Asari Justicar Adept

Asari are the most influential and respected sentient species in the galaxy. They are native to the planet Thessia and were the first species to discover the Citadel. Their long lifespan and history have allowed them to serve as galactic mediators for centuries. While not as physically powerful as other species, their proficiency with biotics makes them dangerous opponents.

Asari are fierce, graceful warriors. They are incredibly powerful natural biotics. The asari excel at hit-and-run tactics to ruthlessly eliminate their opponents from the battlefield.

General Notes

 * The Warp-Effect Biotic Sphere evolution is very useful, as it allows the Justicar to set up Biotic Combos against any enemy, at any time, rather than requiring enemy shields/barriers/armor to not be present (which is necessary if using the Reave/Pull combination). The caveat of this biotic combo is that it cannot be upgraded to do additional damage, as neither Biotic Sphere nor Reave have Detonate evolutions like Shockwave, Pull, Throw, or Warp, and as a result it may not kill the enemies that get close enough to become susceptible to it. However, it is very useful for CQC players, at it can detonate multiple enemies at close range, who will be knocked back and vulnerable to a shotgun blast.
 * Biotic Sphere staggers any and all enemies that are within range upon placement, allowing for the player to escape in close-quarter, clutch situations. With the Rank 5 Damage-Taken evolution, and a shotgun, the player can throw an enemy off-balance then get up close for added damage headshot. Almost every lesser enemy will die with one headshot with this tactic, potentially even a Phantom, if using stronger shotguns like the Claymore.
 * Biotic Sphere also benefits from stacking its damage reduction with other powers or traits, such as rage, Shield Boost, or even Energy Drain. The damage reduction only goes up to 90%, but that said, this will make you, and others nearly invulnerable. Even physically frail classes will be able to put up stiff resistance when said powers are in play and even on Platinum you can still fight back and make the enemy really work for their kill.
 * Between the Sphere and the Reave protection bonus, the Justicar can have as much as 80% damage reduction herself unless fighting Geth.
 * There is a mild glitch with the Biotic Sphere, where, on occasion, when you attempt to use it with no powers recharging, you will not do anything. Moving slightly usually fixes the issue.
 * Reave stacks with itself, and due to duration class-innate bonuses, the Justicar not only can have the longest Reave, resulting in the most stacking, but the base damage is also higher. To kill any enemy from far range, just start spamming Reave whenever your recharge is gone and watch them slowly bleed out. Multiple allies Reaving results in massive DoT.
 * The M-37 Falcon has an interesting synergy with the Asari Justicar. Using this weapon with Reave allows you to stagger enemies and line up groups of enemies to be reaved all at once, causing massive damage to the whole group. If done correctly whole groups can be taken out effortlessly regardless of difficulty.

Cerberus

 * Biotic Sphere can be used to stagger enemies. Most importantly, this is effective at saving you from Phantoms which love to get close to use melee-based attacks and even insta-kill you.
 * Reave is also highly effective against Phantoms, particularly with the armor/barrier damage evolution. It will fairly rapidly strip the Phantom's barrier, and since it does damage over time, it will also allow the Phantom to be targeted through her cloak.  Additionally, multiple uses of Reave on a target stack, so (depending on the evolution chosen for Reave) it's possible to kill a Phantom by applying Reave two (Silver) or three (Gold) times, then simply staying clear of her until she dies.

Collectors

 * Biotic Sphere is required for the Justicar against the Collectors. To use Biotic Sphere most efficiently, one should spec the power the protect teammates and to have the warp effect, so you get damage reduction from the Sphere, and, if enemies get too close, you set them up for explosions with the warp effect.
 * Spamming Reave is much more effective against Collectors than any other faction since no one has shields, and all are organic. So after just a few Reaves, you already have a massive Damage reduction bonus.

Geth

 * Biotic Sphere becomes a must have against the geth. Since the Sphere can give significant protection to the Justicar and allies, teams become very difficult to kill. Since geth love rushing the player and allies, this allows the team to take hits, and then use melee, or shotguns from a more accurate range, killing Geth quicker. Just make sure the team doesn't get flanked.
 * The Geth's tendency to rush, based on the Hunter and Pyro AI's, and the slower Prime AI's, makes the offensive Biotic Sphere great for trap-tactics. Set a bubble up and fret not when they walk into it, as it merely sets them up to die faster. The Warp Effect sets them up for a Biotic Combo, and the maximum 25% extra damage taken ability allows them to die faster, if short cover is not available for grabs, and the like.

Reapers

 * Reave is very effective against the Reaper forces as it can damage large numbers of enemies at the same time. This can easily stop a charging group of smaller Reaper enemies cold. Reave is also powerful against Banshees and Brutes, since Reave can be evolved to do 75% extra damage against barriers and armor.
 * Biotic Sphere is less useful here since Banshees and Brutes will cause the team including the Justicar to move out of the sphere to avoid being instantly killed. It can however be used in a choke point to inflict a small amount of damage, or to set up multiple biotic explosions.
 * Although it doesn't show on the kill log, Reave instantly kills all Swarmers in its area of effect.