Being almost exclusively Gold player before the coming of Earth add on, like many other AJ players, I had to test my Gold build vs Platinum difficulty level and find out if it will pass the test.
The results were somewhat dissapointing.
Before Earth came out, discussion around AJ builds moved mostly around the usefulness of Pull, amount of points put into Fitness and the weapon-of-choice for AJ.
Asari Justicar Gold builds:
Proponents of defensive school opted for 0 points in Pull and going for AR weight decrease + some mix of offensive/defensive Reave& Biotic Shield, mid-position players opted for just 6 points put into Pull w/o AR weight decrease or final Fitness evolution, while offensive players (including me) went for builds that utilised Pull and biotic explosion combos to the max damage. Carnifex became almost canonical weapon for biotics and found his place in most of the AJ builds too.
You can find some of the excellent canonical builds for Gold in the following topics:
social.bioware.com/forum/1/topic/343/index/11487029/1
social.bioware.com/forum/1/topic/343/index/13098782
social.bioware.com/forum/1/topic/343/index/12080839
Basically speaking, all those builds were (and still are!) valid on Gold difficulty level, but with Platinum thing is bit different.
Gold vs Platinum: Combat theory
While amount and HP of opponents increased, it's not the decisive factor that makes Platinum much more difficult than Gold - more important fact is that players are forced now to deal with combined force of Geth, Cerberus and Reapers units that bring different and more deadly synergy to the battlefield
Type of opponent chosen in the Gold games often determined the characters and often fixed the tactical approach.
This factor allows players in the Bronze, Silver and Gold games to reach better team play and achieve higher overal flexibility, so the following ratio:
Players Team Tactical Options : Enemy Tactical Options
... was always strongly in favour of the players side.
Unfortunately, things has changed on Platinum and combined AI force often (too often) outperforms players in almost every factor and packs even more punch then before, which consecutively raises a question mark for the most of the "flexible" characters builds, since most of them is often specced for personal flexiblity rather than team flexibility and those are 2 different things, even if you think differently at this moment.
Pull on Platinum:
Pull usefulness that was somewhat limited on Gold due to the sheer amount of opponents that used shields/barriers is now even more restricted on Platinum - while it still can save lonely AJ in some situations, using this ability puts whole team in disadvantage since most important factor on Platinum is to outperform AI units in pure firepower and hold your formation (even when you're forced to move back). With some exceptions to this rule, player that roams lonely through the battlefield will go down sooner or later - team play was never more important than it is on Platinum now, so even if you're still able to make some Phantoms fly with this ability, you don't want to use your time on using it and you don't want to keep them or any other enemy unit alive longer than it's necessary .
You need ALL of those points elsewhere.
PULL BUFF and BE BUFF UPDATE: Pull+Reave combo has been buffed due to the BE damage increase. While it's more useful than it was before, buff did not affect the restriction coming from the amount of the armoured and boss enemy units on Gold and Platinum difficulty levels, thus this point generaly remains the same.
Double-bubble & other AJ biotic explosions combo on Platinum:
Double-bubble biotic combo (Reave+BS+Reave, repeat) lost most of it's usefulness on Platnium - amount of combined firepower that AI can put on the frontline now is sometimes overwhelming and even with Adrenaline Module III/Cyclonic Modulator III and shield boosting gear it's sometimes incredibly difficult to repeat this hit&run tactic, not to mention the fact that Double-bubble (as any other biotic combo) requires low-cooldown which limits AJ to lighter weapons and - trust me on this one - Carnifex X or Paladin is nowhere as effective on Platinum as it was on Gold. There's also a factor of BE effectivness and this drops on Platinum and mobility factor - most of the "biotic attacks" style requires very mobile and offensive approach which is hard to maintain, thus risky in Platinum games due to the overal higher difficulty level.
Assesment:
Considering all of the above, best thing that player can do is to decide that he will limit and commit his build to the Team flexibility rather than personal playstyle so he needs to concentrate on the strongest sides of the character, his core abilities and accept that Asari Justicar is first and foremost a tank.
You're not meant to hit the strongest, you're not meant to outscore other biotic team mates via BE's, you are meant to boost your team survivabilty, reave from time to time and still pack enough punch to not be carried around by the rest of the players, because this simply won't work. So the best thing you can do is to spec your abilities in the following manner:
Platinum build:
Biotic Shield: 4b (Radius), 5a (DamageReduction), 6 (Allied Protection)
Reave: 4b (Radius), 5a (Damage Reduction), 6b (Damage&Duration)
Pull: 0
Asari Justicar: 4b (Duration&Capacity), 5b (Headshots), 6a (Assault Rifles)
Fitness: 4b (Durability), 5b (Shield Recharge), 6b (Fitness Expert)
Build explained:
- Reave - you should be able to set off and prepare the BE's for the "pure biotics" and you should use it to boost your own damage resistance to hold on your feets as long as you can (longer you're on your feets, the chance that team formation will have to be broken decreases). There's no point to go for the Recharge since Reave is only an auxiliary source of damage for you, thus it's a secondary choice while your damage resistance is a priority to do your job as it should be done
- Biotic Shield - specced for damage resistance and range - it's incredibly useful during "Hack" missions not only you can raise your own damage resistance to 80%, you can also raise any other team mate damage resistance by 40% and this will allow you all to withstand much more punishment than with the offensively specced shield used from time to time to boost your defence - either you're doing it right and you're going ALL to defence or don't bother, offensive shield defence fails to support the team in defence properly. It's also important to note that Radius>Shield Regeneration, mostly because shield range is too small to support defensive positions efficiently and Range evolution gives the minimal necessary place to manouver inside it once enemies will reach your positions. Warp and using shield offensively as a damage amplifier does not work as well as on Gold due to the higher enemy flexibility&firepower and the fact that retreating in order is VERY difficult manouver for the team to execute - trust your instict - you want to break your formation as rarely as possible. It's also important to stress that players often have enough firepower potential to deal with the incoming enemies, but they cannot hold it on the sufficient rate due to the damage they take - defensively specced shield allows everyone in your team often to rain death clip-after-clip which is usually impossible without damage reduction on this difficulty level.
- Asari Justicar evolution - go for headshots & weight drops for AR's which are the best source of firepower for this class
- Fitness - max health and shields, it will allow you to use offensive gear sets
Weapon for this build:
- Cerberus Harrier - Best choice vs Reapers. With the weight drops and levelled up Harrier you will remain somewhere around 130 - 150% cooldown, which is enough to maintain the steady reave use for defensive and offensive purposes, you will also be able to deal massive amounts of damage with this AR and deal with all types of the opponents.
- Saber - Best choice vs Geths. if your aim is good enough, you can take down a lot of geth units with headshots, you will probably want to use Extended Barrel and Stability mods with it.
Best gear sets:
Depends on your approach, but best thing you can do is to go for even more firepower with Harrier & Saber (Assault Rifle Amp V) or for more defence (Shield Booster or Stronghold Package).
Top armour options are Cyclonic Modulator or Shield Power Cells.
Weapon Bonus is self-explanatory: save some Assault Rifle Amp III's for your Platinum runs
Ammo bonus: Go for Warp Rounds as it is good vs. everything and you will go vs every type of the opponent avaible on Platinum.
Have a good hunt and feel free to leave some comments.
Best regards,
Annelos
Modifié par Annelos, 20 août 2012 - 12:41 .





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