Stasis:(4) Duration, (5) Recharge Speed, (6) Bubble
Warp: (4) Detonate, (5) Expose, (6) Pierce
Throw: (4) Force, (5) Detonate, (6) Force and Damage
Asari Justicar: (4) Damage and Capacity, (5) Power Damage, (6) Weapon Damage *
Fitness: N/A *(You could drop the last evolution of Asari Justicar in favour the first 3 in fitness)
Anything that gives you at least 150% recharge. The faster your recharge, the more efficient you will be. Carrying a weapon is more of a formality than a necessity. However, I do run a Carnifex X with Extended Barrel V and Piercing V. The only other useful mod would be Ultralight Materials for lower-level, heavier weapons. The Carnifex suits this build perfectly with its decent accuracy and range but still remaining effective at close range.
For a gear bonus I tend to use Stronghold Package for some extra survivability and because I don’t run any points in fitness. However, if you place 3 points in fitness, anything that boosts your Biotic effectiveness such as Commando, Mental Focuser or Structural Ergonomics will work a charm.
As far as weapon, ammo or armour mods go, I rarely use any even on Gold but an Adrenaline Module works well as do Disrupter and Warp Rounds for enemy shields which will resist your biotic explosions.
Stasis: The way in which the Stasis damage calculations work are not inherently obvious. Damage done to Shields and Barriers does not count as actual damage whereas any damage done to Health does. The amount of damage an enemy can take whilst under Stasis is incredibly small so buffing it by 150% will make no difference. However, extending the duration to 10 seconds will help nullify the threat of Phantoms and Geth Hunters for a few more vital seconds. The cool-down on Stasis can also be unforgiving, especially given how easy it is to miss, thereby leaving you completely vulnerable for a few seconds. The Bubble evolution helps with this as enemies will just waltz right into its effect field, allowing you to shoot off their shields and then detonate them with a Throw. Effective use of Stasis can be a useful crowd control tool as well as making Phantoms vulnerable for sniper head-shots. Furthermore, it can be used to hold a choke-point and to stop enemies from flanking your group as well as freezing certain threats and allowing you to revive an ally. However, it is very important to remember that the more to use Stasis on the same enemy, the shorter the period it will remain frozen and the less damage it will take before the effects wear off. After using it 3 times on the same enemy, said enemy will become immune so be sure to make it count.
Warp: The evolution of Warp serves two primary purposes. First of all, to maximise your Biotic Explosion damage and the Area of Effect. By setting off Biotic Explosions, especially on Altas’, you can hold choke-points, terminate large groups of enemies and quickly deal with substantial threats such as Brutes, Ravagers, Engineers, Phantoms etc. In fact, it only takes 2 Biotic Explosions and a few shots from your gun of choice to neutralise a Brute on Gold. The second reason for the chosen Warp evolution is as a utility. The Expose and Pierce evolutions act as a de-buff and allow your team to do increased damage to large threats such as Banshee’s, Atlas’ and Geth Primes.
Throw: Throw has been maximised for damage and force, allowing you to catapult weaker enemies into the sky box, briefly stun Atlas Mechs and do incredibly high damage with Biotic Explosions. The cool down on Throw is incredibly low and investing in shortening it is unnoticeable so it is best to invest in damage.
Asari Justicar: As as AsarI Adept, you will not be using your weapon a whole lot and so it’s best to put all of your points in Power Damage. There is no need to choose the final evolution that allows for increased weight capacity because as your weapons reach a higher level, they will become lighter and the points will be wasted. If you choose to drop any points in favour of fitness, the final evolution of Justicar is by far the most expendable.
Fitness: As stated above, you can possibly spare enough points for 3 levels. The Asari Adept is incredibly fragile and is the very definition of a Glass Cannon (excuse the cliché). However, even on Gold, I have found that the frailty of the character isn’t too much of an issue. Stasis allows you to get out of sticky situations and Biotic Explosions will decimate any large groups baring down on you.
The frailty of this class means that it is best to stick with the pack and preferably play with a well coordinated team. However, teaming up with one friend, either another Adept or a Sniper, will allow you to work together to quickly and efficiently deal with large groups, “Bosses” and agile enemies such as Phantoms and Nemesis’.
The Asari Adept is very effective against all three enemies. However, the effectiveness of Stasis against Cerberus will really allow you to excel as both a top scorer and a valuable team member. With Reapers, you will rarely find cause to use Stasis given the prevalence of Armour but your Biotic Explosions can tear through every level of enemy that you will come across, even on Gold. The Geth is definitely where the Asari Adept’s effectiveness begins to wane. The Geth Pyro is your worst enemy because it can quickly kill you and its shields are resistant to your explosions and its Armour makes it immune to Stasis. However, by using Stasis on Hunters and Rocket Troopers and spamming Warp -> Throw, you can still prove to be a valuable asset to your team, clearing out whole rooms in a matter if seconds and keeping large threats off your team. Brutes and Banshees can be easily kited providing that your team is taking the rest of the heat from other enemies in the area. Kiting leaves you exposed but a good awareness of your surroundings and clever dodging and Biotic Explosions will help you smash your opponents and stop a Brute from steam rolling your team.
N00b Rating: (scale 1-5, 1 is easy for everybody!)
5. As an Asari Adept you can expect to die a lot whilst still getting used to the finer points of this class. It will take some time to fully understand to the machinations of how it works and how to use it to its maximum potential. You will be playing a very fragile character that can really excel on Gold but getting to grips with how Stasis acts will cost you your life on more than one occasion when you misfire at a crucial moment. Furthermore, going toe to toe with Brutes, Banshees and Phantoms (which you will have to do a lot on Gold as your team may rely on you to handle them) often involves kiting rather than staying in cover, Even when you’ve mastered the class, it is still a very difficult one to use but being able to tear apart anything that stands in your way is well worth it.
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