Players can team up with their squadmates for devastating combat power combos. Power combos activate when the player or a squadmate primes an enemy or group of enemies, setting them up for the kill, and then another squadmate jumps in to finish the job. Players can upgrade their squadmates specifically toward making them good at priming or detonating power combos.
Many powers can be evolved to become a primer, a detonator, or even both. Look for primer and detonator icons when planning skill purchases.
To set up a combo, an enemy first must be primed with certain powers, such as Incinerate.
Type of primers
Powers that can prime enemies are marked with different icons on the Skills screen that indicate their primer type.
List of primers
Once an enemy is primed, a detonator power is required to set off the combo explosion. Detonator powers are marked with a detonation icon on the Skills screen.
Type of detonators
Any detonator power will set off a combo. The type of explosion is determined by the primer.
List of detonators
Achievements and trophies
Profiles are specialized sets of improvements and passive abilities available to the Pathfinder in Mass Effect: Andromeda. Each profile improves on several aspects of a character’s chosen abilities, and also provide one or two unique passive abilities to complement their skills in combat.
Profiles are unlocked by spending Skill Points on skills in any of the three main skill disciplines: Combat, Biotics, and Tech. Once sufficient points are spent in a discipline, a Profile will be unlocked corresponding to that discipline. Each profile can achieve six ranks, each improving the stat bonuses by a set amount. Each rank requires a specific amount of points placed into its respective disciplines.
Soldier: Combat – Corresponds with the Security Training
Engineer: Tech – Corresponds with the Technician Training
Adept: Biotics – Corresponds with the Biotic Training
Sentinel: Tech & Biotics – Corresponds with the Leader Training
Vanguard: Combat & Biotics – Corresponds with the Scrapper Training
Infiltrator: Combat & Tech – Corresponds with the Operative Training
Explorer: Combat, Tech, & Biotics – Does not Correspond with any Training; it’s a new class
Note: Profiles that correspond with specific training just means that they involve the same skill types and are similar in nature.Unlike Classes, players can choose to switch between available profiles at any time, including while in combat. Although it may be a temporary bug and/or glitch at the moment, it seems that whatever Training that was picked at the beginning of the game will let Ryder use its respective profile at rank 1 for the rest of the game; this is regardless of how many points are spent to unlock it. This means that if Ryder had picked the security training, but then spent all his/her perk points into biotics, he/she would have access to both the adept and the soldier profiles.
Soldiers are pure combat specialists. No one is tougher or more effective at taking down enemies with gunfire.
This profile optimizes Ryder’s mind and body for superior mastery of his/her armor and weapons.
Bonus power – MARKSMAN’S FOCUS: Grants an escalating damage bonus for every target killed in a short time.
Engineers are experts in both offensive and defensive tech powers.
This profile reconfigures Ryder’s implant, enabling him/her to maintain constant control over a small combat drone which assists and protects him/her in battle.
Bonus power – COMBAT DRONE: A small drone improves recharge rate for tech abilities and self-destruct with an EMP pulse if enemies get close. The improved recharge rate is lost after destruction.
Adepts are biotic specialists capable of disabling and killing enemies with powerful mass effect fields.
This profile reconfigures Ryder’s implant allowing him/her to defeat his/her opponents without firing a single shot.
Bonus power – BIOTIC ECHOES: Biotic combos can set off additional explosions on each enemy they touch.
Bonus power – BIOTIC JUMP & EVADES: Instead of jump jet, use biotic to jump and evade.
Sentinels are unique combatants, bringing a mix of tech and biotic abilities to the battlefield.
This profile creates a direct link between Ryder’s armor and his/her armor’s built-in computer systems, granting him/her additional protection via flash-forged shielding.
Bonus power – TECH ARMOR: Absorbs a significant amount of whatever damage gets past shields.
Vanguards have an aggressive combat style, preferring to close in on enemies and deal heavy damage at short range.
This profile reconfigures Ryder’s implant and physiology in subtle ways, allowing him/her to absorb energy from enemies on impact and shunt that energy into reinforcing his/her shields.
Bonus power – SIPHONING STRIKES: Melee attacks restore shields.
Bonus power – BIOTIC JUMP & EVADES: Instead of jump jet, use biotics to jump and evade.
Infiltrators are tech and combat specialists who typically focus on precise hits and avoidance.
This profile enhances Ryder’s mental and visual acuity, allowing him/her to keep track of his/her enemies throughout a chaotic battle.
Bonus power – BATTLEFIELD AWARENESS: Observe enemies through walls when using a scope.
Bonus power – CLOAK EVADES: When evading, a brief cloaking device is activated.
The Explorer is a jack-of-all-trades, with abilities ranging from combat and tech to biotics.
This profile reconfigures Ryder’s mind and body to be as versatile as possible, permitting him/her to switch rapidly between firing weapons, deploying technology, and wielding biotic powers.
Bonus power – BIOTIC BLINK: Evades allow you to quickly traverse a short distance, even seemingly passing through solid matter.