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Drell adept build for silver/gold suggestions?


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#26
RicHSAD

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Wynne wrote...

RicHSAD wrote...

The Drell adept isn't so good by himself because you can't set up biotic combo on everything like you can with Warp/throw.

WTF? Pull, then reave. There's your biotic explosion right there! 


Try pulling a Banshee and then let me know how that worked out for you.

Modifié par RicHSAD, 16 mars 2012 - 02:23 .


#27
DCko

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Schlitboy wrote...

I speced out rank 5 Pull with DoT. With Assassin 5 its 27 damage per tick. Would it have been better to do Expose at rank 5?


For me, Expose was the better option. Because I would immediately Pull + Reave. So I didn't see why I would want to deal 27 damage for that 1 second they are floating.

I can see the uses for DoT pull. You can pull an enemy and leave him floating and focus on another enemy for the time being. Then you can eventually reave that pulled enemy. But you can do what I just said with Expose as well. Just eventually Reave that floating enemy but at an extra 25% damage. 

So I'd still go for expose. But on my Drell Van, I went with DoT pull. 

I think I'm going to repec my drell for full fitness and only 3 in cluster bomb. Still on the fence for level 6 reave. Might have to go with damage protection... to maximize durability. 

Modifié par DCko, 16 mars 2012 - 03:06 .


#28
-Jaren-

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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.

#29
We Tigers

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I haven't taken mine up to gold yet, but I mistakenly took faster recharge at rank 5 of Reave. It's worked out fine, but wasn't necessary, and I'd rather have the DR. I think the biotic explosion for pull is a must, as that makes pull to Reave just about a guaranteed kill on any lifted grunts. A cannibal can survive pull to Reave without it if he doesn't get bounced off too many walls.

What do you guys think about Reave rank 6? On principle, I prefer adding another 75% damage to barriers and armor. However, the 15% DR plus additional damage on everyone seems to play a bit more to the Drell's strengths, which I see as ninja-ing the hell out of normal and mid tier enemies and setting up Reave detonations on the big guys.

Oh, and don't forget that Reave can detonate warp. The Drell is the ultimate setup man with AOE Reave, but he can trigger, too.

I love this class. Not being afraid to melee is very important if someone sneaks up on you.

#30
dunx125

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DCko wrote...

I spec'd my Drell Adept for Reapers on Gold

Weapons
186% CD
-Carnifex III
or
200% CD
-Phalanx
-Shuriken w/ decrease weight mod

Reave
lvl 4 radius lvl 5 damage protect lvl 6 arm
or and barrier
Pull
lvl 4 radius lvl 5 expose lvl 6 duration and combo
Cluster bomb
lvl 4 damage lvl 5 capacity lvl 6 force and damage
Assassin
lvl 4 damage and capacity lvl 5 power damage
Fitness
lvl 3

Reave will take out roughly 3 bars of armor from brutes. Very effective on Banshees. The only thing I would change is probably Lvl 6 Reave for full damage protect. But I wanted my Reave to be a pure damage dealer on Brutes and Banshees. So I settled for 25% damage protect opposed to 40%.

Lvl 6 weight capacity is not needed, by the time I get a Carnifex 6, I will have 200% CD. So 3 on Fitness for more health. Drells have a high count of health if you spec fitness all the way though but I didn't go for that.

I didn't go for Cluster bomb lvl 5 damage combo because I use it primarily on armored foes that can't be pulled. 


I don't have your guns, but otherwise we both chose exactly the same build. It's very effective if you have decent teammates. You have nothing to combat shields, and your barrier breaks if a feather hits you too hard, so good teammates are essential. Simple enemies are easily dealt with the pull + reave combo. Powerful enemies can be weakened with reave, which allows your teammate to decimate them with biotic explosions. Area reave + cluster grenade can kill groups of enemies, and you can single-handedly take down boss enemies by reaving and detonating with cluster grenades repeatedly. It has saved my team numerous times in the extraction stage. 

#31
himegoto

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So how does the weave r6 work?
Damage & Duration is pretty straightforward and with 40% damage reduction plus another 50% if you are constantly flipping it does sound pretty sweet.

How does Barriers & Armors work? Does it add to biotic detonation aside from it being a rank 6 upgrade?