r/MECoOp•
sawser

The Anti Collector Magician Build - Up, Up, and Away!

With all the new classes and all the new weapons, I find myself back with the Asari Justicar. I had started using the justicar before the acolyte change, but the new Acolyte makes the Justicar an absolute MONSTER. I have only used this class on Gold, so I do not know it's viability on Platinum.

Here is the build

This class is used mainly as a mook buster, and ideally would be used with a Human Adept, who's shockwave/warp could be used to detonate mooks/bosses.

I find this class works well against every faction, but since collectors only have Scions and Praetorians as armored bad guys, it is especially effective against them.

The powers

Biotic Sphere - is not used as an offensive weapon in this case, so there's no running forward and using it on choke points. Instead, we'll use it to provide cover and increase survivability. I DO have the warp effect enabled, simply in the event that a bad guy gets to close, I can use an emergency reave to blow them to hell.

Reave - In this case, Reave isn't our go to weapon either. We are spec'd for radius (because duh) and damage reduction. We still need it for bosses though, and for any time we are approached by a bad guy with armor. That's why I selected Armors & Barrier.

Pull - Now this is our primary power. With all of our equipment and a 200% cool down, pull takes about .5 seconds to recharge, which is only slightly longer than the pull animation takes. Because of this ridiculous cool down, you can send anything and everything without shields flying through the air. If you need to, you can detonate groups of lifted targets with reave, however ideally you'll have another adept setting off your explosions.

Justicar - I specced these for powers obviously, leaving off the finally evolution because it isn't necessary.

Fitness - The extra evolutions of fitness aren't necessary because we'll be camped in our DR bubble and getting a little boost from reave.

The Gameplay

The end result is that you and your BFF using throw or shockwave (specc'd for range) will lift (via pull) and detonate any and everything that doesn't have shields. The second you see shields/barriers, you give it a little bit of acolyte love and launch a pull. By the time the acolyte bolt hits, your pull will hit a few seconds later.

Floating bad guys can't fire back, which frees your teammates to focus on anything with armor.

If it's got armor, liberally apply reave as necessary.

Not only is this class incredibly effective when teamed with another Adept, it's incredibly fun to play. In fact, the Womp Womp Womp sound of your machine gunned pulls is reminiscent of the drell step we all miss so much.

Also, because your powers are specced for speed instead of damage, often times your victim will survive the pull/(warp/throw/reave/shockwave) combo. That's to be expected, since hitting him with another pull takes less than a second.

On Abominations, sometimes it's better to fire and forget, and let the lift damage take care of them. I've noted that Possessed Abominations don't explode until after the pull has worn off, so pull is the best way to get away from the little shits.

Enjoy!

EDIT: As other people suggested below, going with the biotic explosion damage on pull will result more bang for your buck when explosions are set off. This can be especially useful when you have little guys in groups around bosses. They are certainly right, that extra damage can be more worthwhile than a few fractions of a section shaved off the cooldown for Pull.

However, this build is specifically designed to keep mooks in the air and rendered helpless, which is why I run recharge speed instead of Biotic Explosion damage. After all, a floating mook can't fire or hurt you or your teammates. Play with the class as you see fit. In this case, I opt for the near instant recharge of an amped up pull, over the increased DPS of of the BE damage. To each their own!

Posted Oct 18, 2012, 3:35 PM UTC · edited

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