Asari Dubstep by Wonder_Trunks

Build Title: Asari Dubstep

 

Class: Asari Adept

 

Map Difficulty Rating: This build has the potential for Gold Gameplay; if you’re very familiar with the Asari dodge mechanics, you could go Platinum

 

Power Evolutions:
Stasis: (1), (2), (3)
Warp: (4) Detonate, (5) Expose, (6) Pierce
Throw: (4) Force, (5) Detonate, (6) Force & Damage
Asari Justicar: (4) Damage & Capacity, (5) Power Damage
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
Any pistol, the harder hitting the better but you want to keep your recharge at 200%. Mods for the pistol should be the Power magnifier and (insert your preferred upgrade here, I use the High Caliber Barrel, just because).

 

Gear:
For the gear itself, Adaptive War Amp or anything that offers Biotic Power Damage or Power Damage. While not mandatory Warp Ammo will boost your damage significantly. You’re only using pistols so a Pistol Rail Amp for the weapon bonus, and either Cyclonic Modulators or Power Amplifier Modules for armor bonus.

 

Strategy:
Think of yourself as fast aggressive fire support, your big damage comes from your buffed detonations know your spawn points and pick a hiding spot with a clear view. you want to open each new mob with a shot from your pistol (with warp ammo) to soften them up, then warp-pistol or manoeuvre for CD, then pistol-throw to detonate. For smaller fare, pistol/throw kills anything without shields. You won’t be using Stasis a lot, it is more of an escape tool than attack or a tool for crowd control. also handy to stop that Phantom from wriggling about so you can shoot it in the face :P
the basic idea is you’re reasonably sturdy, so you don’t get one-shot killed by big ranged baddies, or if your jumped from behind (barring the usual sync-kill) you also stand a fair chance of actually getting out of the dog pile that inevitably converges on you when downed and on the bigger game found in Gold you can put out a good bit of damage.
Just remember; you can be quite aggressive with this build but cover is still your friend, try to keep a reasonable distance, keep moving and groove to your new Dubstep track generator.

 

Dubstep Sounds:
Pistol = ‘chiko’
Warp = ‘SHWWUORRRE’
Throw = ‘SHUDOM’
Stasis = ‘SHOwreeee
Detonation = ‘DOMBBOOEE’
Dodge = shwerer

Light unit (health only): chiko SHWWUORRRE shwerer or chiko SHUDOM shwerer or SHUDOM

Medium shielded target: chiko SHWWUORRRE shwerer shwerer chiko SHUDOMBBOOEE

Phantom or other slippery target: SHOwreeee chiko chiko chiko chiko SHUDOMBBOOEE chiko SHWWUORRRE chiko chiko SHUDOMBBOOEE

Heavily armoured unit / Heavily shielded unit: chiko SHWWUORRRE shwerer chiko chiko chiko SHUDOMBBOOEE shwerer (insert short running bursts then repeat as required)

Chaining together kills should get you some pretty phat beats :P

 

N00b Rating:
3.5 – Just for the fact you need to know when to back off and keep on the move while still being able to shoot-cast dodge/turn sprint spin-shoot-cast retain cover etc, can get a bit disorientating, especially if you start snapping to walls etc.

GD Star Rating
loading...
Share

Jon Grissom Graduate – by Dax928

Build Title: Jon Frissom Graduate

Class: Human Sentinel

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

Power Evolutions:
Tech Armor: (4) Damage & Radius, (5) Power Damage
Warp: (4) Damage, (5) Expose, (6) Recharge Speed
Throw: (4) Force, (5) Detonate, (6) Force & Damage
Alliance Training: (4) Damage & Capacity, (5) Power Damage, (6) Weapon Damage
Fitness: (1), (2), (3)

 

Weapons:
The Acolyte pistol; with Magazine Upgrade and Pistol Heavy Barrel (or High Caliber Barrel if you don’t have it). This’ll take out those pesky shields.

 

Gear:
Incendiary Rounds for Ammo, Pistol Rail Amp for Weapon, Cyclonic Modulator for Armor, and Thermal Clip Storage for Gear.

 

Strategy:
I like to label this class as defensive-aggressive. It has wonderful DPS, but at the same time makes no advances and relies on the enemy to make the first move due to its squishiness. To be as blunt as I can be, this class is a Phantom killer, and primarily used against Cerberus. The Acolyte rips off her shields with a direct hit and before she can even run for cover, a well-placed Throw can take her out in one hit. Now, someone can make the observation that you can do this with any class that has Throw, but with the Human Sentinel you can also take out armor faster than normal with Biotic Explosions from Warp-Throw combinations which gives you good damage against Armor (along with Shields/Barriers from the Acolyte). For example, after taking out its Shields in 4 or 5 shots from the Acolyte, combined with the decent bonus of Power Damage from Tech Armor, you can kill Atlases within a minute or two, let alone the spare seconds you get from making it stumble with Throws. Now I realize the overall appeal of Tech Armor is somewhat lacking and with this strategy you generally stay in cover. So now the question is why even have Tech Armor then? Now my opinion may differ from most on this, but the recharge penalty isn’t that bad, and the Power Damage buff helps a lot, especially with taking out that sliver of health the Phantom have after most Throws. And the 30% Damage Resist DOES help on the off chance you are hit by infantry or Atlas missiles, saving you a modest amount of Health/Shields. While I generally have no use for the Tech Burst from the armor, I have had the occasional situation where it saved my butt from proper timing. On the topic of weapon choice, I realize the Acolyte is a bit of an awkward gun to get used to, but once you do it’s ridiculously effective at taking shield and giving your powers a chance to cause plenty of chaos. Works fairly well against most infantry as well should you find yourself in a tight spot. Although, should those tight situations involve Dragoons, do as many Biotic Explosions as you can. Or to simply get some breathing room, use Throw to stumble them. As a final comment, this class (while powerful in its own right) is in NO WAY meant for soloing Gold. It can be taken down VERY quickly should you be under fire. You rely on either others drawing aggro (excuse my terminology) or constant evasion. Soloing Silver IS attainable, but rather hard from my experience.

 

N00b Rating:
3 - It is very well-rounded against all enemies and cover is not ENTIRELY a necessity if you are a fair dodger, but one you get hit you definitely will feel it due to this classes squishiness. That’s why you hit first and hit hard, whether you rip Shields/Barriers or tear off Armor with ease. And the Acolyte is a bit of a pain to get used to, but well worth it.
GD Star Rating
loading...
Share

Asari Pls

Build Title:
Asari Pls

Class:
Asari Adept

Power Evolutions:
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)

Weapons:
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.

Gear:
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.

Strategy:

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.

Appearance: Black and Teal – A16 A10 A10 1:A11 B3

GD Star Rating
loading...
Share

Poisonous Fury – by G.J.

Build Title:
Poisonous Fury – by G.J.

Class:
N7 Fury Adept

Power Evolutions:
Annihilation field: Damage (4), Movement speed (5), Drain (6)
Dark Channel: Damage (4), Slow (5), Pierce (6)
Throw: Radius (4), Detonate (5), Force and Damage (6)
N7 Fury: Damage and capacity (4), Power damage (5)
Fitness: (1), (2), (3)

Weapons:
Pistols, SMGs some shotguns. Anything that keeps your
cooldown as close to 200%, since you’ll definitely need it for this
class.

Gear:
Commando or mental focuser, both work according to your choice.

Strategy:
The Fury is one of those classes that has extreme amounts of
potential. One type of game play method is high-risk-high-reward, the
one that this loadout utilizes. The annihilation field is basically
like a mini offensive justicar bubble that travels with you. With the
points i’ve used, it gives you extra damage, extra movement speed
(which is VERY useful and a must in this strategy), and returns your
shields on successful detonation. anything that gets close to you,
takes damage and has a warp effect added to it, which can be rapidly
detonated by using throw. This can work -very- well if you get near 1
enemy, apply the warp effect, detonate, then move to the next. You can
have chain detonations active, which will make short work of enemies
even on gold (though it goes without saying, on gold you have to be
even more careful from full-auto marauders :D ).

The dark channel power is actually -very- powerful, and makes short
work of bosses. use it in conjunction with the throw to rapidly
detonate the biotic explosions, it can even be just left on enemies
without detonating it to do the DoT effect, which does quite a bit of
damage. Throw is very important to have max’d so you can rapidly
detonate your combos/others’ combos. From the fury tree you just need
the first 5 evolutions to get the max power damage you can from it,
and fitness 1,2,3 should be enough for your survivability. If you feel
you need even more, you could perhaps drop throw evo 6 for it, but i’d
not recommend it.

N00b Rating: (scale 1-5, 1 is easy for everybody!)
4. on lower difficulties, this strategy is pretty easy to
pull off, but as you go into the harder difficulties, you have to be
even more cautious, and have to ensure that you’re not getting
flanked. the dodge ability is very useful to get out of tight
situations since you can teleport through thin walls and thus put some
distance between your enemies and you.

-edits by Lucien Midnight

GD Star Rating
loading...
Share

Biotic Bubblegum – by SciFiDownBeat

Build Title:
Biotic Bubblegum – by SciFiDownBeat

Class:
N7 Fury Adept

Power Evolutions:
Annihilation Field: Damage (4), Movement Speed (5), Drain (6)
Dark Channel: Duration (4), Slow (5), Pierce (6)
Throw: Radius (4), Detonate (5), Force & Damage (6)
N7 Fury: Damage & Capacity (4)
Fitness: Durability (4)

Weapons:
Anything that brings you close to 200%, but for this class even 100% is acceptable. 4 points in the class power gives you a few weight capacity points to give you some more wiggle room. I don’t recommend shotguns or sniper rifles as it’s important to be ready to fire at a moment’s notice, so slow-firing weapons won’t really help in tight situations.

Gear:
The Martial Biotic Amp, the Expert Package, and the Commando Package all gel well with this class, but a simple Shield Booster works too if you’re feeling squishy. Use your Armor Bonus to enhance your powers (with Power Efficiency Module or Power Amplifier Module). Ammo and Weapon Bonuses are to taste.

Strategy:
One thing right off the bat: the Dark Channel + Throw biotic combo (DCT) is, hands down, the best self-induced biotic combo in the game. Dark Channel is basically Warp 2.0, so normally you can spam DCT as you would Thwarp, though Dark Channel cannot set off biotic detonations; it only primes them. However, since Dark Channel jumps upon the death of its “host” (and primes a new biotic detonation upon jumping), you can send out one Dark Channel and potentially send out a handful of Throws. The only trick to DCT is that you shouldn’t waste too much time looking for the next Dark Channel jump. Only send out another Throw if you’re positive where your Dark Channel will jump to, or if you have a clear view of a bunch of enemies. One example of a good use of DCT is by camping out on the high ledge in Firebase London (where you get a bird’s eye view of the street) or the descending hallway in Firebase Glacier. From these areas you’ll be able to clearly see where your Dark Channel jumps to so you can rain down Throws and pull of a string of biotic detonations.

DCT is the bread of this build; the butter is Annihilation Field. At first, it seems like a pretty silly power, especially since its usefulness only comes into play at short range (and if you haven’t already figured it out, Adepts and Short Range don’t always mix very well). AF’s evolution tree is divided into two groups: offensive on top (all damage increases) and defensive on bottom. However, by its nature, AF should be used defensively when you are alone. When you get cornered, you can detonate the power itself or you can pop a Throw to set off the detonation primed by AF, but you shouldn’t actively run around trying to prime biotic detonations at short range with it (except on Bronze). This makes it really useful against assailing Phantoms and Hunters. However, when you have biotic teammates, AF becomes very useful offensively. Stand inside a Justicar’s Warp Bubble, continuously spam AF, and suddenly you’ve become an atomic bomb. Note that while AF has no power recharge penalty, it does not increase durability and it must be recast every minute or so. Recasting shouldn’t be an issue, since you should be detonating it every minute or so anyway to make the most of the power.

So, to recap: DCT is your primary combo, AF is your ace in the hole. Don’t forget to fire your weapon every once in a while.

Other remarks:
-Heavy Melee’s animation is somewhat similar to the Asari’s except that you vanish and reappear a few meters in front of you and it targets enemies. If an enemy is right in your face then you don’t vanish or teleport.
-The Fury’s combat rolls cover a lot of distance, so it takes some getting used to when you try to roll into cover and you end up flying through it. The flip side is that if you roll into large objects, the game forces you forward until you hit solid ground or you hit the edge of the map, allowing you to cover great distances if you are lucky or skilled enough to manipulate it.
-Biotic attacks seem to have black/purple undertones along with blue. I just thought that was kinda cool.

N00b Rating: (scale of 1-5, 1 is easy for everybody!)
3. Be aware of enemy positions and you know your way around the map so you can make a quick getaway if you need to. Otherwise, spam DCT and remember that with Drain AF, shielded enemies can provide a nice boost to your shields. Between your two primers (Annihilation Field and Dark Channel) and detonators (Annihilation Field and Throw), you should be popping off biotic combos like bubblegum.

GD Star Rating
loading...
Share