Trippid wrote...
I've been the last man standing on my Drell Adept on high level Silver waves before with no problem. You just have to play it smart, avoid getting pinned down and utilize your speed for survivability. Pull + Reave for biotic detonations on the cannon fodder enemies like cannibals and assault troopers, Reave on anything you can't pull.
I was initially wary of grenades when I started multiplayer, but I can say with confidence they are phenominal for the Drell Adept. If you're not actively cycling through ammo caches, save the cluster grenades for tougher enemies like Ravagers, Banshees, Atlas' and Pyros. Toss a Reave on the enemy, cluster grenade and watch the health plummet. The detonation will stumble anything.
Truly though, you have to play defensively. Reave staggering an enemy on use is a very effective way to buy you time if you've been surrounded. And with a fully maxed out Fitness tree promoting run speed, I've competently been able to run through a gauntlet of multiple enemies (including Ravagers and Banshees) when I was pinned down without taking a stray shot.
It's a very fun class. You just have to play to the strengths. Reave things for a periodic breather and to let your buddies get a biotic detonation, pull to clear out the lesser enemies (using reave aptly in order to have biotic detonations further damage other enemies in the vacinity) and cluster grenade/reave combos to obliterate the tougher ones.
My current build is
Reave - Radius, Damage Reduction, Damage and Duration
Pull - Radius, Lift Damage* Duration & Combo
*(I had a hard time with this one, Expose might have been better all around, but I find if a target can be lifted in the first place, I'll just finish it off with a reave detonation. Lift damage thus far has worked wonders to finish off an enemy when I was pinned down)
Cluster Grenade - I only have 3 levels in this talent; when I was filling out the tree originally I had no interest in grenades, but I've found them to be crucial and extremely useful when used correctly. Were I to put further points in this I'd probably go for Force & Damage (I usually chuck them straight at a target in order to ensure they go off within range) in the first tier. The second tier... I'm not entirely sure. Having increased grenade capacity seems redundant in many ways. It's not often you'll stay fully stocked, even when cycling through ammo caches. Damage Combo would seemingly be a better investment, assuming you have the aim for it. And for Shrapnel vs Force & Damage... I couldn't give any input. I'm still midly unaware what Shrapnel does. I assume it would further increase damage to spread out targets; can anyone clarify?
Still though, I use grenades situationally, and thus far limiting myself to 3 levels in the tree has not been a noticable hinderence.
Drell Assasin - Damage & Capacity, Power Damage; I went only to tier 5, as currently my pistol is little more than a finishing weapon and still grants me 200% power cooldown speed.
Fitness - Durability, Shield Recharge, Fitness Expert - Self explainatory: all of them boister survivability, and the run speed increase is put to good use.
Everything I've mentioned so far is limited to Silver experience; I haven't had the co-ordination among my group of friends to setup a Gold run, (plus the Reave audio drives them batty) but I'm looking to try my hand in the near future. I'll attempt to update this in the event my strategy is ineffective on said difficulty.
Pretty much agree with this completely. I run regular Gold runs and a Drells true potential is not unlocked unless they have a partner hovering behind/next spamming Throw/Warp. I like maxed Throw in case I have a Chain Overloader. But after I promote him, I will max my Cluster Grenade and try that out. My level 3 CG does a ton of damage and it's obviously only level 3.
I find the Drell to be incedibly durable though. 900 Health with only 450 Barrier but is the fast chr in the game and the most agile. If you're not flipping out of the way as soon as you start taking fire, you're doing it wrong.