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Drell adept build (gold) anyone?


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55 réponses à ce sujet

#26
BraveLToaster

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BrotherWarth wrote...

Hyunsai wrote...

How do you guys manage grenades in gold by the way ?


Wait for groups to cluster together, lob a grenade, then Reave to clean up what's left.


Reave before the grenade, it will detonate.

#27
ArbiterMatrix

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Max reave and pull for biotic combos. Also probably wanna increase shields and health.

#28
BraveLToaster

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UK Wildcat wrote...

Hey Silent, I'll share the build I use if you are interested.

6/0/6/6/6, no points in pull.

Reave: Radius, Recharge, Barriers and Armor.
Cluster Grenade: Radius, Max Grenades, Force and Damage
Drell Assassin: Damage and Capacity, Power Damage, Pistols
Fitness: Durability, Shield, Fitness.

This is the build I use for speed gold clears. If you have any question about specific evolutions let me know.  Refer to the guide in my signature if you want to hear more of an explanation of why this build excels in a group.


Question in regards to Assassin 6, are you using an Arc Pistol or Paladin or something?  Carnifex goes to 200% around VI or VII I think it is due to Drell's high carry capacity.  I decided to switch to a build closer to this, but I'm torn on going for Pull 3 for versatility and usefulness if I feel like using it against other factions or without Asari support or weapon damage to optimize a bit more.

#29
coinop25

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I am curious why some folks are recommending putting 6 points into pistol weight reduction when they also put points into raising capacity earlier on. Personally, even without that 6 point pistol reduction, I have enough capacity to carry a Phalanx AND a Hornet/Tempest with 200% recharge speed still. Are folks just spending those points to offset the weight of the Carnifex or something?

#30
BraveLToaster

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Well Carnifex is considerably better than Phalanx, but still hits 200% hence my question. Also, Ultralight Materials don't work right, even if it says 200% power recharge you're taking a penalty using that SMG.

#31
Silent Rage

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I wish I had enough points for all. I can't decide between grenades, health and pull.

#32
UK Wildcat

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BraveLToaster wrote...

UK Wildcat wrote...

Hey Silent, I'll share the build I use if you are interested.

6/0/6/6/6, no points in pull.

Reave: Radius, Recharge, Barriers and Armor.
Cluster Grenade: Radius, Max Grenades, Force and Damage
Drell Assassin: Damage and Capacity, Power Damage, Pistols
Fitness: Durability, Shield, Fitness.

This is the build I use for speed gold clears. If you have any question about specific evolutions let me know.  Refer to the guide in my signature if you want to hear more of an explanation of why this build excels in a group.


Question in regards to Assassin 6, are you using an Arc Pistol or Paladin or something?  Carnifex goes to 200% around VI or VII I think it is due to Drell's high carry capacity.  I decided to switch to a build closer to this, but I'm torn on going for Pull 3 for versatility and usefulness if I feel like using it against other factions or without Asari support or weapon damage to optimize a bit more.


This is a build I made before upgrading my carnifex, I'd actually suggest tweaking it to suit what weapons you have available.

My current plan is to rebuild identically, taking the other evolution and using a falcon instead of a carnifex.

No matter what, I don't see a point in taking rank 3 pull instead of rank 6 in assassin, simply due to rank 3 pull not causing good damage and actually being detrimental to your team (which should be focusing on team synergy for explosions).

#33
BraveLToaster

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Yeah, the Pull thing was more so that I could use him outside of optimal farming, like if I want to mess around in Silver without a bio-buddy. Falcon is just so heavy, even at higher levels, I don't know that I can justify the impact to my Reave, I'll revisit that when mine is a higher level. Unfortunately it is my lowest level Gold.

#34
UK Wildcat

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BraveLToaster wrote...

Yeah, the Pull thing was more so that I could use him outside of optimal farming, like if I want to mess around in Silver without a bio-buddy. Falcon is just so heavy, even at higher levels, I don't know that I can justify the impact to my Reave, I'll revisit that when mine is a higher level. Unfortunately it is my lowest level Gold.


Yeah if you aren't team farming and are spending time on other difficulties or having to carry a lot of teams, I'd take pull.

#35
DrekorSilverfang

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UK Wildcat wrote...

Hey Silent, I'll share the build I use if you are interested.

6/0/6/6/6, no points in pull.

Reave: Radius, Recharge, Barriers and Armor.
Cluster Grenade: Radius, Max Grenades, Force and Damage
Drell Assassin: Damage and Capacity, Power Damage, Pistols
Fitness: Durability, Shield, Fitness.

This is the build I use for speed gold clears. If you have any question about specific evolutions let me know.  Refer to the guide in my signature if you want to hear more of an explanation of why this build excels in a group.

STOP CHANGING YOUR AVATAR!

In other news... what do you find the best use of cluster? Do you use them against packs of regular stuff or against elites?

#36
DS_Abe

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I like Pull a lot more than nades. I have 2 points for extra capacity, otherwise maxing Pull. I like to have 2 grenades to soften up those nasty Reaper monsters with a lot of Armor (mainly Brutes, Banshees and Ravagers).

#37
coinop25

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BraveLToaster wrote...

Well Carnifex is considerably better than Phalanx, but still hits 200% hence my question. Also, Ultralight Materials don't work right, even if it says 200% power recharge you're taking a penalty using that SMG.


Hah, we posted almost the exact same thing at the same time, so I missed your comment.

Any takers on that question, then? Why put 6 points into decreasing pistol weight if you're going to take the weight/power increase earlier? Is there some super-excellent heavy pistol I'm not aware of?

As for Ultralight Materials being broken: It seemed to work fine for me, but maybe we're talking about so few fractions of a second that I don't even notice. How can you tell it's not working?

EDIT: Forget that last question. Just saw this: http://social.biowar...5677/1#10293551

Modifié par coinop25, 20 mars 2012 - 08:49 .


#38
Sabresandiego

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I also put nothing in pull.

#39
Guest_BrotherWarth_*

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BraveLToaster wrote...

BrotherWarth wrote...

Hyunsai wrote...

How do you guys manage grenades in gold by the way ?


Wait for groups to cluster together, lob a grenade, then Reave to clean up what's left.


Reave before the grenade, it will detonate.


I was not aware of that. I thought only Lift Grenade caused biotic detonations. That's very good to know.

#40
hbogyt II

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Max out everything except fitness. Or max out everything except grenade. Grenade only allows the Drell Adept to be useful for a brief moment.

#41
UK Wildcat

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DrekorSilverfang wrote...

UK Wildcat wrote...

Hey Silent, I'll share the build I use if you are interested.

6/0/6/6/6, no points in pull.

Reave: Radius, Recharge, Barriers and Armor.
Cluster Grenade: Radius, Max Grenades, Force and Damage
Drell Assassin: Damage and Capacity, Power Damage, Pistols
Fitness: Durability, Shield, Fitness.

This is the build I use for speed gold clears. If you have any question about specific evolutions let me know.  Refer to the guide in my signature if you want to hear more of an explanation of why this build excels in a group.

STOP CHANGING YOUR AVATAR!

In other news... what do you find the best use of cluster? Do you use them against packs of regular stuff or against elites?


I've settled on Jack for a few days I believe <3

For cluster use them for both.  You can get killstreaks with biotic explosions alone, or with biotic explosions/cluster grenades if placed luckily.

Also, if you have a banshee afflicted by a setup ability, clusters are great for combos/staggering.  Pull is useless in a group of biotics.

#42
RecoonHoodie

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6/6/4/4/6
Reave: Radius/Recharge Speed/Barriers&Armor
Pull: Radis/Expose/Duration&Combo
Cluster Grenade: Force&Damage
And Carnifex IX and i am fine with playing reapers and cerberus on gold.

#43
Peer of the Empire

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Reave:  area, dmg reduction, dmg + dmg reduction
Cluster: damage, +1, damage
Drell Assassin: weight, headshot, pistol
Fitness: max health shields + regen

No points in pull.  Use cluster grenades wih reave for absurd damage when needed.  Let reave run its course unless it's been detonated or enemies need staggering

Switch reave 2nd upgrade to cooldown reduction if you play all the time at range with other biotics spamming, and 3rd to barrier damage if you play only against reapers.

Drell adept can melee even on gold.  1 upgraded Reave + 1 paladin shot + 1 heavy melee finishes basic enemies.  One might think take reave cd reduction to spam in melee, but you will be taking time to dodge and take cover so it's wasted.  Drell regular melee is aoe and can be tie up troops momentarily.  Be smart

Modifié par Peer of the Empire, 20 mars 2012 - 09:30 .


#44
adamwan

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Reave: (4) Radius (5) Recharge Speed (6) Damage and Duration
Pull: (4) Radius (5) Expose (6) Duration and Combo
Cluster Grenade: (2)

Drell Assassin: (4) Damage and Capacity (5) Power Damage (6) Pistols
Fitness: (4) Durability

#45
ZombiesNBacon

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This class seems really powerful for setting up biotic explosion for teammates or doing self biotic explosions with Reave -> Cluster grenades (thought I don't look forward to ammo box hugging). The only thing preventing me from taking a break from SI/AA to play this class is that constant Reave humming.

#46
UK Wildcat

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ZombiesNBacon wrote...

This class seems really powerful for setting up biotic explosion for teammates or doing self biotic explosions with Reave -> Cluster grenades (thought I don't look forward to ammo box hugging). The only thing preventing me from taking a break from SI/AA to play this class is that constant Reave humming.


Use an adrenaline mod to run crazy fast, camp the ammo boxes, and use your own thermal clips for instant 3 grenades.

It's the most fun build currently for me.

#47
Dewart

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My gold drell adept

Reave: Rank 4 Radius, Rank 5 Recharge, Rank 6 Damage & Duration

Pull: Rank 4 Radius, Rank 5 Expose, Rank 6 Duration & Combo

Cluster Grenade: Rank 3

Drell Assassin: Rank 4 Damage & Capacity, Rank 5 Power Damage

Fitness: Rank 4 Durability, Rank 5 Shield Recharge, Rank 6 Fitness Expert

With this class setup you can do pull reave combos as well as reave a lot of enemies quickly and stay out of the line of fire. If you do get caught in fire you will have enough health to run for your life. The pull radius allows for crowd control. 3 ranks in cluster grenade is all you need for sticky situations or damage to boss type enemies. I find this setup to be very versitile and if you choose the right weapons to compliment it you can deal a lot of damage. I usually find sticking with a predator X (fired very quickly) deals enough damage to compliment the drell's powers. This set up isn't for everyone but it works amazing for me.

#48
coinop25

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UK Wildcat wrote...

Use an adrenaline mod to run crazy fast, camp the ammo boxes, and use your own thermal clips for instant 3 grenades.

It's the most fun build currently for me.


It's the competition for grenades that really makes me want to rely less on them, though. I like co-op to be cooperative.

That said, if you have a Drell Adept on your team, considering giving them first whack at the grenades, as their grenade power is super awesome.

#49
BraveLToaster

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They work best in pure Adept teams, where the only other people going for grenades are other Drell Adepts.

#50
MrBurntToast

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Just something I read, but some 200+ N7 clubbers were saying it's useless to pick up the last passive for ANY character, because something that will 1/2/3 shot you on gold will do so regardless of your HP bumps. I haven't tested it, and there wasn't a pic/video/math to go with it, so you might wanna do the percentages yourself.