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A Guide to Drell Vanguard on Platinum


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#1
Gamemako

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So it's that time again. Time to drag out the most despised character and parade him around like a reality show celebrity.

My goal here is to teach you the ways of being a proper Drell Vanguard -- no silly cheesing tactics need apply -- on the highest difficulty. To that end, I have produced a video of some notable successes. These clips were all taken from 5 successful Platinum games on 4 different maps. If there's anything I miss in this guide, go with what you see there.

Drell Vanguard on Platinum highlight reel.

Oh, and for the sake of clarity, 100% of that video was off-host. Some of it was while experiencing considerable lag as well. It was also done partially on a map with few grenades and alongside other grenade users. This can be done anytime, anywhere. So let's get to the meat of it:

Why Drell Vanguard?

Space ninja. Space trenchcoat. Space pecs. Space Awesome.

Knowing your role is half the battle.

Drell assassins are trained from birth to kill quickly and efficiently. They are not trained to stand around getting shot. If you like duking it out mano-e-mano with Geth Primes, stop reading and go play a Krogan. A Drell is a fast-moving killer for cleaning house on the little guys: Phantoms, Nemeses, Engineers, Marauders, Ravagers. If there's a Banshee after you, run right past her and on to the next target -- it's a waste of time to go after her.

"Speed is life. You go slow, you die."

The higher movement speed of the Drell isn't just for show. Enemies cannot track your character at a particularly high rate -- you can sidestep quite a lot of bullets just by moving left or right. This is especially obvious when sprinting laterally relative to your opponent -- you frequently won't get hit at all. In any case, you shouldn't ever stop moving. As soon as you land from a Charge, you should be moving some direction relative to your opponent. You can even go right past turrets and watch them struggle to find you, as occurred in the video. To stand still as a Drellguard is to invite death.

You also shouldn't decide that you're finished at some point and would like to sit down for a nap. The Drell Vanguard cannot afford to get swarmed because he lazily waited for the entire map to converge on his position. To succeed as a Drell Vanguard, you have to continue to push forward, seeking opportunities at every turn. If you find your opponent alone, fresh meat. If you find them in a group, they're about to be coated in a layer of Extra Crispy and launched into space. A Drell Assassin fears nothing.

Cover is for wusses.

This one should be a no-brainer. Cover is pointless. It makes you slow, it locks you in place, it lets enemies come to you. You should only use cover in very, very few situations where you need to wait for your cooldown without getting shot by the far-away opponent you're about to Charge. If you're in cover for an extended period of time, you had damn well better be in a hack or escort circle. Instead of entering cover, use walls and edges to your advantage. Strafe to get in position to shoot -- your movement speed will keep you from getting shot up too quickly. If you're in a position where you're staying in one place trading fire, it's probably time to leave.

Idle hands are the assassin's playthings.

Wouldn't it be a good idea to punch somebody with them? Yes, of course it is! Heavy melee should never be forgone. You can use it, with proper timing, to stagger-lock threatening opponents, like Hunters and Phantoms. You can also use it to knock unshielded ones completely out of the fight, to keep enemies off you while you reload, and to deliver extra damage during your weapon fire delay. Bonus points: properly played, you can hide a reload inside a heavy melee.

Turnabout is fair play.

Charge staggers. Cluster Grenades stagger (and they stagger absolutely everything due to their insane amount of force). Heavy Melee staggers. Put to good use what your opponents so cheaply use against you. Don't let your opponent get a shot in edgewise. Just keep plowing into them with Charge, grenades, shots, explosions, and melee. The less they shoot back, the easier it is for you to kill them and the harder it is for them to slow you down.

Get good at handball.

The one major skill that every decent Drellguard must have is the ability to place grenades where he wants them. Cluster grenades are primarily close-range tools -- you don't usually want to toss them across the map. Instead, you bounce a couple off the wall so that they land where you want them. It's terribly easy once you get used to how they bounce. Don't try to bounce them off the ground very frequently -- the bounce is quite significant and they won't detonate for several seconds. Additionally, they do not spread out much at close range, so you can hit enemies in the face with them if you're close enough.

The Way of Damage Resistance.

Drell Vanguards are squishy. They have the lowest base barrier in the game. To accommodate this, you must make proper use of damage resistance bonuses. You get a 50% list damage bonus after Charging, and you get a list 50% damage resistance bonus when you dodge. These together are 100% list damage resistance, which is a real 75% damage resistance -- an effective 4x increase in effective health and shields. After charging and dodging, a properly-equipped Drellguard will have a respectable 3300 effective barrier for the duration -- and you'll probably escape a few hits while you're at it. Simply charging at all gives you 1320 effective barrier. This is part of why you must Charge frequently: that bonus damage resistance wears off after 4 seconds and you're effectively taking at least 60% more damage.

The first rule of Drellgod is...

...you do not take Pull. It's a waste to spec. Pull has no synergy with the Drellguard's kit. Any time spent not charging is time spent dying. 12.5% weapon damage is far more valuable than 3 points in Pull, and speccing Pull fully is an even bigger waste of valuable skill points. You will not set up biotic explosions with Pull on Platinum. Even if you wanted to do so, the Drell Adept would be a superior choice for the task. Even with the massive buffs that Pull has received, this one is to be left to the dogs.

(I know I had pull specced 3 points in the video. Do as I say, not as I do. I did not touch the power once in the 5 matches that made up that video.)

Life's important questions.

Building is a Drellguard is generally pretty straightforward, though there are a few spots where you might want to customize your Drellguard. Here is my breakdown of the powers:

Biotic Charge: Rank 4 and rank 6 are a given. At rank 5, both are decent options: weapon-lovers might want weapon damage, grenade-spammers will take power damage. I tend to prefer power damage in part because I spam grenades and in part because of the longer bonus. Power damage will allow you to continue to get the grenade damage bonus for some time, and you're much more likely to get extra bonus damage on your next Charge. However, neither is a "wrong" choice here as you will rely on both guns and grenades no matter how you spec.

Cluster Grenade: Rank 4 should generally go to damage unless you're really having trouble hitting your target. Rank 5 should always be Extra Grenades (you don't have Pull), and rank 6 should always go to F&D (you do not get extra grenades per toss from the Shrapnel evo; this makes the evo kinda useless). As it turns out, I never bothered to check whether things had changed. Apparently, there may have been a bug when last I tested, and you now start with 2 grenades and max out at 3. Way to go me, paying so much attention despite making this guide. What you see in this video is F&D evo, with 2 grenades thrown. Theoretically, those who go for grenade spam would definitely want Shrapnel as they're already pulling down +140% power damage on those grenades, so the +50% from a third grenade is better than +21% for the F&D bonus. However, I need to test whether the shrapnel evolution changes the accuracy of the grenades. If so, which should be taken may depend on playstyle.

Drell Assassin: I recommend power damage and capacity at rank 4. Even if you're going for weapon damage focus, you have to take one of the two power damage bonuses to stagger Phantoms reliably, and this one also lowers your cooldowns. At rank 5, choose whichever suits your style -- I went for power damage here as well as I toss a lot of grenades.

Fitness: Hello, Captain Obvious! Oh, you want me to spec shields and only shields? Why, I would never have guessed. Thank you!

This is my own preferred build.

Happiness is a piping-hot shotgun.

There's really only one weapon class that is of value to a Drell Vanguard, and that's a shotgun. You aren't going to snipe enemies from afar -- neither of your powers are good for that -- and you aren't going to sit behind cover with an assault rifle. Your job is to pounce on your opponent and tear him to shreds like a the vicious ninja lizard you are.

There are a few notable weapons here. I will first address my own weapon of choice, the Wraith. The Wraith is light and has very good damage per shot. It has the weakness, however, of having a very slow rate of fire. This is less of a weakness than it might seem, however. In between shots, you should throw grenades and use heavy melee. All told, the damage output is pretty good, and the weapon is versatile. However, it is an ultra-rare, and you might not have it at a good level. Another popular choice is the N7 Piranha, which trades per-shot damage and accuracy for DPS. It is a good choice as well, but comes with the disadvantage of needing a smart choke to be practical (which costs either 25% weapon damage or 50% cooldown). It also doesn't have a long fire delay in which to hide other attacks, so any other moves are lost DPS. Some players use the Claymore. It is a good weapon, but very unforgiving and rather heavy. I find it hard to use on Platinum due to the big cooldown hit -- 50% longer, or more than 1.5s. The Talon is another popular choice: it has good DPS, decent range when aiming down the sights, and gets 50% greater damage versus shields and barriers. It's also fairly light even at lower levels, making it decent even at level 1. However, it does not have the space in between shots to use heavy melee or dodge, and the reload-canceled reload duration is longer (i.e. ammo shows up later in the reload animation). It also has the issue of being a pistol, which means that the Shock Trooper gear would not be worthwhile; other gear would have to be used instead. Finally, I highly recommend avoiding the Reegar Carbine. It is a powerful weapon, but it slows your movement and has a 0.25s charge-up time before it fires. You can cheese corners with it pretty effectively, but I'm deliberately avoiding that in this guide. Weaksauce tactics are weak.

Three other, less popular options are the Geth Plasma Shotgun, the Raider, and the Graal Spike Thrower. The Geth Plasma Shotgun has highly-reliable stagger, ignores shieldgating, ignores armor damage reduction, and can be charged for flattening opponents as soon as you see them. As etm125 rightfully pointed out, the weapon can also be charged (or the charged shot released) while dodging, meaning you never stop gaining damage potential while dodging. However, it cannot pierce cover or Guardian shields, cannot get headshots, and is a projectile that is subject to lag. It's still a very good weapon, however, especially if you spec for grenades. It also certainly never needs a backup as it is all-range. The AT-12 Raider is a cross between the Piranha and Claymore. It has two shots rather than one, but ultimately puts out truckloads of burst DPS. The drawback is that it, like the Piranha, is highly inaccurate, and if you brought a high-velocity barrel, it would be as heavy as the Claymore. I personally don't find it worth the weight on this class. The Graal Spike Thrower is like the Geth Plasma Shotgun, with higher risk and higher reward. It can get headshots, and gets superior headshot damage from them (3x instead of 2.5x damage). If you're a crack shot, this thing will absolutely flatten enemies. However, it has 6 smaller projectiles with no homing ability, which makes it very, very difficult to use off host. Given how much risk a Drell Vanguard already assumes, this one is a niche weapon.

You might also want a backup. I highly recommend avoiding heavier options here -- they just aren't worthwhile. I carry an Acolyte with ULM mod, which comes in at 10% weight. Other options are the Hurricane, Hornet, and Phalanx. If you took the pistol weight reduction instead of 12.5% weapon damage in the class skill (why you would do that, I do not know), then a Carnifex, Paladin, or Scorpion with ULM mod are appropriate low-weight options as well. Otherwise, I find 30% cooldown to be wasteful for a weapon you all but never use. If you brought the Talon, you have no backup option but an SMG. The longest-range SMG is the Collector SMG; the Locust is a mediocre stand-in if you do not have the CSMG. If you want a general-purpose other weapon in case you run out of ammo, it's probably the Hornet or Hurricane with stability mod.

It has been noted that when not carrying any DLC weapons, the weight penalty from a High Velocity Barrel may not apply. This will allow you to to carry a Wraith with a Smart Choke and HVB without suffering any cooldown penalty. Feel free to make good use of this bug while it lasts.

Always come prepared.

Shock Trooper should be your go-to gear. Grenade Capacity is OK as well, but I find that I've always got plenty of Thermal Clip Packs on hand anyway. If you chose the Talon as a weapon, you will have to use either the Grenade Capacity gear or the Commando Package, sacrificing either grenade capacity or weapon damage. For equipment, your path is clear: you need Cyclonics to survive, you need Incendiary Ammo to set off fire explosions, and you won't benefit from anything else so much as a weapon amp. Some have suggested that an Adrenaline Module would be a good alternative to Cyclonics, using the faster motion to avoid more enemy attacks by strafing past them. I personally have found using Cyclonics and damage resistance mechanics to be more effective, but if you can make Adrenaline mods work, more power to you.

Oh, and speaking of which, don't forget the Incendiary Ammo under any circumstance. Fire Explosions are great for melting armor, and the high damage you get from the ammo power really pays off. Prime enemies as frequently as possible and then use Charge or Cluster Grenades to set off the explosion. Got a biotic teammate? Each of your Cluster grenades will set off another explosion, so you can set off multiple explosions in one toss if the opponent is properly primed for each.

Other tips and tricks.

-Your reload animation can be hidden in any other attack with an animation. That includes Charge and heavy melee. I haven't ever seen it happen with a grenade toss, but that also may be possible.

-Most sync-killers have a tell on the sync kill. Banshees can only sync kill while charged and teleporting around; Phantoms, Scions, and Atlas mechs have to melee first; Brutes do the chest-pound; and I have no idea what Praetorians do because they're stupidly overpowered. If their tell is lost (e.g. the Atlas shoots again after melee), they will have to use the setup a second time before they can sync kill. Use that to take on Atlas mechs when the need arises.

-You cannot be sync-killed by an opponent who is at a different elevation than you. Engaging Banshees on stairs is a good strategy you have seen me employ in the video.

-Sync killing takes time. You can safely go right into melee range on Phantoms and Brutes if you toss grenades first. Having 2000N force on your grenades is useful.

-Never forget that you can dodge immediately out of Charge. You'll really want this against Brutes and areas covered by Ravager acid.

-You're invincible for up to 1 second while charging. If you absolutely must attack a Turret, try to let it start shooting first, and move past it when you land. If you don't, it might catch up to you and finish you from the other side.

Modifié par Gamemako, 14 novembre 2012 - 06:49 .

  • peddroelm aime ceci

#2
DullahansXMark

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Gamemako wrote...
 A Drell is a fast-moving killer for cleaning house on the little guys: Phantoms, Nemeses, Engineers, Marauders, Ravagers.


Great guide, but do you ever really see most of these mentioned units on Platinum? :huh:

#3
Zero132132

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That's why I don't intend to take him to platinum. My build actually works fine on gold and below, and it has pull at rank 5. There's just nothing to pull on platinum.

#4
Gamemako

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DullahansXMark wrote...

Great guide, but do you ever really see most of these mentioned units on Platinum? :huh:


There are plenty of them. Ravagers are freaking EVERYWHERE on Reaper Platinum. I was collecting 75 kills every match (all 5 matches included in that video) by slaughtering everything not named Banshee, Atlas, or Prime, and I do plenty of damage against those units as well. The Drellguard just isn't good at taking them on one-on-one -- that's a job best left to infiltrators and Soldiers with their high single-target DPS.

#5
etm125

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Great guide and video. I love the DV on gold but havent taken him into platinum.

One thing to add in favor of the GPS: You can hold the charge while you cartwheel dodge.

#6
Feneckus

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I think Adrenaline Module III is a must on a Drell Vanguard. That helps his survivibility far more than a Cyclonic Modulator.

Weird you don't like the Claymore on that guy, it's the perfect weapon for him, he's squishy so you wanna deal as much damage as possible in as little time as possible.

#7
Methew

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Urge to try Drell Vanguard on Gold rising.

#8
Veritas3489

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Good guide. I'll be giving it a try when I start working on my Outsider Challenge. As it is, a friend and I have been experimenting with DrellGuard on gold. Sometimes we throw on Adrenaline Mod III for a little extra speed insanity.

#9
Gamemako

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etm125 wrote...

One thing to add in favor of the GPS: You can hold the charge while you cartwheel dodge.


Ah, I forgot about that. Thanks, I'll add a note in there about this as well. GPS is definitely one of the better weapons for him in my opinion.

Feneckus wrote...

I think Adrenaline Module III is a must on a Drell Vanguard. That helps his survivibility far more than a Cyclonic Modulator.

Weird you don't like the Claymore on that guy, it's the perfect weapon for him, he's squishy so you wanna deal as much damage as possible in as little time as possible.


Adrenaline mod is certainly useful, but I find that the extra shielding is important when enemies sneak up on you from the side.

I know you record your own videos. Care to make one of your Claymore Drellguard on Platinum? :innocent:

#10
Kenadian

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Gotta wonder, why not shrapnel on clusters?

#11
Ashen One

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Feneckus wrote...

I think Adrenaline Module III is a must on a Drell Vanguard. That helps his survivibility far more than a Cyclonic Modulator.


+1

Anyway, this thread has inspired me to pick up the DV again after I finish grinding 60 more waves with the Turian Sentinel... <_<

#12
Shampoohorn

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Excellent!

I still haven't dragged mine into platinum, but maybe your guide will give me the push.

My wraith is still only at IV, so I'll stick with my talon, graal, and claymore for now.

I think his light melee is at least as valuable as heavy, especially coming out of Charges. In my experience it staggers more reliably and shifts his position out of the line of fire while conferring addional DR. Plus the stagger and damage has an area effect for the light melee.

#13
himegoto

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Good to see another person that gets it.
Drellguard and GI are my 2 best characters in platinum. MQI should come close but out of those 3, I definitely have the most fun with my Drellguard.

I've been saying for months now that he doesnt suck, quite the contrary he is a God tier character in this game. Given that you know how to a) spec him and B) play him.

I have no idea how to process the videos I recorded and all seem too much trouble for me, so thanks for showcasing the Drellguard.

A little difference is I use the piranha on him and gets up real close to enemies' faces for those continuous shots, FEs, and ownage.

#14
SavagelyEpic

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Kenadian wrote...

Gotta wonder, why not shrapnel on clusters?


Also curious about this.

Is it just so that you can effectively engage with your grenades at longer ranges?

#15
Feneckus

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Gamemako wrote...
I know you record your own videos. Care to make one of your Claymore Drellguard on Platinum? :innocent:


I don't play much platinum these days. Too many geth. 

#16
Gamemako

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Kenadian wrote...

Gotta wonder, why not shrapnel on clusters?


I have yet to determine what the shrapnel evo actually does. It does not increase single-target damage at all and doesn't increase the number of grenades. I have always assumed that "shrapnel" referred to an increase in the number of max targets, and given the small radius, high force, and cluster nature of the grenade, that's pretty much useless: trading the ~20% damage you get reliably from F&D evo for an extra 50% on extremely rare occasion is kinda silly.

//EDIT 2: Derp. Guess it was bugged back in the day and I never bothered to pay enough attention to notice the change. How embarassing!

//EDIT: As a side-note, more force on the Clusters helps breach more stagger/knockback thresholds for bosses. The less they shoot you, the better.

himegoto wrote...

I've been saying for months now that he doesnt suck, quite the contrary he is a God tier character in this game. Given that you know how to a) spec him and B) play him.


I wouldn't call him God-tier, but he's not nearly as bad these days as he was back in the day. The many buffs he has gotten (every single one of his powers has been buffed, his core weight capacity has been buffed, and he now gets fire explosion spam) has really made him into a very usable character. I have come to believe that a lot of the hate he still gets is holdover from the days when he was genuinely awful.

himegoto wrote...

A little difference is I use the piranha on him and gets up real close to enemies' faces for those continuous shots, FEs, and ownage.


I've used the Piranha with good success. It's a great gun, and I just happen to really like the way the Wraith acts.

Modifié par Gamemako, 14 novembre 2012 - 04:09 .


#17
Mozts

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I'm Drell player and this is my favorite guide in the Citadel.

(But one thing: CLAYMOAR)

Edited:

Rank 6 shrappnel doesn't increase the number of grenades? Pretty sure it does

Edited 2.0:

In your video, we can see two grenades coming out at ~3:02. Either Rank 6 shrappnel increases that number to 3 or I am drinking too much.:huh:

Modifié par Mozts, 14 novembre 2012 - 03:40 .


#18
Learn To Love Yourself

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Gamemako wrote...

I have yet to determine what the shrapnel evo actually does. It does not increase single-target damage at all and doesn't increase the number of grenades.


As far as I know, it increases the number of grenades thrown from 2 to 3.  Bounce it off the wall with both evos to see for sure.

I love this character too.  I also love both the Wraith and the Claymore on him.
The Wraith with HVB only takes him down to 150%, which is more than sufficient for me.

I also am a lover of Adrenaline III on him.  Nothing like the Roadrunner on crack to make you sharp Posted Image

Great guide.  Looking forward to watching the vid.

#19
grayrest

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Hoorah for someone else with a Wraith Drellguard build. It's interesting to me that you use heavy melee for the stagger since I've always used pull (which also lines up headshots) and thus opt for speed pull. My build, for comparison, though everybody else hates it. I've been meaning to give a shotgun+full grenade build a go since the charge and grenade buffs. Thanks for the reminder.

#20
Gamemako

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Jack Crapper wrote...

As far as I know, it increases the number of grenades thrown from 2 to 3.  Bounce it off the wall with both evos to see for sure.


See the 3 grenades I throw in that video? That's F&D evo. 3 is the base number of grenades thrown. You also throw 3 grenades with Shrapnel evo. In my testing, there is no other bonus when you toss the grenade (this was several months ago now that I tested) -- you just get the base damage. That is why I concluded that it must refer to max targets.


Perceptive, I am. Counting a third where none exists.

Modifié par Gamemako, 14 novembre 2012 - 04:13 .


#21
whalewhisker

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Wow this is a great guide! I'm surprised you didn't mention Talon. I always use it on my Vanguards since it reliably staggers and deals a lot of damage at point range. I don't trust my skill to use him on Platinum yet, but I'll definitely be using this for gold.

#22
Learn To Love Yourself

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Gamemako wrote...

Jack Crapper wrote...

As far as I know, it increases the number of grenades thrown from 2 to 3.  Bounce it off the wall with both evos to see for sure.


See the 3 grenades I throw in that video? That's F&D evo. 3 is the base number of grenades thrown. You also throw 3 grenades with Shrapnel evo. In my testing, there is no other bonus when you toss the grenade (this was several months ago now that I tested) -- you just get the base damage. That is why I concluded that it must refer to max targets.

Great, and I am all out of respec cards.  Thanks for clarification.  I'll also test this out, not that I don't believe you.

BTW, I watched the vid.  Awesome stuff.  I love your use of the grenades and the heavy melee.  I'll be sure to incorporate those in my own gameplay.  I always try to hit targets directly with grenades, partly because I'm stubborn and partly because it feels so good.

Thanks for posting this

#23
Kenadian

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Gamemako wrote...

Kenadian wrote...

Gotta wonder, why not shrapnel on clusters?


I have yet to determine what the shrapnel evo actually does. It does not increase single-target damage at all and doesn't increase the number of grenades. I have always assumed that "shrapnel" referred to an increase in the number of max targets, and given the small radius, high force, and cluster nature of the grenade, that's pretty much useless: trading the ~20% damage you get reliably from F&D evo for an extra 50% on extremely rare occasion is kinda silly.

//EDIT: As a side-note, more force on the Clusters helps breach more stagger/knockback thresholds for bosses. The less they shoot you, the better.

himegoto wrote...

I've been saying for months now that he doesnt suck, quite the contrary he is a God tier character in this game. Given that you know how to a) spec him and B) play him.


I wouldn't call him God-tier, but he's not nearly as bad these days as he was back in the day. The many buffs he has gotten (every single one of his powers has been buffed, his core weight capacity has been buffed, and he now gets fire explosion spam) has really made him into a very usable character. I have come to believe that a lot of the hate he still gets is holdover from the days when he was genuinely awful.

himegoto wrote...

A little difference is I use the piranha on him and gets up real close to enemies' faces for those continuous shots, FEs, and ownage.


I've used the Piranha with good success. It's a great gun, and I just happen to really like the way the Wraith acts.


Shrapnel increases the number of grenade "shards" that split off from the cluster grenade, maxing out at 3. Each one does the listed damage. So, essentially, you're increasing your total damage by 50% if you manage to get all 3 on target. Which isn't terribly hard against an Atlas. It's more useful in setting off more explosions in spawn nuking.

Gamemako wrote...

Jack Crapper wrote...

As
far as I know, it increases the number of grenades thrown from 2 to 3. 
Bounce it off the wall with both evos to see for sure.


See
the 3 grenades I throw in that video? That's F&D evo. 3 is the base
number of grenades thrown. You also throw 3 grenades with Shrapnel evo.
In my testing, there is no other bonus when you toss the grenade (this
was several months ago now that I tested) -- you just get the base
damage. That is why I concluded that it must refer to max targets.


Oh? Gonna have to try that once I get a respec card. This is worth investigating.

Modifié par Kenadian, 14 novembre 2012 - 03:55 .


#24
X-Frame

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What are your thoughts on the Damage Combo evolution for the Cluster Grenades now that we know it does 100% additional damage to biotic primed targets (i.e. with Reave), not just lifted targets? Is the 2 additional grenades still worth it?

#25
SavagelyEpic

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Kenadian, what I'm understanding from your post is that the shrapnel evo effectively increases damage at targets within very close range (Drelldept comes to mind) whereas the force and damage evo would be preferable on the Vanguard if you're using the grenades to engage at distances beyond what your shotgun can effectively do?

I haven't played either of my Drells in a while (or ME3 at all, for that matter) but is it even advisable to try to hit things with clusters at midrange? From what I recall they go anywhere and everywhere except where you need them to go (although I've only ever used the shrapnel evo).