Bioshock which vigors to upgrade




















Connect and share knowledge within a single location that is structured and easy to search. I've cleared the game on the normal difficulty, and now I'm going back over it again in Mode. One thing I noticed during my first playthrough is that there's just not enough money to buy everything - weapon upgrades and vigor upgrades are particularly expensive. I spent my cash in my last playthrough willy nilly, but I feel like with the increased difficulty I need to make some more considered decisions.

My money and salt budget are likely to be very tight. Are there Vigor upgrades that are overpowered or essential for play at higher difficulties? Are there any in particular I should ignore outright as being completely useless? I just finished yesterday and honestly what I found surprised me. It really seemed like the vigors were balanced, even in mode.

As long as you are utilizing them properly, all of them are effective. If there was one that was underpowered it was Possession. Any enemy that you posses will get demolished by other enemies almost instantaneously without dealing any measurable damage, and at a high vigor price to boot.

The only way I could even use Possession was to get by some turrets without destroying them to preserve ammo presuming you are going for the Scavenger Hunt achievement as well. I wrapped up my mode run yesterday, and documented my overall strategy here.

MoC is great versus handymen, but it wears off very quickly. Similarly, Shock Jockey is great against Patriots, but wears off quickly. Bucking Bronco is probably the 3 duration upgrade I would pick, as it's very useful against groups of the weaker enemies that tend to charge you. It's essentially turning your salts into health.

If you couple it with Brittle Skinned, you'll charge to an enemy, hit them to make every shot count for double, and then you can unload into them. The player must use the power to freeze water and form a bridge to new areas. The vigor can be used to freeze groups of enemies if they are all standing in a puddle of water, making it easier to fight. When the power is charged, it will throw down crystals that freeze any enemy that steps on them. Bucking Bronco is found early in the game and can be used to levitate enemies, making them defenseless against the player.

A charged attack sets a trap, leaving enemies in the air for longer if they step on the area. Because the vigor is found early, it is useful for fighting against the large groups of enemies as the player progresses through the game. Bucking Bronco can also be used against Firemen, Beasts, and Zealots, making it useful against all types of enemies. With a quick burst of fire, the player is able to take out a group of enemies with ease.

The Devil's Kiss vigor can be used to cast a firebomb at enemies or to create a trap. The vigor is useful against all types of enemies except for Firemen, which is likely to be expected. The fireball, when thrown, does not detonate when it hits a wall.

It only goes off when it hits an enemy or after a certain amount of time. An enemy hit by a fireball will stay on fire for a bit, causing more damage until they are put out. The vigor is found early in the game, and is useful throughout. Possession is the first vigor the player will receive in Bioshock Infinite. The vigor allows the player to get money from vending machines and causes automatons to fight for the player.

When upgraded, the player can cause human enemies to fight for them. A chalkboard describing these rejected Vigors can be found inside Fink's laboratory in Burial at Sea - Episode 2. BioShock Wiki Explore. There's Something in the Sea Industrial Revolution. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk Do you like this video? Play Sound.

An advertisement showing one of the uses for Shock Jockey. The game's Vigor wheel with all eight Vigors unlocked. If I told you a man could hoist a one-ton stallion straight into the air, would you believe me? Early concept art for methods to employ Vigors, still called Plasmids at the time. Cancel Save. Universal Conquest Wiki. At the end of a corridor prior to entering the ticketing area leading to the Hall of Heroes. In a previously locked booth upon returning to Finkton Proper while helping the Vox Populi.

Throws a flaming projectile which detonates after a short while, burning nearby enemies and environmental hazards. I sometimes prefer it over Devil's Kiss to avoid having to aim at an enemy's feet, not to mention DK is just Incinerate but missing the important Incinerate 1 effect; luckily DK traps more than make up for this. Against Siren, you can use Undertow by itself to drag enemies to areas where the Siren won't go so she can't respawn them, saving you using Devil's Kiss or Shock Jockey.

Return to Sender is just a quick shield when you need to sprint to new cover. It basically ensures you'll never eat a flanking shot. I heard it makes the last fight super easy, which is a joke considering how easy the last fight is anyway.

Also checking the same info Firemen are immune to Devil's Kiss. Crows are immune to Murder of Crows. Patriots are immune to Murder of Crows. Handymen are immune to Bucking Bronco and Shock Jockey. So they don't make all enemies vulnerable just most.

The other point being once you're set up to spam Charge, the other vigors feel a little lackluster. User Info: p More topics from this board Can someone explain the ending to me? Does this game have multiple endings? Plot 4 Answers Is this game open world?



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