Innovator, the throwing branch
1. Web Throw. Cost: 1. Prerequisite: none. Lets you grab and throw enemies after webbing or electrifying them. Hold Triangle. Think about where the enemy will land. A wall or another enemy is generally more useful than empty pavement.
2. Hazard Zone. Cost: 1. Prerequisite: Web Throw. The windup of a Web Throw can knock down enemies around you. That makes setting up a throw less exposed when people crowd in. It still isn't a reason to ignore a gunner outside that circle.
3. Spin Cycle. Cost: 1. Prerequisite: Hazard Zone. Repeated Triangle presses keep a grabbed enemy spinning before release. Use the extra rotation when nearby targets make it worthwhile. If someone is lining up a ranged attack, getting the throw out quickly may be the better decision.
4. Wrecking Ball. Cost: 1. Prerequisite: Spin Cycle. Extends the throwing option to webbed brutes, with a wider impact. Web the big guy first. This gives you a way to turn one of the more awkward enemies into a crowd-control tool instead of standing there trading hits.
5. Collateral Damage. Cost: 2. Prerequisite: Wrecking Ball. Thrown objects can hurt enemies around the impact point. Aim into a group rather than automatically picking the closest isolated target. This is a useful payoff for players who already make regular use of environmental throws.
Innovator, the throwing branch
· Games / Marvel's Spider-Man