Thank you, Xaine! Yours are the best MEA weapon and armour guides out there. Exhaustive, sincere and with loads of visual demonstrations. I was planning on testing out many combinations myself but many of the weapon fire mods disappointed me greatly and I gave up before even starting. You are saving us so much time and trouble with these. Not to mention that your views on the pros and cons of all items are 100% spot on. Here's hoping that someone from BioWare's dev team comes across your analyses and gets inspired to improve and expand what we already have in game.
Hey guys! I'm currently not where my computer is, so can't make the usual Weapon and Armour field test videos until I get back, so here's a 'quicker to make before i left' video to tide you over. I'll be back on the 14th to power through those testing vids!
Xaine's World please make a pistol and smg video. I can't decide between the n7 hurricane or the hornet. and I find that the hornet is extremely good with headshots
Got AR first then pistol, I've had a lot of comments asking for both, but AR was requested a good day before the pistol, but I'm looking forward to the pistol for sure, it's quite possible pistol and smg will be 2 separate vids so I can really go to town on everything, from you and a few others, ill assume SMG first?
I prefer the shielding mod for my Vanguard, whose shield restoration is set up to proc off of just about every action I can take. But the hovering mod would work well with my anti-architect strategy (currently tested on Hardcore), which is to hurl myself at a conduit with the biotic charge and hover there while emptying my vintage-heat-sinked-Piranha into the glowy bits, evading in the air to doge its big attacks, launching the odd Throw to proc the tech and fire combos set up by Drack and Vectra's ammo powers, and charging again whenever my shields drop (or whenever the recharge is done). I barely even touch the ground, and the hover mod and related power upgrades would make the maneuver even easier.
I noticed when I was using the assault mod on Heleus armor, that it multiplies to both the arm and leg slots as well. you can see this in the display of your armor in your inventory when you equip it. you will also see the now 30% damage increase instead of 10% in your gun damage stats. I do not know if the other fusion mods multiply like this as well. some obviously would not make sense for them to multiply, but others that have fractional bonuses might.
Fusion mod of adrenaline is OP asf and beautiful. The others arent worth it until you get the cryo pod that reduces the penalty. The one that increases weakpoint dmg is really good though and im not biased because im rocking a sniper
I didn't use any of the fusion mods in my first playthrough. I like making well rounded characters, and I don't like sacrificing anything. But I might try that cooldown one in my new game plus.
They're not so bad if you get the AVP perk that cuts fusion mod debuffs in half. I use the rapid deployment fusion mod with this. But in general I think they're pretty moot.
As another comment pointed out the tradeoffs aren't feeling worth on a head-on soldier/shooter build aside from adrenaline.Nor do weapon behaviour augs to be honest. Just get me weapon damage, rate of fire or mag size.PS.:Personal weapon loadout goes: Dhan, Thokin, Black Widow and Sandstorm.
Wojciech Krawczyk health has it advantages, have you wonder why shields go down faster than health? well health has more % of damage resistance I've made a build with a lot of damage resistance (damage in everything I could add in) and also heal and shields regen, if you use vital support perk at one of the passive threes of tech it allows you to regen health a lot faster but also higher than the cap, so I combined this with sentinel profile and tested it on insane and nothing could kill me, except for eirochs, beasts and this fucking giant robots that can one shot you if you're trying to melee damage them
Just finished that quest that rewarded me with the last mod you listed. That particular mod seems to me like the only mod I'd want, but this is truly something to use when focusing on combining multiple powers, profiles and high-burst weapons... except when fighting those stupid flying Thresher Maw wannabes! 😉
Dillon M :: Well, I respecc'ed my Ryder around Annihilation/Charge/Energy-Drain. The fusion mod I use lengthens cool-down times by 50% but recharges all powers instantly on kills. My battle plan however includes different profiles with different abilities so I can use Singularity for example with Adept, then switch to another profile with another set of powers and kill an enemy and have all 3 powers reset their cool-downs, use the powers and rinse-repeat. Just watch out that you're not left without any cannon-fodder. 😉
I think for Tech Mastery the last line is "Combat Power Damage", but I may be wrong, I don't actually have it atm... I WANT IT THOUGH T_T I also ran the first Shielding mod myself, though I feel the shielding gained is less than it seems, like it only works off the base shielding and not the total? I will have to check after this patch downloads, cheers for the video man!
(No fusion cryo pod) hp goes from 580 to 330, and shields go from 395 to 520. Holding off until I get the cryo pod to reduce the penalty, else energy drain + life support probably better until then
I've acquired a few of these mods so far and they show up in my inventory but when I craft a chest these mods don't show up, only the mods I researched show up. Am I missing a quest or progress point to be able to use them?
Adrenaline mod sure is good BUT, I find it fairly detrimental as an infiltrator using Combat Cloak. Your Tactical Cloak cooldown will not kick in until after you score your kill, forcing you to score your next kill outside cloak. Maybe not a big thing but I prefer to have a constantly shorter CD on my skills. BTW, awesome videos but I can't find any pistol vids from you.
aaah, that's a shame it doesn't work with that. and I'm doing the testing for the SMG videos at this moment, only got assault rifles out yesterday hehe, still ongoing, they take a while to make
I've killed all the architects and cleared all missions and vaults, yet I only have 3 fusion mods (I think I sold a fourth). Yet I don't have most of the mods showcased. Are the vault mods missable? Where do architects drop the fusion mods?
It is probably due to which level in the stacking buffs it is. I believe the fusion mods effect are on your base damage, which mean it will apply that double health buff, then the other buffs you get from skills and profiles will be applied on top of that new figure. so it won't be a straight double of your buffed health
Nice video! Does the power-recharge on kill work on cloaking? That would be very potent. I'll stick with The Fusion Mod of Minor Shielding until I find it.
It works on all powers, I use it for an extremely op build. Essentially I use Supercharge, then Cloak to boost my damage, then I use Charge to get close and recharge shields, then use my shotgun to kill and repeat the whole cycle. The adrenaline recharges all my powers so I can cloak and charge an unlimited number of times. As long as there are mobs to feed my shotgun. The only time this build is not viable is on bosses.
Oh my, that sounds really unstoppable. I already feel pretty OP with a 1600 (only a rank 6!) heat-seeking Dhan that regens 25% shield on kill and on reload. I just laugh maniacally while shooting things.
I like it because it adds unique build options. I play mainly as sniper/tactical cloak/with random tech and biotic abilities, so none are specialized for my build. But I wanna try to create an insanely powerful melee build. Never wanted to before because of how clumbsy old ME combat was.
Not that I know of unfortunately, I don't know if you'll have another chance to get one or not when you start a new game, fairly certain there definitely isn't a way to get a replacement within that playthrough
+Matthew Peskett not that I'm aware of, the limit appears to be the skills and such, from what I've seen they stack, its just how they stack, some being on base stats etc
if you want all the bonuses but none of the negatives, there is a useful game mod on Nexus Mods that removes the negative modifiers from all the fusion mods. another one over there halves the negatives, which is a bit more balanced.
The shielding and biotic mastery ones seems useful, but they're not you have 500 base health but only 250 shield, that means you lose 250 health for only 125 shield gain and you gain 30% biotic dmg but lose 20% everything else is just stupid given most biotic builds are based on combo detonations
it depends how you play, I've seen adept builds that use nothing but biotic powers to kill hordes of enemies on insanity utilizing specific skills to gather and then aoe for huge damage. Also the shielding mod could be used for some specific setup like a vanguard who uses bio-converter in his weapon, by reducing the number of health by half you reduce the number of health the bio-converter takes to reload your weapon, and as vanguard melee for health regen that health gained is number not percentage so you would find it far easier to regain your health, you also have access to a crap tonne of shield boosting skills that even if the fusion mod doesn't increase the buff from those, it's enough for most to never lose the shield. Some things are just super specific and situational for use but most things do have a use of somekind
yeah, if you go melee vanguard with the kett carfalon + the reducing AVP thing it's pretty OP but I still don't see the benefit of biotic mastery tho, why go biotic if you don't utilize combo detonations? they're just too good and fun
+Gordan Jakopovič the email is a mystery, i don't think I did receive one, but it worked, the quest popped up when i revisited the planet after the Nexus
Kinda' disappointed there's no real Combat Power Damage or Weapon Damage counterparts to the Tech and Biotic Mastery ones. Soldiers (who aren't going fulltime sniping and thus don't want the headshot one) kinda' get the shaft, but I guess Adrenaline wins out again so you can pretty much always have Turbocharge up and pretty much ignore gun weight when filling your extra slots/augs/mods.
there is. there is an assault mod that boosts weapon damage by 10%. it's the one you get in the chest at the end of the eos vault if you can grab it before you exit.
@@thomasneal9291 There is no Assault fusion mod. I think you are mistaking it for something else. All people specializing in weapons get is the useless mod for the weak spots etc. Its essentially Isharay only or couple others that benefit from it BUT 95% of weapons dont benefit at all and its so detrimental that its just absolutely not worth it. Personally, I find all the mods worthless because even for some very specific builds having the other options weakened is just bs and stupid to do. When you are complete overall powerhouse that focuses on weapons there is literally nothing to gain from fusion mods.
To me those fusion mods feel useless, mostly due to me using many different abilities during gameplay. I like to use weapons and I do use those mainly, but I also like to spice it up regularly with some combat ability, biotic and tech one. Plus my combat style is usually also more "in your face" kind, so penalties from those mods seem a bit too big for my taste. Even after the cryo pod perk which reduces the penalty it seems a bit too harsh. Though, if I would find/use armor which has mod slots in every piece perhaps I could balance out some of the penalties. Didn't one of those full-body armors have a mod slot in every "piece"..
You can only have 1 fusion mod, when i install one in Heleus armor it occupies all slots. However i think that fusion mod of adrenaline is the best, you should try it. I played in insanity focused on combos, however i used weapon heavily, and all other mods just dont worth it, except this. It can really fasten the skill set change with nice shot.
+Lorgren Benirus I'm replying to all comments on creator app so can't see replies etc from notifications, but i remember one mentioning adrenaline for this comment? If so, aye, I completely agree, go adrenaline mod, its amazing for soldier with a side of tech or bio. i love energy drain, at top tier you can set to weaken armour. Adrenaline flips that to be used for every kill, start off with an energy drain combo with every kill, single shot from a good wep and its down on a shielded or armoured target. Job done :)
Aye for heavy power users it's nice, for folk like me with the soldier way of life it's not doable, but that's what I like about the fusion mods, they are largely about refining your playstyle. However you play, there is one for you :)
Ugh..... I've beaten all of Havarl and only have the Architect on Voeld left. I haven't played too much post patch 1.05 because I've been busy. I had like 5 of these fusion mods and sold them because I wasn't sure where I'd gotten them from, didn't know they were unique items, they seemed horrible, I didn't know a cryo pod could make the penalty not as bad, and honestly I needed the space with only 50 inventory slots at the time. I know I sold Shielding and Adrenaline..... guessing there's no way to get them back now.... This game really likes not explaining gameplay mechanics....
Hi. Does someone know if there are mods to remove floating markers? I'd like to get rid of hitmarmers, floating markers (direction marker and even the ones that indicates objects, doors, etc) and it would be nice if the enemys' bars were on top of the screen like old ME games.
most of the ones i found weere like 10% increased weapon damage but -90% shields and health and -70% sheild and health regeneration...okay maybe not that rediculos but yall get the idea lol they were most defintely not worth it imo
+Gary Cannon massively over stated lol, the best is adrenaline with recharge power on kill. They are all made far better with the cryo pod to that halves the negative effect.
I find no good reason to use fusion mods at all & I believe normal mods would be much better over all / in the long term. The only good thing is they're worth a few credits when you sell them. 😎
Fusion mods in a nutshell - your left arm can now punch through concrete and lift 5000 kg BUT your right arm and both legs will be cut off leaving you with only left arm 3 words - NO, THANK YOU!
Thank you, Xaine!
Yours are the best MEA weapon and armour guides out there. Exhaustive, sincere and with loads of visual demonstrations.
I was planning on testing out many combinations myself but many of the weapon fire mods disappointed me greatly and I gave up before even starting.
You are saving us so much time and trouble with these. Not to mention that your views on the pros and cons of all items are 100% spot on.
Here's hoping that someone from BioWare's dev team comes across your analyses and gets inspired to improve and expand what we already have in game.
+Bob Motster wow thank you, quite the glowing review there! I hope I can continue to bring good content out :)
Shielding is pretty good after you get the Cyro Pod Merchant upgrade that reduces the negative effect. Most of the other ones seem like garbage.
Hey guys! I'm currently not where my computer is, so can't make the usual Weapon and Armour field test videos until I get back, so here's a 'quicker to make before i left' video to tide you over. I'll be back on the 14th to power through those testing vids!
Xaine's World please make a pistol and smg video. I can't decide between the n7 hurricane or the hornet. and I find that the hornet is extremely good with headshots
Got AR first then pistol, I've had a lot of comments asking for both, but AR was requested a good day before the pistol, but I'm looking forward to the pistol for sure, it's quite possible pistol and smg will be 2 separate vids so I can really go to town on everything, from you and a few others, ill assume SMG first?
I could see the mod that boost hover time being helpful when grinding out the hover kill count achievement.
oooh good call!
Xaine's World there are also other mods that increase damage as you hover
+Joshua Sakagawa yes, there's lots to do with hover damage in specific situations, that one is just a good all round version
The DR Mod Resistance is changed in 1.08.
It's now -10% all damage
I prefer the shielding mod for my Vanguard, whose shield restoration is set up to proc off of just about every action I can take. But the hovering mod would work well with my anti-architect strategy (currently tested on Hardcore), which is to hurl myself at a conduit with the biotic charge and hover there while emptying my vintage-heat-sinked-Piranha into the glowy bits, evading in the air to doge its big attacks, launching the odd Throw to proc the tech and fire combos set up by Drack and Vectra's ammo powers, and charging again whenever my shields drop (or whenever the recharge is done). I barely even touch the ground, and the hover mod and related power upgrades would make the maneuver even easier.
+Marcus Sherlock ooh nice!
I noticed when I was using the assault mod on Heleus armor, that it multiplies to both the arm and leg slots as well.
you can see this in the display of your armor in your inventory when you equip it.
you will also see the now 30% damage increase instead of 10% in your gun damage stats.
I do not know if the other fusion mods multiply like this as well. some obviously would not make sense for them to multiply, but others that have fractional bonuses might.
Fusion mod of adrenaline is OP asf and beautiful. The others arent worth it until you get the cryo pod that reduces the penalty. The one that increases weakpoint dmg is really good though and im not biased because im rocking a sniper
I didn't use any of the fusion mods in my first playthrough. I like making well rounded characters, and I don't like sacrificing anything. But I might try that cooldown one in my new game plus.
+CylonDorado yes it's a touch decision with the fusion mods
They're not so bad if you get the AVP perk that cuts fusion mod debuffs in half. I use the rapid deployment fusion mod with this. But in general I think they're pretty moot.
As another comment pointed out the tradeoffs aren't feeling worth on a head-on soldier/shooter build aside from adrenaline.Nor do weapon behaviour augs to be honest. Just get me weapon damage, rate of fire or mag size.PS.:Personal weapon loadout goes: Dhan, Thokin, Black Widow and Sandstorm.
Why is there a 'I' behind all fusion mods as if they could be upgraded? Thanks!
+Jeffrey Lievers I've been wondering that myself. If it's in the game already i haven't seen, it may be a doc thing
+Jeffrey Lievers dlc*
I haven't actually thought of that 😅, thanks for that quick reply! ✌️ :)
50% shields is the best for me cuz shields are regenerating every time and health can regenerate max 40%
Wojciech Krawczyk health has it advantages, have you wonder why shields go down faster than health? well health has more % of damage resistance
I've made a build with a lot of damage resistance (damage in everything I could add in) and also heal and shields regen, if you use vital support perk at one of the passive threes of tech it allows you to regen health a lot faster but also higher than the cap, so I combined this with sentinel profile and tested it on insane and nothing could kill me, except for eirochs, beasts and this fucking giant robots that can one shot you if you're trying to melee damage them
You can reserve more health when you have more shields
Just finished that quest that rewarded me with the last mod you listed. That particular mod seems to me like the only mod I'd want, but this is truly something to use when focusing on combining multiple powers, profiles and high-burst weapons... except when fighting those stupid flying Thresher Maw wannabes! 😉
be careful with the cryo perk to half the negative effect, it's rendered mine 0% chance to recharge the power making it useless :(
ouch!!! I hope this will be fixed, but to be honest if this is the only mod I'd use, I may just skip the cryo perk...
what it do now?
Dillon M :: Well, I respecc'ed my Ryder around Annihilation/Charge/Energy-Drain. The fusion mod I use lengthens cool-down times by 50% but recharges all powers instantly on kills. My battle plan however includes different profiles with different abilities so I can use Singularity for example with Adept, then switch to another profile with another set of powers and kill an enemy and have all 3 powers reset their cool-downs, use the powers and rinse-repeat. Just watch out that you're not left without any cannon-fodder. 😉
You should try N7 Hurricane with seeking bolt and turbocharger
I think for Tech Mastery the last line is "Combat Power Damage", but I may be wrong, I don't actually have it atm... I WANT IT THOUGH T_T
I also ran the first Shielding mod myself, though I feel the shielding gained is less than it seems, like it only works off the base shielding and not the total? I will have to check after this patch downloads, cheers for the video man!
+Biff Bash Bosh oooh, if you could report back with the shielding being base or total I'd love you just a lil' bit more!
(No fusion cryo pod) hp goes from 580 to 330, and shields go from 395 to 520. Holding off until I get the cryo pod to reduce the penalty, else energy drain + life support probably better until then
awesome, thanks for sharing the info :), shame it works on base though
I've acquired a few of these mods so far and they show up in my inventory but when I craft a chest these mods don't show up, only the mods I researched show up. Am I missing a quest or progress point to be able to use them?
A fusion mod is different to an augment, you don't put it in during crafting, you put it in the chest like a normal mod afterward in the loadout menu
5 years latter and still the business 🤙🤙🏿🤙🏾
Adrenaline mod sure is good BUT, I find it fairly detrimental as an infiltrator using Combat Cloak. Your Tactical Cloak cooldown will not kick in until after you score your kill, forcing you to score your next kill outside cloak. Maybe not a big thing but I prefer to have a constantly shorter CD on my skills.
BTW, awesome videos but I can't find any pistol vids from you.
aaah, that's a shame it doesn't work with that.
and I'm doing the testing for the SMG videos at this moment, only got assault rifles out yesterday hehe, still ongoing, they take a while to make
It does work if you don't spec into combat cloak. Isharay + bioconverter ftw.
I've killed all the architects and cleared all missions and vaults, yet I only have 3 fusion mods (I think I sold a fourth). Yet I don't have most of the mods showcased. Are the vault mods missable? Where do architects drop the fusion mods?
+r3dp9 the vault mod should be given just as you click the dust of death thing
What is the weapon he's using in the clip?
like one fusiond mod healt. but its bug ? i got 750hp and when i use it i onlye get 1256hp
It is probably due to which level in the stacking buffs it is.
I believe the fusion mods effect are on your base damage, which mean it will apply that double health buff, then the other buffs you get from skills and profiles will be applied on top of that new figure.
so it won't be a straight double of your buffed health
oke ty, was some point thinking same thing
Nice video! Does the power-recharge on kill work on cloaking? That would be very potent. I'll stick with The Fusion Mod of Minor Shielding until I find it.
It works on all powers, I use it for an extremely op build. Essentially I use Supercharge, then Cloak to boost my damage, then I use Charge to get close and recharge shields, then use my shotgun to kill and repeat the whole cycle. The adrenaline recharges all my powers so I can cloak and charge an unlimited number of times. As long as there are mobs to feed my shotgun. The only time this build is not viable is on bosses.
Oh my, that sounds really unstoppable. I already feel pretty OP with a 1600 (only a rank 6!) heat-seeking Dhan that regens 25% shield on kill and on reload. I just laugh maniacally while shooting things.
I like it because it adds unique build options. I play mainly as sniper/tactical cloak/with random tech and biotic abilities, so none are specialized for my build. But I wanna try to create an insanely powerful melee build. Never wanted to before because of how clumbsy old ME combat was.
I accidentally sold the fusion mold of Biotic Mastery, is there anyway to get it back?
Not that I know of unfortunately, I don't know if you'll have another chance to get one or not when you start a new game, fairly certain there definitely isn't a way to get a replacement within that playthrough
does anyone know if theres a hard limit on cooldown reduction in andromeda???
+Matthew Peskett not that I'm aware of, the limit appears to be the skills and such, from what I've seen they stack, its just how they stack, some being on base stats etc
Xaine's World thanks for letting me know
Is there any way to get them back in the same campaign after you sell them?
I don't believe there is sorry :(
Xaine's World That's a shame but all right. I've been using a melee build, mimicking the geth juggernaut play style and want that first mod again.
if you want all the bonuses but none of the negatives, there is a useful game mod on Nexus Mods that removes the negative modifiers from all the fusion mods. another one over there halves the negatives, which is a bit more balanced.
The shielding and biotic mastery ones seems useful, but they're not
you have 500 base health but only 250 shield, that means you lose 250 health for only 125 shield gain
and you gain 30% biotic dmg but lose 20% everything else is just stupid given most biotic builds are based on combo detonations
it depends how you play, I've seen adept builds that use nothing but biotic powers to kill hordes of enemies on insanity utilizing specific skills to gather and then aoe for huge damage.
Also the shielding mod could be used for some specific setup like a vanguard who uses bio-converter in his weapon, by reducing the number of health by half you reduce the number of health the bio-converter takes to reload your weapon, and as vanguard melee for health regen that health gained is number not percentage so you would find it far easier to regain your health, you also have access to a crap tonne of shield boosting skills that even if the fusion mod doesn't increase the buff from those, it's enough for most to never lose the shield.
Some things are just super specific and situational for use but most things do have a use of somekind
yeah, if you go melee vanguard with the kett carfalon + the reducing AVP thing it's pretty OP
but I still don't see the benefit of biotic mastery tho, why go biotic if you don't utilize combo detonations? they're just too good and fun
why would that mod reduce combo detonation damage, I thought that mod reduced weapon damage only, I may be missremembering
it's said in your video, -20% combo power dmg
I haven't seen it myself yet so I'm not sure
hah, it's not combo power dmg, it's combat power dmg, then it's definitely usable :like:
when do u receive the email from Adison?,I didn't
+Gordan Jakopovič the email is a mystery, i don't think I did receive one, but it worked, the quest popped up when i revisited the planet after the Nexus
What is the name of the quest that pop-up after U revisited, if u remember...
I'll go to nexus just in case...
+Gordan Jakopovič the quest says to meet someone about looking at their console and you do need to talk to Addison in the nexus aye
Thx
Kinda' disappointed there's no real Combat Power Damage or Weapon Damage counterparts to the Tech and Biotic Mastery ones. Soldiers (who aren't going fulltime sniping and thus don't want the headshot one) kinda' get the shaft, but I guess Adrenaline wins out again so you can pretty much always have Turbocharge up and pretty much ignore gun weight when filling your extra slots/augs/mods.
there is. there is an assault mod that boosts weapon damage by 10%. it's the one you get in the chest at the end of the eos vault if you can grab it before you exit.
@@thomasneal9291 There is no Assault fusion mod. I think you are mistaking it for something else. All people specializing in weapons get is the useless mod for the weak spots etc. Its essentially Isharay only or couple others that benefit from it BUT 95% of weapons dont benefit at all and its so detrimental that its just absolutely not worth it.
Personally, I find all the mods worthless because even for some very specific builds having the other options weakened is just bs and stupid to do. When you are complete overall powerhouse that focuses on weapons there is literally nothing to gain from fusion mods.
To me those fusion mods feel useless, mostly due to me using many different abilities during gameplay. I like to use weapons and I do use those mainly, but I also like to spice it up regularly with some combat ability, biotic and tech one. Plus my combat style is usually also more "in your face" kind, so penalties from those mods seem a bit too big for my taste. Even after the cryo pod perk which reduces the penalty it seems a bit too harsh. Though, if I would find/use armor which has mod slots in every piece perhaps I could balance out some of the penalties. Didn't one of those full-body armors have a mod slot in every "piece"..
You can only have 1 fusion mod, when i install one in Heleus armor it occupies all slots. However i think that fusion mod of adrenaline is the best, you should try it. I played in insanity focused on combos, however i used weapon heavily, and all other mods just dont worth it, except this. It can really fasten the skill set change with nice shot.
+Lorgren Benirus I'm replying to all comments on creator app so can't see replies etc from notifications, but i remember one mentioning adrenaline for this comment? If so, aye, I completely agree, go adrenaline mod, its amazing for soldier with a side of tech or bio. i love energy drain, at top tier you can set to weaken armour. Adrenaline flips that to be used for every kill, start off with an energy drain combo with every kill, single shot from a good wep and its down on a shielded or armoured target. Job done :)
Aye for heavy power users it's nice, for folk like me with the soldier way of life it's not doable, but that's what I like about the fusion mods, they are largely about refining your playstyle.
However you play, there is one for you :)
use that with lance and you don't even need shield powered lance, just spamming crazy without losing shield is just too good
Ugh..... I've beaten all of Havarl and only have the Architect on Voeld left. I haven't played too much post patch 1.05 because I've been busy. I had like 5 of these fusion mods and sold them because I wasn't sure where I'd gotten them from, didn't know they were unique items, they seemed horrible, I didn't know a cryo pod could make the penalty not as bad, and honestly I needed the space with only 50 inventory slots at the time. I know I sold Shielding and Adrenaline..... guessing there's no way to get them back now.... This game really likes not explaining gameplay mechanics....
+Ian Brittain yes, it can be infuriating sometimes :/
What the kett is wrong with you sir ? Your videos are too good.
Haha! thx man, appreciate it :)
Hi. Does someone know if there are mods to remove floating markers? I'd like to get rid of hitmarmers, floating markers (direction marker and even the ones that indicates objects, doors, etc) and it would be nice if the enemys' bars were on top of the screen like old ME games.
Fusion mods are easy of time just build armor and weapons you set your bonus with plus apv bonus unlocked. This investment is more worth the effort.
That was a nice touch towards the end there. "... another goddamn console." :D
most of the ones i found weere like 10% increased weapon damage but -90% shields and health and -70% sheild and health regeneration...okay maybe not that rediculos but yall get the idea lol they were most defintely not worth it imo
+Gary Cannon massively over stated lol, the best is adrenaline with recharge power on kill. They are all made far better with the cryo pod to that halves the negative effect.
lol unfortunately i discovered those cry pods a little too late and was maxed out when i saw them :(
+Gary Cannon yes they unlock as you go so annoyingly easy to miss
I find no good reason to use fusion mods at all & I believe normal mods would be much better over all / in the long term.
The only good thing is they're worth a few credits when you sell them. 😎
Fusion mods in a nutshell - your left arm can now punch through concrete and lift 5000 kg BUT your right arm and both legs will be cut off leaving you with only left arm
3 words - NO, THANK YOU!