Krogan Sentinel
Reaching Your Headbutting Capacity
The Krogan Sentinel is the ultimate run-and-gun, no powers class. In other words he's pretty much a better Soldier than the Soldier classes. Above all else, the Krogan Sentinel has one major defining feature over all other classes: you can slap any two weapons you want on it. Spamming Incinerate is kinda pointless, and none of the other abilities use your cooldown, so your weapon weight doesn't matter at all. You need a weapon that is effective at long range, and you need a weapon that can pierce Guardian shields (either through natural piercing ability or an AP mod). Other than that, go nuts. Want to take a Revenant and a Claymore? Do it. A Widow and a Falcon? Go ahead. Scorpion and Saber? Sure.
The other defining feature is that he's a monster in melee, and has the durability to make use of it. The way it works is that you kill two enemies in melee (preferably finishing them with Heavy Melee) within 30s of each other to enter Rage mode, which dramatically increases your damage resistance and melee damage. That of course makes it easier to kill another two people in melee, to continue Rage mode and so on. In Bronze and Silver you can pretty much go crazy with it, but in Gold it takes a lot more restraint and thought.
Build
The build itself is pretty simple and obvious, really.
6 Tech Armor - Durability, Melee, Durability
Gives you damage resistance and increased melee damage.
0 Incinerate
6 Lift Grenade - Damage, Max Grenades, Damage
You can go for Radius instead on the first one, but the radius is pretty big to start with.
6 Beserker - Damage, Headshots, Damage
You're not using any powers, so your weight and power damage do not matter.
6 Rage - Durability, Marital Artist, Pure Rage
You can go for Melee Damage instead on the first option. I just think this is a better balance. The other two choices are non-negotiable if you ever want to make use of the Krogan's melee/Rage mechanic.
Weapons
As mentioned before, you can take whatever weapons you like as long as you're able to fight from range (during hack circle missions) and have some means of killing Guardians. There are a few of particular note though.
Falcon - The Falcon is a grenade launcher that does moderate aoe damage. More importantly though, it staggers all man-size enemies. If you time it right, you can chain stagger them. Combine it with Cryo Ammo, and you can also Chill and Freeze them. This stagger effect serves to keep an enemy still and unable to act for a second or two. This is very useful for when you want to backhand someone to death with your Heavy Melee. The best part though is that it makes Phantoms cry. The gun can be a bit problematic if you have a bad connection to the Host, though.
Widow, Black Widow, Javelin, Crusader - You want a gun that works from long range, and you don't care about the weight. These guns work from long range and they're among the heaviest around. What makes them particularly noteworthy though, aside from their hefty damage, is that these weapons all have in-built piercing ability. They can all shoot through a Guardian's shield and light cover without an AP mod.
Melee
A few tips on using your backhand of death...
-Between rounds it is mandatory to headbutt your fellow Krogan players. This is not negotiable. Headbutting non-Krogan, however, is optional.
-This may be obvious but... meleeing a Banshee or Phantom is usually a bad idea. A really, really bad idea. You might get away with smacking the Phantom if you stagger them with the Falcon first, but it's really not worth the risk.
-When and when not to melee is really something only experience can tell. In general, just try to take on enemies on the edges of the group and don't charge right into the middle of things. You might get away with it on Bronze, but any higher and you'll be slaughtered, Rage or no, with little hope for a res.
-When you're not in Rage and haven't got Martial Artist activated (like at the beginning of a round), it may take more than one Heavy Melee to kill a target. It's best then to use your normal headbutt first, and then go for the backhand. You want to the Heavy Melee to be the killing blow so you can keep the Martial Artist buff going.
-It seems to work much better if you STOP sprinting before using any form of melee. Results in a lot less misses.
-Remember that your Heavy Melee has a bit of range to it, and it works most reliably when you make use of that range. If you are too close to your target, try headbutting first before the backhand.
-Your standard melee headbutt seems to be a lot more reliable than the Heavy Melee. Enemies under the effects of crowd control such as Stasis or Pull or lying on the ground are best headbutted rather than backhanded.
-When you have Rage and Martial Artist going, your standard headbutt may be enough to kill basic enemies. You still want to use Heavy Melee when you can, but it's something to keep in mind.
-Krogan are quite susceptible to staggers (such as from rockets). This is most noticeable against Geth. Geth also have invisible shotgunners and flamethrower users, so really, extra caution is advised against them.
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Asari Adept
Alliterative Artillery
The Asari Adept is easily one of the most powerful classes in the game (occupies the God Tier along with Salarian Infiltrator), able to handle any enemy type and excelling against Cerberus and Reapers, and she barely even has to fire a gun in the process. Throw quickly handles basic enemies, and those with their defenses down. Dangerous mid-level units (Phantoms, Engineers, Nemeses, Centurions, Hunters, Rocket Troopers, Marauders) can be instantly taken out of the fight with Stasis and a few headshots from yourself or teammates. Crowds, Pyros, Ravagers and the big boss units can be taken down quickly with Biotic Explosions - prime them with Warp, detonate with Throw. The Asari Adept has a powerful answer to every unit of every enemy type, and her ability to completely neuter Phantoms makes her an absolute godsend (goddessend?) against Cerberus.
Build
There's a few ways of building her. I'll first cover my way and a few alternatives, then give the cookie cutter build.
3 Stasis
"Wait, what? No Bubble?!" I hear you cry. Seriously though, Stasis 3 gives you most of the utility of Stasis, and where you would normally find the Bubble useful you can usually just use Area Throw to much the same effect. Bubble actually makes single target elimination more unreliable because enemies like to wander into it and cause your target to fall from Stasis, more resistant to further CC attempts. Just try it. You really won't miss Bubble as much as you think you will.
6 Warp - Detonate, Expose, Recharge
Warp must be at Rank 6, as explosions are dependant on the ranks of the powers involved. The damage of Warp itself is unimportant, it's the explosions you care about. So Detonate and Expose. You want to be able to do detonate asap, so Recharge.
6 Throw - Radius, Deonate, Force
Radius makes it easier to detonate and provides spammable aoe stagger. Detonate is a no brainer. Force because the skill already recharges almost as fast as you can use it if you're at high recharge bonus (which you should be).
5 Justicar - Capacity, Headshot
You can go with Power Damage instead of the Headshot bonus if preferred, but it doesn't improve biotic explosions so it makes little difference. Alternatively you could give up Rank 5 entirely and put the points into Stasis 4 for improved Stasis strength (don't choose duration, it's pointless).
6 Fitness - Durability, Shield Recharge, Fitness Expert
Asari Adepts are squishy, especially on Gold. Make no mistake, you're a glass cannon. But with full Fitness, you're slightly thicker glass and it can often be the difference between life and death. And the difference between your life and death can mean the success or failure of your team. There is nothing worse than watching over someone else's shoulder as a pair of Phantoms destroy your entire team, knowing that you could have dealt with them with casual ease if you weren't so busy being dead.
Alternative builds:
4/6/6/6/4 - This is a build to use with a low level Carnifex, to reduce its weight. Alternatively, the build can be used with a max level Carnifex and max level second weapon, like a Hornet.
6/6/6/5/3 - The cookie cutter build, with full power damage and Bubble. Personally I think it's a bit pointless, because of the next build.
6/6/6/4/4 - It's the cookie cutter build, but better. It's not like Power damage really does much for an Asari Adept.
Weapons
People will tell you that you barely need to use a gun so it doesn't matter what you carry. I disagree. Certainly the AA isn't a gun intensive class, but Stasis + headshots is the quickest way of dealing with mid-level shielded units that aren't near enough to other enemies to bother with an explosion. Moreover, there's two seconds between Warp and Throw where you could be shooting. You want to be running +200% recharge bonus though, or as close as you can get. So you want a light but powerful pistol or smg.
Carnifex - Scope, Barrel
Pretty much the ideal weapon for the Asari Adept and, really, every caster class. The power is completely ridiculous for its weight. Scope lets you get easy headshots on your Stasis target and lets you cast more accurately at longer range. Barrel for the damage. You don't need AP because Throw => headshot deals with Guardians easily and provides more damage than AP even against Armor on powerful weapons like this. Can swap the Scope for AP or extra ammo if preferred though.
Phalanx - Barrell, AP
You don't really need a scope on a Phalanx. A decently powerful weapon with a nice firing rate and very little weight. It's much easier to obtain and get to higher level than the Carnifex. The Phalanx is a fine weapon and the Carnifex isn't really as much an upgrade to it as many people believe. You might want to continue using it until your Carnifex is at a higher level. You might want to keep using it even after that.
Hornet - Barrel, Heatsink
At the time of writing, the ULM mod does not work in multiplayer except on the Geth SMG. This gun is best fired from the hip. Aiming with it actually makes it miss more. Makes no sense, but there it is. This gun has fantastic DPS, easily among the highest in the game. Its recoil and inability to really be aimed makes it only really effective up to midrange though. It absolutely tears through shields, which is something the Asari Adept isn't particularly strong against. A good gun to use as the main weapon or pair with the Phalanx or, at max level, a Carnifex. Of course, this is a rare weapon so may take a while to get to useable level (it's too heavy at low level).
Geth SMG - Barrel, ULM
It weighs almost nothing. That's pretty much all it has going for it. It weighs so little that you may find you can take it as a backup weapon and still be at 200% recharge bonus. Take the Barrel because you're a power spammer and won't have much cause to use this gun's ramp up function. It's accurate enough to get a lot of headshots and fast enough to deliver special ammo effects but it's low damage and you may as well be trying to kill an Armored enemy with foul language for all the good this gun will do against it. But hey, you get what you pay for and this gun is just about free, so...
Tips
- Remember you are a glass cannon. Just thought you might need reminding.
- It is your duty, above all, to hunt and kill Phantoms. You must also stay alive so you can keep doing this. You are the difference between an easy run vs Cerberus and a complete space zombie ninja gangrape orgy, which I assure you is not nearly as fun as it sounds.
- Against Geth, it's important for you to spot and Stasis, Throw or explode the Hunters. You need to spray them with gunfire first to make them easily targetable. Not only does this help manage dangerous enemies, but it brings the attention of your teammates to them.
- Area Throw is a fantastic CC tool, being an AoE stagger on low cooldown that also sense undefended enemies flying. Any time you're not busy Stasising or exploding dangerous units and crowds, you should be Throwing basic enemies. It's the basic enemies like Cannibals that usually kill you while you're running away from Banshees (if the Ravagers don't get you first). Geth and Cerberus Troopers can also execute you, so you should prioritise their deaths a lot higher than you might think.
- Pyros can't be Stasised. However, they're pretty vulnerable to warpsplosions.
- If the Asari Adept has any weakness, it's against heavily shielded boss units, ie the Atlas and the Geth Prime. If you see a lot of enemies clump up around these bosses, repeated warpsplosions won't do a whole lot to their Shields but it will hurt the hell out of all those enemies around it, and it helps the team do more damage in addition to doing some of its own. If there's no enemies hugging the boss's ankles, your time may be better spent just maintaining the Warp debuff on them while you Throw/Stasis other targets.
-If you have other biotics in the team, try and pay attention to what they're using and co-ordinate with them a bit so you're constantly detonating each others biotics. It's faster that way.
-If your team is tech heavy and they're spamming Energy Drain on an Armored target even though that does like no damage, you can detonate their Tech Bursts with your Throw. If your Throw fails to detonate your Warp, try immediately Throwing again because there was probably a Tech Burst in the way.
-Stasis has a long cooldown, and even if you take the Bubble evolution it should be reserved for situations where it's really needed. Area Throw can serve much the same function with almost no cooldown, so try to get used to using that instead wherever possible. Stasis is a crutch. Know when to lean on it, but learn to walk without it.