Synergy Matrix Patch - Feb. 11, 2019

February 11, 2019 | Etaew | Viewed 2,624 times | Patch,

Colony Courtship/Synergy Matrix Update

Colony Courtship is back, and love is in the air! Hellbugs are everywhere, tearing Paradise apart. Take to the fight and slay every Hellbug you see, including the infamous Matron (this year, you might be seeing double)! Check for Colony Courtship arkfalls all over Paradise.

Complete the pursuit “Hellbug Apocalypse” to get the “Cupid’s Quiver” prototype! Modified to exploit enemy weak points, this shotgun fires large caliber slugs instead of a spray of pellets.

Along with the hellbug menace, comes a new way to combat the dangers of the New Frontier: The Synergy Matrix!

Synergy Matrix

Synergies are powerful sets of relics that modify and enhance an Arkhunters natural and EGO driven abilities. These relics manifest in the form of Synergy Crystals and are synced to an Arkhunter's EGO via the Synergy Matrix. The Synergy Matrix houses three main components:

Matrix battery

The Matrix Battery represents the raw power output of your matrix before being focused through crystals into the core. The Battery is powered by obtaining Matrix Battery Power (MP) from contracts or converted automatically from duplicate Synergy Crystals.

The Battery is divided into 4 separate cells, each containing 25 levels of power. When a cell is maxed out, any MP obtained will be automatically converted into Chromatic Dust that can be used to purchase Expanders needed to unlock the next cell or additional items.

Core Output

The current strength of the equipped synergies is determined by your current Core Output. Core Output is how much of your total Matrix Battery Power (MP) is focused through each your equipped crystals. The higher your Matrix level, and the better the quality of your crystals, the higher levels of power you will be able to achieve. The power required to achieve each level of effectiveness can be viewed in the Synergy Info Screen.

Synergy Crystals

Each Synergy Crystal has a specific Synergy, rarity and gem type assigned to them. Each Synergy has a set of bonuses assigned to it, the more matching crystals of that set socketed, the more of those bonuses you will have access to, up to a maximum of 6. While a full six set bonus is powerful, the sets can be mixed and matched at will, creating unique combinations to fit your playstyle.

The gem types indicate which color socket it can be socketed into, with only one crystal per color able to be socketed at a time.

The higher the rarity, the higher the quality of a crystal. Higher qualities allow more of the Matrix's Battery to be focused into the core, ultimately creating a higher core output, increasing the strength of all your currently equipped synergies. The current qualities are:
  • Rough
  • Cut
  • Polished
  • Flawless
Obtaining a Synergy Crystal permanently adds it your collection in the Synergy Matrix. Once collected, crystals can be freely swapped in and out, and used in multiple loadouts. Only the highest Quality crystal of the same Color and Synergy will be kept, and any duplicate crystals of equal or lower rarity will be automatically converted into Matrix Battery Power (or Chromatic Dust if your matrix is maxed).
  • Class based Synergies
  • Backlash – Guardian Class Synergy
    • [1] +33% Threat Generation
    • [2] +3 Reflect
    • [3] Mending Barrier: Barrier restores 75% Vitality
    • [4] Taunt causes 325% of incoming damage to be reflected for 5s
    • [5] Enemies hit by reflected damage take 15% increased damage from all sources for 5s
    • [6] Enemies damaged by Shockwave are taunted and restore 10% Vitality. (Max Targets: 8)

  • Merciless – Crusader Class Synergy
    • [1] +30% Movespeed
    • [2] +3 Bulldozer
    • [3] Ardent Hammer Time - Cooldown reduced by 22s and begins immediately
    • [4] Hammer Ground Pound and Blitz radius increased by 100% and damage increased by 65%
    • [5] Enemies hit by Blitz restore 15% Vitality
    • [6] Hammer kills reduce Blitz cooldown by 100% (Cooldown: 3s)

  • Rampage – Assault Class Synergy
    • [1] 40% Falloff
    • [2] +3 Recharge
    • [3] Improves accuracy by 60% while sprinting
    • [4] On Kill, gain Rampage: 8% Rate of Fire and 8% Reload for 6s, Max Stacks: 5
    • [5] Reloading an empty clip reduces active ability cooldowns by 15% (Cooldown: 8s)
    • [6] Using an ability applies Rampage

  • Eruption – Demolitionist Class Synergy
    • [1] 33% Explosive Inner Radius
    • [2] +3 Fast Blasts
    • [3] Cluster Charge: Spawns 5 additional projectiles when detonated
    • [4] Full reloads and chain kills cause next shot to spawn a cluster bomb (Cooldown: 5s) Clusters Spawned: 4
    • [5] 15% Explosive Weapon Damage
    • [6] Hatchlings and spawned projectiles burn enemies for 6s

  • Agony – Assassin Class Synergy
    • [1] 30% Accuracy
    • [2] +3 Eviscerate
    • [3] Reboot Stealth: Refresh secondary ability cooldown on activation
    • [4] 25% of damage dealt by Bio Toxin and Eviscerate hits enemies within 8m
    • [5] Enemies killed while inflicted by Bio Toxin reduce Stealth cooldown by 20% (Cooldown: 5s)
    • [6] Hitting an enemy inflicted by Bio Toxin has a 15% chance to spread toxin. (Cooldown: 5)

  • Chaperone – Combat Medic Class Synergy
    • [1] 15% Self Revive Cooldown
    • [2] +1 Savior
    • [3] Healing Pulse Bot: Sends a pulse every 3s healing all friendly targets within 10m
    • [4] Using a Combat Medic ability grants everyone in a 10m radius a Ward which absorbs damage equal to 12% base vitality for 4 seconds. (Cooldown: 10s)
    • [5] Protection and Revive Spike also Ward everyone within their radius (Cooldown: 10s)
    • [6] Using Healing Bot reduces Spike cooldowns by 15% | Using a Spike reduces Healing Bot cooldown by 15%
  • Damage Type based Synergies
  • Caustic – Corrosive Damage Type Synergy
    • [1] Corrosive Weapons gain +40% Armor Damage
    • [2] Enemies damaged by Corrosive weapons are covered in acid that burns away armor for 6s (Cooldown: 6s)
    • [3] Breaking enemy armor with Corrosive damage grant +20% Reload for 6.5s (Cooldown: 6s)
    • [4] Enemies afflicted by Caustic acid take 40% additional armor damage from all sources
    • [5] Enemies killed while afflicted by Caustic acid burst, spreading the acid to enemies within 7.5m (Cooldown: 6s)
    • [6] +10% Corrosive Weapon Damage / +25% Resistance to Corrosive Damage

  • Barbaric – Piercing Damage Type Synergy
    • [1] +40% Armor Penetration
    • [2] Enemies damaged by Piercing Weapons are ruptured, penetrating armor and damaging their health directy for 6s (Cooldown: 6s)
    • [3] Applying Impaler rupture grants +22% Reload for 6s (Cooldown: 6s)
    • [4] Enemies afflicted by Impaler rupture are exposed to 40% Armor Penetration from all sources
    • [5] Enemies killed while afflicted by Impaler rupture burst, spreading rupture to enemies within 7.5m (Cooldown: 6s)
    • [6] +13% Piercing Weapon Damage / +25% Resistance to Piercing Damage

  • Entropic – Quantum Damage Type Synergy
    • [1] +7.5% Shield Penetration
    • [2] Enemies damaged by Quantum weapons are affected by entropic particles that penetrate shields and damage their health directly for 6s (Cooldown: 6s)
    • [3] Applying Entropic particles grants +20% Reload for 6s (Cooldown: 6s)
    • [4] Enemies afflicted by Entropic particles are exposed to 15% Shield Penetration from all sources
    • [5] Enemies killed while afflicted by Entropic particles implode, spreading the particles to enemies within 7.5m (Cooldown: 6s)
    • [6] +10% Quantum Weapon Damage / +25% Resistance to Quantum Damage

  • Volcanic – Incendiary Damage Type Synergy
    • [1] Incendiary Weapons gain +20% Health Damage
    • [2] Enemies damaged by Incendiary weapons are hit by burst of flames that catches them on fire for 6s (Cooldown: 6s)
    • [3] Damaging enemies below 50% Health with Incendiary damage grants +20% Reload for 6s (Cooldown: 6s)
    • [4] Enemies afflicted by Volcanic burn take 20% additional health damage from all sources
    • [5] Killing an enemy afflicted by Volcanic burn explode spreading the flames to enemies within 7.5m (Cooldown: 6s)
    • [6] +10% Incendiary Weapon Damage / +25% Resistance to Incendiary Damage

  • Voltaic – Ion Damage Type Synergy
    • [1] Ion Weapons gain +40% Shield Damage
    • [2] Enemies damaged by Ion weapons are affected by a barrage of super-sonic waves that deal continuous damage to shields for 6s (Cooldown: 6s)
    • [3] Reload 20% faster after breaking enemy shields with Ion damage (Cooldown: 6s)
    • [4] Enemies afflicted by Voltaic barrage take 40% additional shield damage from all sources
    • [5] Enemies killed while afflicted by Voltaic barrage trigger an EMP wave, spreading the barrage to enemies within 7.5m (Cooldown: 6s)
    • [6] +10% Ion Weapon Damage | +25% Resistance to Ion Damage

This article was automatically generated from official news posts.



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