Eclipse Mercenary – by CoreyImperia

Build Title: Eclipse Mercenary

Class: Asari Vanguard

Map Difficulty Rating: This build has the potential for Gold gameplay

Power Evolutions:
Biotic Charge: (4) Radius, (5) Power Damage, (6) Barrier
Stasis: (1), (2), (3)
Lift Grenade: (4) Damage, (5) Max Grenades, (6) Damage & Radius
Asari Justicar: (4) Damage & Capacity, (5) Power Damage
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
M-300 Claymore is your weapon of choice. You’ll need it at at least VI for the cooldown to be suitable. For those who don’t have the M-300 Claymore X (preferable) or have it lower than VI, you can use litter shotguns at the cost of damage: Disciple, M-22 Eviscerator, M-23 Katana. All of which are easier to get (except Disciple which is also Rare). Put on the High Caliber Barrel and Smart Choke mods, or if you can’t use Armor-Piercing ammo, use Shredder and Smart Shoke mods.

 

Gear:
Armor-Piercing Ammo on the Claymore spells death and it is the only one you should be using for an ammo bonus. Shotgun Rail Amp and Cyclonic Modulator for weapon and armor bonuses, and the Shock Trooper Upgrade for the gear bonus. With this combination, with a Headshot, you can one-shot Phantoms on Gold and nearly every other trooper-level enemy. Shotgun Rail Amp gives you +30% Shotgun Damage, and Shock Trooper Upgrade gives you another +12% (as well as 5 grenades at IV and V) on top of Armor-Piercing ammo’s +50% Damage bonus! Cyclonic Modulator is to give the Vanguard the shields she needs for close-quarters.

 

Strategy:
A power dependant class with the M-300 Claymore? Yes! The Asari Vanguard with a high-powered shotgun. My way of paying homage to Captain Enyala from ME2. Remember her? The one who asked Miranda if “Cerberus lets you whore around in that outfit”, to which Jack would reply “I like her, we still recruiting”. The Asari Vanguard is a great class with only a few flaws but she isn’t the easiest to play as. You’re going to need to get use to a few things.
For her powers, Biotic Charge is standard. You want Power Synergy on it because you’re buffing Lift Grenade to do the most damage possible, as that’s all Lift Grenade really can do. Barrier and Radius are standard for Biotic Charge. Unfortunately there just isn’t enough points around, and this character really needs her points in other powers so we have to leave Stasis at rank 3. It’s good at 3 because you will only really be using it on Phantoms or Nemesis or other nonarmored enemies that won’t stay in place for a headshot. As for Lift Grenade, maximum damage! The only way to effectively evolve it is Damage, Max Grenades and Damage & Radius. You don’t need the extra Radius, the Duration is useless because you’ll be focusing your grenades on bigger armored targets and because it is being used on bigger armored targets, Slam is also useless. Lift Grenade is your spawn-clearer and your distance attack against bosses, it will take time to learn how to aim them however because of their funny arc. For the passive you want maximum Power Damage to superpower Lift Grenade. A Claymore Headshot with Armor-Piercing Rounds III can one-shot a Phantom affected by Stasis on Gold. And you need maximum Fitness evolved for shields, she’s a Vanguard remember.
This Asari Vanguard is perfect for Cerberus, it is where she truly shines. She isn’t bad against the other factions but the more armor in a faction, she loses her Stasis effectiveness. Stasis does not affect armor, I’m sure most of you know this, but you’d be surprised at the number of players on XBOX Live I’ve ran into using Stasis on Turrets or Altases… Yea. Against the trooper level soldiers of all factions, use Biotic Charge to get there and then use Lift Grenade, so it gets the 40% power damage bonus. Follow up with Claymore shots and Biotic Charges. If you play XBOX360, to reload cancel, activate one of your powers while they are cooling down while reloading and it should reload instantly. This is effective with Stasis which has a 7.00 second cooldown nearly (use it wisely). Phantoms and Nemeses will require a Stasis to keep still and then a simple headshot. You can create Biotic Explosions by combining Stasis and Charge. For the armored trooper targets like Pyros, Bombers and Dragoons, you’ll use the same concept as group killing. Lift Grenade after a Biotic Charge, just practice throwing them because their strange arc can make for difficult aimming sometimes. Your Claymore should decimate them also.
Scions, Ravagers and Brutes require a Biotic Charge, a Lift Grenade, a Claymore shot and then get out of the way and either repeat or blast your Claymore. As long as you are using Armor-Piercing Rounds, they shouldn’t last long. Be wary of their Swarmers (Ravagers) or sync-kills (Scions and Brutes). Sync-kills are more likely to occur after a melee attack. As for the bigger bosses, you want to use Lift Grenade but only Biotic Charge Primes, Banshees (when not in their jumping mode, or when they are on just armor), Atlases (before a melee) and I wouldn’t recommend using it on Praetorians, in fact stay away from Praetorians, Lift Grenade them and Claymore them from a distance. If you Charge at the same time an Atlas missile will hit you, you get to use it twice in a row so abuse this. I say use Biotic Charge first because it boosts Lift Grenade for 10 seconds. Follow up with Lift Grenades and weapon shots aimming for weak-points (Prime and Banshee heads, Atlas canopies and groins and Praetorian jaws) to cause 40% more damage. Work with your team to kill these beasts.
Just always remember to use Biotic Charge before you use Lift Grenade, you do not want to miss out on that 40% extra power damage for 10 seconds. It buffs your Lift Grenade to deal a total of 1,980 without including the passive Power Damage bonuses. The only exceptions are Praetorians, Banshees in stage one and Atlases who have just meleed.
This class has a few problems; as a Vanguard, she is less effective for objective waves so make sure your team can adequately compensate for this. She is frail, having 825/825 at max shields and only having 1325/825 with Cyclonic III and 1575/825 with Cyclonic IV. This seems like a lot on paper, but compared to other close-quarters Vanguards, she just lacks. Again, you have to get use to Lift Grenade’s arc and Biotic Charge before Lift Grenade. I cannot stress the importance that 40% bonus makes. The only other issue she has is her trouble with armor-centred factions. While she is not incapable of Unknown/Unknown, her niche is Cerberus and to a lesser extent Geth because Stasis is more useable, which makes Reload Canceling a lot easier (if playing on the XBOX360).

 

N00b Rating:
3.5 – She isn’t a difficult character to play as, but you have to get use to her. Players who are familar with Vanguards more-so will find it easier, but at base this aggressive class follows very structured combat style: Charge, Grenade, Shoot with Stasis when needed. The M-300 Claymore isn’t the easiest weapon to get, nor is it as effective with this build at lower levels and you definitely need the Smart Choke, you can half-snipe with the Claymore this way, not from the same distance as snipers but still at mid-range. Just be aware of your barriers and don’t make dumb decisions. Gold viable, Unknown/Unknown viable, a good class, just practice required.

 

Appearance:
Eclipse colours are mandatory! No, not really. But if you really want to pay homage to that comical ME2 scene: A4, C4, A4, 1:C1, A3, Purple Tone. This gives her similar facial markings to Enyala. You can mix and match the yellow colours and tones, but this is just a guildline.
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Asari Commando – by: SkeetacusAsari

Build Title: Asari Commando – by: SkeetacusAsari

Class: Asari Vanguard

Power Evolutions:                                                                                                         Biotic Charge: N/A                                                                                                          Stasis: (4) Duration,  (5) Recharge Speed,  (6) – Bubble                                                       Lift Grenade: (4) Radius, (5) Max Grenades, (6) Damage & Radius                            Fitness: (4) Durability, (5) Barrier Recharge, (6) Durability                                                Asari Justicar: (4) Damage & Capacity, (5) Headshot Bonus, (6) Weapon Damage

Weapons: Revenant Assault Rifle

Gear:  Permanent: Warfighter Package  Ammo: Disruptor (Geth), Armor Piercing or Warp (Reapers), and Incendiary (Cerberus) Armor: Stabilization Module (if unable to handle the Revenant’s recoil) or Cyclonic Modulator (Deeper Barrier Pool) Weapon: Assault Rifle Rail Amp ( 1 , 2 *Silver*) ( 3 , *Gold*)

Strategy:  For this class, it is ideally a Soldier / Biotic Hybrid. The Asari Commando will tote a much heavier weapon in comparison to the typical biotics user as it focuses mainly as an aggressive-support class, while also being the spear-head of the attack; of course, only using Stasis helps too in terms of recharge speed. Grenades are the Commando’s best friend. Spec’d in this fashion, they will dish out tremendous damage over a widespread area. This allows the elimination of several enemies quickly.

 In terms of enemies and their difficulties, the Commando is more capable of dealing with Cerberus. The Revenant / Lift Grenades will eliminate smaller troops, while Stasis + headshots will destroy Phantoms. The main threat are Atlases, which will still succumb to heavy damage from the Grenade Spam. Being a heavier class is why the Warfighter Package is used, taking full advantage of the already powerful Revenant with a damage buff, while still being able to preserve Grenades that are readily available. Even on Gold, it seems effective. Geth are tolerable opponents, and usually will fall due to the massive damage output of this class. Hunter / Rocket Trooper stuns are still a severe threat. Reapers are unadvisable to fight on Gold due to their exaggerated multi-range combatants, and without the use of Armor-Piercing rounds, bosses can be a problem.
N00b Rating: I give the Asari Commando a 3.5-4.0 in terms of its quirkyness. It seems counter-intuitive to completely ignore Biotic Charge with a less durable class. However, this class makes up for it in firepower, and spec’d like this certainly increases its durability. Overall, a fun class to support the team with.
Appearance: N/A
-Edits by Bryan

 

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Melee Synergy – by Viles

Build Title:
Melee Synergy – by Viles

Class:
Asari Vanguard

Power Evolutions:
Biotic Charge: Additional Targets (4), Weapon Synergy (5), Barrier (6)
Stasis: Duration(4), Recharge (5), Bubble (6)
Lift Grenades (3)
Asari Justicar: Damage & Capacity (4) Power and Force bonus (5)
Fitness: Melee Damage (4), Martial Artist (5), Melee Synergy (6)

Weapons:
I like a good light weight shotgun, Katana X is relatively easy to get until you
can level up a disciple.  I mod for the melee and either the choke or extended
barrel.  Choke gives a little better range, but sometimes I just want power.

Strategy:
Like many Asari Vanguard, I think the AOE melee is awesome, and maxing the fitness pool gives massive melee bonuses.   Melee is my #1 damage dealer and mob killer. I easily get 15 melee kills and 50 kills total.

Biotic charge fills up the barrier bar, but also puts me in position to melee
blast.  I feel like the extra targets (4) put a few people on their butt that
otherwise would be hitting me after a charge before I can melee blast the area.
May also be used to detonate my stasis or some else’s tech or biotic effect.

Stasis is generally my opener.  Bubble, let some mobs collect.  Sometimes
teamates start picking them off, sometimes I charge in to finish a group off.
I feel like extra damage in stasis (4) is a waste. Hit them with something
larger that the base stasis threshhold that also kills them. Stasis (5) I would
also rather have faster recharge all the time over occational instant cast
charge.

Grenades are nice, but I think they are fine at level 3.  They have their uses,
but certainly not a game changer.  If I had a great pistol, I might skip
grenades.

If I have 15 melee kills already, I like to point my shotgun at people laying on
the floor after a charge and finish them off.  I like to constantly keep moving,
so a one shot shotgun is better than keep a pistol or AR on a target, hence I
skip the pistol bonus 6th point in Justicar.

I have leveled this to 20 in bronze, promoted, and leveled to 20 again.  I am
working on Silver now with the idea that everything is different.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
2.5.

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Asari Guardian – by Fenixborn

Build Title:
Asari Guardian – by Fenixborn

Class:
Asari Vanguard

Powers:
Biotic Charge: Radius (4), Weapon Synergy (5), Barrier (6)
Stasis: Duration (4), Recharge Speed (5), Bubble (6)
Lift Grenade: Radius (4), Max Grenades (5), Damage & Radius (6)
Asari Justicar: Damage & Capacity (4)
Fitness:  Durability (4)

Weapons:
M-23 Katana X with the High Caliber Barrel and Smart Choke mods.

Equipment: 
Ammo Bonus:
Warp Ammo vs Cerberus
Disruptor Ammo vs Geth
Armor Piercing Ammo vs Reapers
Note: Warp Ammo is never really a bad choice as it makes your shots do bonus damage to lifted targets and synergizes well with Lift Grenades.

Weapon Bonus:
Shotgun Rail Amp
Armor Bonus:
Any

Strategy:
While less durable than the Human Vanguard, the Asari Vanguard offers more crowd control and utility for your squad and is more useful for a team-oriented play-style. The key here is to stick with your teammates and fill a hybrid role of tank and caster.

The Asari Guardian is most effective against groups of enemies; Stasis Bubbles, Lift Grenades, and AoE Biotic Charges can wipe out clusters of enemies quickly.
Use your Stasis Bubble before a Biotic Charge to set off a biotic explosion on your enemies. Lift Grenades are great against targets without shields or armor;
if playing with friends, an engineer makes a great partner to strip defenses and make your powers more effective.

So far this build sounds like a poor man’s Asari Adept, but the Asari Vanguard is no slouch in direct combat.

Thanks to the Weapon Synergy upgrade, using your Katana shotgun after charging for a high damage blast in the enemies face will work wonders against durable targets such as Geth Pyros, Brutes, and even Banshees. However, be careful when charging Banshees as they will be able to insta-kill you if you are grabbed. Using Biotic Charge at close range is a viable strategy to recharge your Barrier via the Barrier upgrade. Using Biotic Charge to escape is also an option at your disposal. I do not recommend using long ranged Biotic Charges on an objective wave; use Stasis Bubbles and Lift Grenades to control choke-points and don’t be afraid to use your shotgun, the M-23 Katana X shotgun has a very surprising range.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
2.5. The M-23 Katana is a starting weapon with easy to obtain upgrades. The build has great versatility and crowd control, but the difficulty comes with knowing when to use your abilities to their full potential and not ditch your squadmates.

-edits by Lucien Midnight

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Asari Assault Sniper – by JerZeyCJ2

Build Title:

Asari Assault Sniper – by JerZeyCJ2

Power Evolutions:

Biotic Charge: Force and Damage (4), Weapon Synergy (5), Barrier (6)
Stasis: Stasis Strength (4), Bonus Power (5), Bubble (6)
Lift Grenade: N/A
Asari Justicar: Damage & Capacity (4), Either (5), Weapon Damage (6)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

Weapons:

M-99 Saber with a damage increase mod and capacity increase mod.
Alternativley, the M-99 can be substituted with a high powered pistol(ex. Carnifex or Paladin) for a decrease in weight. If choosing a pistol, substitute the Asari Justicar: Pistols (6) instead of Weapon Damage (6).

Strategy:

Use stasis to trap enemies and then use either the M-99 or your hand cannon to pull of a headshot. Certain targets may take more than one shot. While a sniper could be used, the M-99 is just as good at taking targets out at a distance(hits exactly where you aim it if you’re in cover) and can still be used up close. The m-99 also has a 8(11+ with mod) round clip and a fast reload time, while snipers have smaller clips and longer reloads. If when you stasis a target and your Bonus Power perk kicks in, Charge in for a biotic combo, provided it is safe to do so(nobody likes a vanguard who charges into a group of enemies and gets downed) if not, just go for a headshot.

N00b Rating: (scale 1-5, 1 is easy for everybody!)

3. Just because the M-99 or a high powered pistol are rare weapons.

-edits by Lucien Midnight

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