large table. I thought I'd already made the second table sortable, I had better fiddle some more with that. Sortability is the major reason I'm making these tables after all.
I have an entire ready made monolithic table. Had to cut various fields into some very terse forms and am considering making some of them them terser still and/or exploring the boundaries of how readable I can make the descriptions in the limited space available. Also set a minimum row height for some visual consistency. Here's a sample:
Note: In the table below, the columns marked Biotic/Cryo/Tech/Fire indicate whether the ability can detonate primed Biotic explosions, Cryo Explosions, Tech Bursts, or Fire Explosions respectively. The Multiplier column indicates whether and what type of combo it has a rank evolution to increase combo damage for, increasing the effective level of the power by at least 50% regardless of whether it is used as source or detonator, and whether it is stacking with another power with such a multiplier.
The Notes column indicates required evolutions, usage methods, enemy type or protection, and other limitations or highly similar abilities that apply to the items marked with an asterisk.
Power Source Biotic Cryo Tech Fire Multiplier Notes
Annihilation Field Biotic ✓* *self-detonation
Arc Grenade Tech* *"Electrical Damage"
Barrier Biotic* *self-detonation
Biotic Charge
Some possible next steps in no particular order, perhaps somewhat mutually exclusive:
  • Making the current list type sortable. Done.
  • Reworking the article around the presence of the 58-row table I have ready.
  • Making an article and the appropriate links just for the 58-row table.
  • Making the four smaller tables for a straight swap with the already present lists. Done.
--46.239.204.130 15:50, March 3, 2014 (UTC)
I've made and worked in the type-specific tables and am satisfied with the results. Someone even added a detail to one of the tables not found in previous versions of the lists while I was at it. I hope that speaks to the readability of the data. I haven't come up with any ideas I feel like implementing right at the moment for the larger unified table, so I'll just put it in here for the time being. WARNING: INCOMING DATA BLOB. --46.239.204.130 21:10, March 3, 2014 (UTC)
There used to be an uncomfortably large table here, but now it's gone. Discussion on if/how to implement tables in this article are ongoing at the projects forum. A version of this article with lists replaced with separate tables and a page with a proposed unified table exist on my sandbox. --46.239.204.130 16:44, March 4, 2014 (UTC)

A resolution to append a monolithic table to the bottom of the page has passed on the projects forum. As such I am adding the current iteration of that table. This is the first public test of doing so, and I expect some rapid tweaking may ensue. In particular I don't believe the section title (Synergies at current) has been discussed nor am I sure that's a properly descriptive header. Happy editing. --46.239.204.130 09:58, March 18, 2014 (UTC)

Great work & followthrough - thanks! Cattlesquat (talk) 12:45, March 18, 2014 (UTC)

Synergies table update[]

It would seem powers that detonate tech explosions detonate all types of them, i.e. no power detonates just tech bursts but not fire or cryo explosions. Therefore the detonation columns only need to be separated into "Biotic" and "Tech" (or "Biotic" and "Fire/Cryo/Tech", to avoid confusion with "tech burst").

On a related note, Lash definitely detonates tech explosions as well. I'm pretty sure it happens as long as the target is lifted, i.e. shielded enemies should be detonated with the Shield Penetration evolution, but more testing is needed to confirm. Elseweyr talkstalk October 3, 2015, 15:14:16 (UTC)

Recon Mine[]

I don't see Recon Mine anywhere on the page, but I've seen it detonate fire explosions, and I'm pretty sure it can also trigger Cryo and Tech Bursts. Does anyone have any more information? --Dlchen145 (talk) 18:02, December 8, 2016 (UTC)

Some of the combo research done for this article is fairly recent, so there might well be something missing still. I too have a feeling Recon Mine detonates tech explosions, but I'd make sure before adding the info. Elseweyr talkstalk December 8, 2016, 22:31:05 (UTC)

Annihilation Field Universal Detonator Note[]

Whoever noted in the main text body that Annihilation Field is a universal detonator (on self-detonate) should go ahead and change the detonator table as well if that's tested and verified, and change the Annihilation Field main page with that info while you're at it. (I can't speak to it, I've used it myself when I played ME but it was too long ago and I can't remember and I don't want to play MP now to test because I'm modded and am scared of ban). Ale89515 (talk) 19:59, 23 October 2020 (UTC)

Finally confirmed it is a universal detonator on deactivation - though did observe some potentially buggy/wonky behavior where it would not seem to trigger combos with fatal damage on detonation. Corroboration on that would be needed.Neo89515 (talk) 16:37, 24 October 2021 (UTC)

Fire Explosions can't detonate on shielded targets?[]

This is something I've vaguely known from raw experience for a while but never really considered really testing but it's not mentioned on this page: shielded enemies can be primed for Fire Explosions but they won't detonate until/unless the shielding is removed. Can someone confirm this? It's not on the page that I can see, but I HAVE tested this mildly on PC and so far it seems to be true. Haven't tried against Barriers, only Shields so far. Basically, using Incendiary Ammo you can prime a shielded target, but it WON'T DETONATE from the usual fire explosion detonator powers until the shield is removed, at which point you can visual see the target is primed (on fire) but it won't be on fire until the shield is down.

If I'm not being clear, let's try again: a shot that does not break the shield of a target can nonetheless have applied a fire explosion priming effect, but that effect won't be detonatable or visible until further damage eliminates the shield from the target (even if the damage that finally removes the shield is NOT a fire explosion primer). A target that still has shields can't fire explode. Hopefully this all makes sense I'm typing in a hurry. Ale89515 (talk) 22:05, 5 November 2020 (UTC)

On further inspection the article does mention this, at least insofar as Incendiary Ammo/Rounds are concerned. I've added that info and the way it behaves on shielded targets to the Synergies table, but a couple of things remain unanswered: is this behavior of Incendiary Rounds ONLY? Or can other fire powers/fire primers work the same way. Also, does this only apply to SHIELDED enemies, or barrier-having enemies also? May test myself, if I care enough and have time. Ale89515 (talk) 15:37, 6 November 2020 (UTC)

Capitalization[]

Not seeing this answered somewhere else but there's inconsistency on this page and elsewhere on whether the various combo types are capitalized. My initial understanding was that they are NOT capitalized, e.g. "fire explosion," but more recent edits were done capitalizing them. Two things make me want to say they should be capitalized: first, to mark them off from being generic phrases and note they are "special," gameplay-specific things, similar to how difficulty level is always capitalized (e.g. Insanity). Second, tech combos are referred to specifically as "Tech Bursts," not "tech explosions" everywhere I see them mentioned. Again, the specificity of the phrase seems to indicate caps should be used. I guess there's basically a middle ground, which is that either way is fine, since it could be looked at as generic or specific, but especially on this page I think there should be consistency. Ale89515 (talk) 16:08, 22 February 2021 (UTC)

Another argument in favor of capitalization is that it helps the words stand out from the text, which is useful especially when they're being mentioned a lot. I also tried looking for "official" mentions of the combos on like an EA site; on EA site for Andromeda, the phrase "Power Combo" is always capitalized, but couldn't find mentions of any specific Combo types in print. Ale89515 (talk) 16:15, 22 February 2021 (UTC)
My conclusion is that the specific combo types SHOULD be capitalized when the specific phrasings "Fire Explosion", "Biotic Explosion", "Cryo Explosion" and "Tech Burst" are used (i.e., not if saying "fire detonation" or "tech combo" or some varied language, though I think doing that should be avoided if possible), which means there's a ton of inconsistency on this page. I will try to rectify this at some point with some Ctrl + F work, if no objection. Ale89515 (talk) 16:30, 14 March 2021 (UTC)


Complex Interactions - TOO complex[]

Even though the Complex Interactions section has a lot of useful info, I feel like it's perhaps getting a little too technical and "TL;DR" and is bloating the page. I think some of the EXTRA detailed explanations of the mechanics of certain unique powers (which tend to be Multiplayer-only) could probably be removed and transplanted to those individual power pages, e.g. Biotic Sphere. I notice that the user who basically created this section and still adds to it periodically isn't registered which makes it hard to communicate with them, unfortunately. Neo89515 (talk) 06:44, 19 June 2021 (UTC)

Unify table columns?[]

The "Fire", "Tech" and "Cryo" columns in the Synergies section are identical, maybe it would help to clarify if they were unified? —The preceding unsigned comment was added by Burningcherry97 (talk · contr).

While I see your point, since they are all distinct combos, I don't see a real need unless the way it is now is really confusing people. Neo89515 (talk) 23:27, 27 May 2023 (UTC)

"Conditional" behaviors list[]

The Wiki is authoritative in that the individual powers pages maintains the most accurate and detailed descriptions of unique combo interactions, in addition to everything else; the list of conditionals or combos-with-caveats on this page initially started out as just a smattering of examples to illustrate the point, but since that list has become comprehensive now the disclaimer can go. Neo89515 (talk) 18:52, 13 October 2023 (UTC)