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Drell Vanguard build?


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24 réponses à ce sujet

#1
himegoto

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I was going to level him the same way as to my human vanguard... But noticed he only has half the barrier.
Probably not a good idea to  charge in and pistol. Any idea how to build this character? Thanks.

#2
SilentCO1

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I don't use Vanguard, but I'd say build his melee, I always see people just jumping around and kicking enemies. And use a good pistol.

#3
Ender1221

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I read that the Drell takes 50% less damage while flipping around, so I would recommend lots of that.

#4
SilentCO1

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That's probably why I always see them flipping all over the place.

#5
FishbowlSoul9

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Don't build or play him like a tank. That half barrier means he's sure to be killed. He's more of an assassin. Taking out important targets that are out of position. I put points into shield and health and kind of regret it. A percentage bonus of a terrible base is still terrible. I leveled up the charge so that I get bonus power damage after using it and full barrier recharge. This can keep me in fights longer and removes my reliance on my weapon for damage (useful because I'm mostly just charging everywhere). I carry a carnifex on him with a high caliber barrel and increased clip size; it's strong and lightweight. Can charge and kill most unarmored targets with one shot (less so on silver but still takes em out fast). The most important thing is to stay mobile. A drell's philosophy is like a DnD monk's; why use armor if I don't get hit?

#6
himegoto

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So i just maxed out charge and pull. nade at rank 4.
I dont know he really seem like an useless one. He has no way of dealing with armor nor barriers. I guess the developers want us to be cautious playing him maybe using melee hit and run. But how often can that happen when there's enemies engaged they are mostly killed fast (given a decent efficient team)
With the low barrier and pull + charge detonation means there are no spamming charge. I am not sure if its more fun to play because I find myself having to use the pistol the whole round. You are easily dead in 2 seconds by 2 enemies in silver after a charge. (100% barrier upgrade maxed.)

#7
PrinceLionheart

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A Couple of things before we start:
  • Drells have a smaller weight capacity than humans, so you're going to want to stick with one weapon (Pistol, Sniper, what have you).
  • You're going to want at least 4 ranks in Pull.
Okay, there are basically two ways you can play your Drell; far away doing crowd control with a sniper or assualt rifle, or up close using hit an run tactics. The drell can't "tank" like a human vanguard can because it has the weakest shields/barriers in the game. Even on Bronze difficulty it'll be ripped to shreds quite fast, so if you're going to charge, you're going to have to charge a lot.

The charge passives I went with were:
  • Force & Damange
  • Power Synergy
  • Barrier
The last rank I would especially go with Barrier because if you're only carrying a pistol, your cooldown will only be 3 seconds, making "1/4 chance of no cooldown" pointless.

Drell Assassin:
This again comes down to what type of Drell you plan to play. If your going to sit back and use Pull and Cluster Grenades more, then focus on weapon and headshot damage. If you plan to charge, then get the passives for increase to power damage.

Fitness:
This one is a little tougher. The passives could five the Drell some crazy powerful melee boost, but if you want more surviability, go with the shields. For the 5th rank, I would definitely choose the Shield Recharge passive.

Pull:
Rank 4 is a must, just so you can get area pull. Rank five is optional, and six is good if you don't plan to use Cluster Grenade.

Cluster Grenade:
Thiss is a love it or hate it power depending on how good you are at aiming with the grenades. They're great for decimating groups.

#8
NazzNAA

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Unlocked the Drell vanguard today, and I just don't care for it compared to the human. I do look forward to the Asari vanguard in full release though...stasis plus biotic charge has serious potential.

#9
himegoto

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PrinceLionheart wrote...

A Couple of things before we start:

  • Drells have a smaller weight capacity than humans, so you're going to want to stick with one weapon (Pistol, Sniper, what have you).
  • You're going to want at least 4 ranks in Pull.
Okay, there are basically two ways you can play your Drell; far away doing crowd control with a sniper or assualt rifle, or up close using hit an run tactics. The drell can't "tank" like a human vanguard can because it has the weakest shields/barriers in the game. Even on Bronze difficulty it'll be ripped to shreds quite fast, so if you're going to charge, you're going to have to charge a lot.

The charge passives I went with were:
  • Force & Damange
  • Power Synergy
  • Barrier
The last rank I would especially go with Barrier because if you're only carrying a pistol, your cooldown will only be 3 seconds, making "1/4 chance of no cooldown" pointless.

Drell Assassin:
This again comes down to what type of Drell you plan to play. If your going to sit back and use Pull and Cluster Grenades more, then focus on weapon and headshot damage. If you plan to charge, then get the passives for increase to power damage.

Fitness:
This one is a little tougher. The passives could five the Drell some crazy powerful melee boost, but if you want more surviability, go with the shields. For the 5th rank, I would definitely choose the Shield Recharge passive.

Pull:
Rank 4 is a must, just so you can get area pull. Rank five is optional, and six is good if you don't plan to use Cluster Grenade.

Cluster Grenade:
Thiss is a love it or hate it power depending on how good you are at aiming with the grenades. They're great for decimating groups.


[*]currently I have both charge and pull maxed. drell assassin at 1 and fitness at 4, going the full melee route. I thought the pull and charge combo would at least be good but still I find him useless on the field. just a little more aggressive and result in death. [*]you mentioned cluster grenade. I have some points but looking at the table I have no idea how to upgrade it. help? Thanks.

Modifié par himegoto, 21 février 2012 - 06:36 .


#10
Gnarlesee

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Ender1221 wrote...

I read that the Drell takes 50% less damage while flipping around, so I would recommend lots of that.


Where did you read this?

#11
Jestina

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That's the problem I see with people and playing the drell vanguard. They try to play it like an infiltrator...except you don't have any of the infiltrator perks and are not taking advantage of your vanguard powers.

I just tried one out on a silver and played really aggressive. Final was like 50 kills, 10 assists, 10 biotic kills, 5 headshots. I took the katana X for my main weapon and phalanx for back up. Another drell in the same game had a sniper load, and it didn't do anywhere near as well as I did. You just have to know how to play vanguard, the class has a steeper learning curve than other classes.

I didn't find much use for cluster grenades. I guess they could work well in a closed room, but other than that they just seemed to scatter everywhere and hit nothing.

#12
Roros5e

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Don't all races get the damage reduction while rolling? I've always rolled if I can't get out of a grenades blast radius to reduce it's damage, but now that I think about it I've no idea where I have it from.

Maybe it's just a habit I have from Lost Planet 2, a game I played a fair amount and where you were outright invulnerable during a small window of your roll.

#13
Jestina

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I don't think they take less damage when hopping to the side though it does look cool and can move you out of the way of a grenade explosion. I more prefer to be moving towards my opponent though...preferably with charge and a loaded shotgun.

#14
PrinceLionheart

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Roros5e wrote...

Don't all races get the damage reduction while rolling? I've always rolled if I can't get out of a grenades blast radius to reduce it's damage, but now that I think about it I've no idea where I have it from.

Maybe it's just a habit I have from Lost Planet 2, a game I played a fair amount and where you were outright invulnerable during a small window of your roll.


I'm not sure about taking less damage, but I do know a Drell can cover more ground than Humans with their dodges.

Jestina wrote...

That's the problem I see with people and playing the drell vanguard. They try to play it like an infiltrator...except you don't have any of the infiltrator perks and are not taking advantage of your vanguard powers. 

I just tried one out on a silver and played really aggressive. Final was like 50 kills, 10 assists, 10 biotic kills, 5 headshots. I took the katana X for my main weapon and phalanx for back up. Another drell in the same game had a sniper load, and it didn't do anywhere near as well as I did. You just have to know how to play vanguard, the class has a steeper learning curve than other classes.

I didn't find much use for cluster grenades. I guess they could work well in a closed room, but other than that they just seemed to scatter everywhere and hit nothing.

 

The more I use them, the more I hate the cluster grenade. It works good for large groups of enemies if you can aim right, but personally I wished I had maxed out Pull now instead.

#15
Jestina

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PrinceLionheart wrote...
The more I use them, the more I hate the cluster grenade. It works good for large groups of enemies if you can aim right, but personally I wished I had maxed out Pull now instead.


Same here. In my test run I found more use for pull than clusters. Pull worked great for me against phantoms too.

#16
The_mango55

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Yeah I just can't get the hang of this guy. I don't know what his advantages are compared to other classes. Charge isn't useful because if you get too close to a group you die, and if it's just one enemy you don't need charge anyway.

#17
DalantiaSilverwing

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I prefer to think of the way I play my Drell Vanguard as like Thane. >_>

Melee is for when I'm caught off guard and after I've charged to replenish my barrier a little - otherwise, I hang back, spam Pull, and use a sniper rifle or scoped AR.

#18
himegoto

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all in all he is the most useless class... truth is he cant charge and he doesnt have the relevant skill to be a support either.

#19
Sarcastic Tasha

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Yeh he is more squishy than you'd expect a vanguard to be. Pull is really useful though, great for stealing guardians shields from a distance.

#20
sirjimmus86

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Yeah I was disappointed too, the human vanguard outshines the Drell in every way. A feat to be repeated by the Asari I bet

#21
shepskisaac

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Everyone playing the Drellguard, don't forget that using Pull+Charge causes biotic explosion and you can kill enemies instantly this way. Very effective on Phantoms. Of course, the enemies need to be stripped from barries/shields first to catch them in Pull. Pull is of course also great for knocking out Centurions. If you have fast enough cooldowns and Pull radius upgrade, you can knock even groups of Centurions, then nearly immediately use Pull again to catch them and then Charge into one of them. The biotic explosion will most likely kill both.

His ninja kick is surpisingly strong too and deals much better with barriers/shields than heavy melee.

Modifié par IsaacShep, 21 février 2012 - 11:09 .


#22
shepskisaac

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FishbowlSoul9 wrote...

I put points into shield and health and kind of regret it. A percentage bonus of a terrible base is still terrible.

If you're playing "hit-and-flee" Drellguard, then I still say you did good upgrading his health & shields. It's not much, but he so squishy unupgraded that playing "hit-and-flee" Drellguard would be even harder, if not damn impossible.

#23
Sailears

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Just started playing drell vanguard today, and wow this is seriously fun! :D

Pull is awesome as always, doubly so combined with charge. I think I prefer it to the asari adept so far.

#24
PrinceLionheart

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Curunen wrote...

Just started playing drell vanguard today, and wow this is seriously fun! :D

Pull is awesome as always, doubly so combined with charge. I think I prefer it to the asari adept so far.


I dunno man. The Asari!Vanguard looks like it'll be able to single handedly f*** up the Phantom due to it having Stasis. I think as far as total usefullness is concerned, the Asariguard might end up being the best.

#25
Sailears

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PrinceLionheart wrote...

Curunen wrote...

Just started playing drell vanguard today, and wow this is seriously fun! :D

Pull is awesome as always, doubly so combined with charge. I think I prefer it to the asari adept so far.


I dunno man. The Asari!Vanguard looks like it'll be able to single handedly f*** up the Phantom due to it having Stasis. I think as far as total usefullness is concerned, the Asariguard might end up being the best.

Yeah it will, but I said asari adept. ;)

The only thing I'd like to change about drell vanguard is replace cluster grenade with either throw or warp (or reave).