Peter: symbiote branch - STORY SPOILERS
These powers depend on the story bringing the symbiote into play. “Good Men” is the major opening point. Later story progress supplies additional base abilities; the nodes here improve those powers rather than independently granting every ability shown in the loadout screen.
10. Symbiote Strike (1; after Whiplash and the story gate): gathers enemies in a forward attack and launches them. Think about where you want the group to finish.
11. Symbiote Yank (1; after Strike): pulls multiple targets toward Peter. It is a straightforward setup for an area attack.
12. Symbiote Strike: Extended (2; after Yank): increases Strike's reach and how many enemies it can collect. Useful when a fight is spread across a larger space.
13. Symbiote Yank: Empowered (1; after Yank): removes the normal target-count restriction. It still needs enemies in the move's usable area; it does not grab the entire map.
14. Symbiote Blast: Might (1; after Extended or Empowered): improves Blast's impact and damage. Gather first, blast second when the encounter allows it.
15. Symbiote Punch: Symbiote Slam (1; after Might): lets the punch throw Brutes backward. Use it to reclaim space from the enemy occupying most of yours.
The reason I'd consider Yank and Empowered early in this section is that enemy placement affects almost everything else you do. Bringing several threats together can make the next gadget or ability much more efficient. If you prefer mobile attacks, work toward Extended instead. Both routes eventually meet; you are deciding what is useful sooner, not permanently locking yourself into a build.
Peter: symbiote branch - STORY SPOILERS
· Games / Marvel's Spider-Man 2