Drell Vanguard build?
#1
Posté 20 février 2012 - 04:37
Probably not a good idea to charge in and pistol. Any idea how to build this character? Thanks.
#2
Posté 20 février 2012 - 04:41
#3
Posté 20 février 2012 - 04:44
#4
Posté 20 février 2012 - 04:52
#5
Posté 20 février 2012 - 05:01
#6
Posté 20 février 2012 - 05:38
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
Posté 20 février 2012 - 05:42
- 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.
The charge passives I went with were:
- Force & Damange
- Power Synergy
- Barrier
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
Posté 21 février 2012 - 05:51
#9
Posté 21 février 2012 - 06:35
[*]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.PrinceLionheart wrote...
A Couple of things before we start: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.
- 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.
The charge passives I went with were: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.
- Force & Damange
- Power Synergy
- Barrier
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.
Modifié par himegoto, 21 février 2012 - 06:36 .
#10
Posté 21 février 2012 - 06:42
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
Posté 21 février 2012 - 08:06
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
Posté 21 février 2012 - 08:27
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
Posté 21 février 2012 - 08:43
#14
Posté 21 février 2012 - 08:50
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
Posté 21 février 2012 - 08:53
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
Posté 21 février 2012 - 09:13
#17
Posté 21 février 2012 - 10:11
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
Posté 21 février 2012 - 10:19
#19
Posté 21 février 2012 - 10:31
#20
Posté 21 février 2012 - 11:00
#21
Posté 21 février 2012 - 11:05
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
Posté 21 février 2012 - 11:16
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.FishbowlSoul9 wrote...
I put points into shield and health and kind of regret it. A percentage bonus of a terrible base is still terrible.
#23
Posté 22 février 2012 - 12:00
Pull is awesome as always, doubly so combined with charge. I think I prefer it to the asari adept so far.
#24
Posté 22 février 2012 - 12:40
Curunen wrote...
Just started playing drell vanguard today, and wow this is seriously fun!
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
Posté 22 février 2012 - 01:07
Yeah it will, but I said asari adept.PrinceLionheart wrote...
Curunen wrote...
Just started playing drell vanguard today, and wow this is seriously fun!
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.
The only thing I'd like to change about drell vanguard is replace cluster grenade with either throw or warp (or reave).





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