This can be used to reach places that Booker would otherwise have to use the Sky-Line to get to. Charge may be used to jump gaps provided there is an enemy on the other side.Revving up Charge does not cost any Salts, and so revving up Charge while there are no enemies present will give the player an advantage in the next encounter.Though Charge is primarily oriented towards launching the player into the midst of battle, attacking a lone enemy at a distance can work as an escape maneuver.It is best to either prepare or follow up with a stunning attack so as to allow for more leeway. Charging into a group of enemies may end up with the player taking serious amounts of damage if they don't have a plan to back up their move.Likewise, explosive weapons such as the RPG or the Volley Gun will damage the player if used in proximity to their blast radius, and so they are also discouraged. In a similar vein, it is generally not advised to have a long-range weapon on hand (such as a Sniper Rifle or a Carbine) when using Charge, as they will be not as effective at such short ranges.Shotguns are by far the most complementary weapons to Charge, as they work best in close quarters.As Charge is essentially an augmented melee attack, it will benefit from Gear items that apply effects on melee hits.Alternatively, the player can charge into a group and then charge Return to Sender to pick up the resulting gunfire before firing it back at a priority target. Creating a shield with Return to Sender immediately preceding or following a charge will grant the player a few more seconds of bullet immunity.Distracting a group of enemies with Murder of Crows can allow Booker to charge into them safely, potentially even as a means of escape.Undertow can throw extra enemies away from Booker after charging, in case the player finds themselves surrounded.Electrifying an enemy with Shock Jockey before charging them will double the damage of the attack, effectively killing most enemies in a single combo without having to rev up the attack.Charging into an enemy ignited with Devil's Kiss will cause them to erupt like a volcano, sending out fiery fragments all around them and igniting any other nearby foes.If the target doesn't fall off the edge of Columbia, they'll take increased fall damage. Charging into an enemy suspended in the air with Bucking Bronco will deal increased damage and send them flying through the air.(Also what helped me was putting a check mark or opening a word document on the ones I already did.09 October 2013 Vigor Combos Official It's a cumulative achievement so you can come back to it or do it on any waves. You might wanna upgrade the vigors or salt infusion or at least damage the enemies then use it. The Possessed person has to get the kill. ![]() This is a bit tricky since you could kill the Possessed Person with Fire Damage or it delays the kill. For Possession + Devil's Kiss you'll have to Possess the enemy first then Devil's Kiss setting them on fire, the Possed enemy HAS to get the kill while being on Fire. The Possessed Enemy HAS TO GET THE KILL, NOT killing the enemy with Possession and Shock Jockey. For Possession + Shock Jockey you'll have to Possess the enemy first then shock them repeatedly until the Possessed enemy gets a kill while being shocked. Undertow and Shock Jockey Load up Raven's Dome for the last couple of kills you need done and keep doing Wave 1 or Wave 2 if needed.Total of 8 different combination moves are: Once you start to combo on a kill you'll see what you combo pop up in white and how much money you've earned. When you first play the Clash in the Clouds DLC you'll have to pick up the first 4 vigors on the table to your left |FREE SAMPLES|, then when playing some of the waves you'll have to save up money to buy the rest of the Vigors.
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