Brugdor wrote...
DaDiddles wrote...
Brugdor wrote...
They are the only race that needs to have other classes join them to be very effective. Drell Vanguard is obviously underpowered with how squishy they are but even Drell Adepts are useless compared to an Asari Adept. Stasis >Grenades of any type. Warp >Reave since it can set a combo up on any mob.
Incorrect. Both drells are perfectly viable to use regardless of teammates. They're actually my favorite class to use when running public matches, except when people with high and mighty attitudes try to kick me from the lobby.
With the Drell Vanguard, you zip around the battlefield wiping out weaker enemies with Pull + Charge, and larger mobs with cluster grenades. You can easily solo most enemies by charging and meleeing with the drell's cartwheel kick (my favorite tactic for taking out nemesises for example). And if you see something you can't handle solo, that's when you throw grenades, stick to cover and blindfire, or tactically retreat back to your team.
With the Drell Adept, you Reave + Carnifax headshot. This will kill most enemies, and those that don't die will likely lose their shields, which means they're vulnerable to Pull + Reave. Anything else, Reave + Cluster Grenade wrecks enemies. And even though you're not as mobile as the Drell Vanguard, you still should be able to replenish 2-3 grenades per wave.
Of course, all of this is kinda pointless, because this IS a co-op game and playing cooperatively is always going to be more effective. And the Drell teaming up with just about any biotic will clean house.
So the option for tougher enemies is to dance around, throw a couple of grenades which will take forever to respawn at the ammo crates, dot them with Reave, and headshot them OR you can just set off multiple combos with an Asari Adept on the same mobs which all do massive AOE damage.
Look, I liked playing the Drell Adept. It's not that you can't be effective with them but why bother when there's another class that can do what they do more effectively and have more utility with Stasis?
A few points:
1. Drell have a higher base carry weight than Asari, meaning they suffer lower cooldown penalties with the same weapons
2. Pull/Reave and Reave/Cluster are the quickest biotic detonations in the game, and clusters are incredibly damaging (and not nearly as hard to use/acquire as people who don't use them regularly characterize)
3. Reave provides an excellent DoT, which means you can drop it, leave it for your teammates to pop, and move on to the next group
4. Drell speed and dodge, at least the way I play one, gives me far superior survivability over an Asari adept
5. Since Reave is instantly applied, the Drell is the best class in the game at detonating biotic effects (now shared with the Justicar). If anyone puts down a biotic effect, you can detonate and it can't be dodged. Warp, stasis, singularity, pull, bubble, anything. Also of note--you can set up explosions instantly. I have seen teammates cast a projectile biotic like warp, popped reave on the target, and beaten the warp there so that player gets an instant detonation. You may think speed/quickness is irrelevant, but it's not.
6. The option for tougher enemies is actually to pull any grunts near them, detonate, reave them, grenade them--1-2 cluster grenades will kill a Reaved brute on gold and put a serious hurt on a banshee/prime/atlas--and draw heaps of aggro that you can easily avoid, letting your team shred them to pieces. When the big guys come, I play the Drell like a living version of the Salarian engineer's decoy, except one that shoots back hard.
Those are just a few great reasons to play drell. If we played by one player's definition of utility, no one would play any class but Salarian infiltrator. Another would suggest we play only Asari adept. Doesn't work that way. I would argue that on some teams, a Drell adept is a better teammate to have than an Asari adept. And, if you already have an Asari adept on the team, absolutely more "optimal" than having a second.