A Guide to Drell Vanguard on Platinum
#51
Posté 14 novembre 2012 - 07:20
#52
Posté 14 novembre 2012 - 07:48
So much emphasis on grenade damage (and force) - but only 2 shrapnel's ...
Grenade gear - means you get more grenades for Ammo Packs .. Also opens up the double damage !!! (you have such high grenade damage with this build already ) for one shrapnel vs biotically primed targets evolution (which while not nearly as powerfull as on the reaving Drell Adept can still be a very potent alternative provided you stick near a biotic teammate ...)
No sexy sexy drell 30% headshot evolution when sporting a very headshot capable weapon (Wraith) (that 30% gets multiplied by the headshot modifier + potential debuffs (team game) - turns into 75% vs mooks and 42% vs bosses) ... Headshot bonuses(+debuffs) apply before armor DR deduction - this is important for lowish damage pet bullet//pellet weapons (plenty of armored targets on platinum/gold )..
Modifié par peddroelmz, 14 novembre 2012 - 07:55 .
#53
Posté 14 novembre 2012 - 08:01
Personally, the biggest problem I've been having is staying alive consistently. Either charge seems to fail to restore my barrier, or an oddity of timing leaves me staggered or depleted anyways. I'll get a fine score, first or second, but feel like I didn't do well enough for the team when I go down 4-5 times a match. Tried cyclonics, tried adrenaline, still had issues either way.
@Peddro - that headshot was tempting, and I've got respecs, but 20% bonus power on clusters is... well a lot as well. Do you feel like they still keep their oomph without it?
#54
Posté 14 novembre 2012 - 08:26
seireikhaan wrote...
...
@Peddro - that headshot was tempting, and I've got respecs, but 20% bonus power on clusters is... well a lot as well. Do you feel like they still keep their oomph without it?
500 * 0.2 = 100 extra damage (multiply but number of shrapnels (2 or 3) hitting the target and by the number of targets hit)
500 * 0.5 = 250 extra damage (rank 6 evolution) (again * max 2 shrapnels) ... (seems to synergise best with the damage vs "lifted" (biotically primed) targets - when you get on shrapnel do to double damage )
An extra shrapnel will do more damage 500 * (1 +sum of power damage bonuses) ..
The 50% extra force is harder to quantify ...the stagger vs bosses might be worth it ..
Modifié par peddroelmz, 14 novembre 2012 - 09:26 .
#55
Posté 14 novembre 2012 - 08:46
#57
Posté 14 novembre 2012 - 10:02
#58
Posté 14 novembre 2012 - 10:09
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.
Yeah, I drop very often while playing the drells, but I ensure atleast the spawn is nuked completely so its safe to revive me. I like hitscan weapons on him as it is very challenging to play him off host at times.
OP forgot to mention that the drells have the highest passive damage bonuses of all races so they make all weapons good. 30% headshot bonus, ftw!
#59
Posté 14 novembre 2012 - 10:14
Modifié par Jay_Hoxtatron, 14 novembre 2012 - 10:15 .
#60
Posté 14 novembre 2012 - 10:16
Watching you work it... it makes sense why you chose it over the Claymore. More fire explosions and it synergizes better with your rythym, and of course, cooldowns.
Good choice of music too...
Best part is the very end "This guy with the Drell Vanguard is probably gonna carry us all."
"Yes, be amazed."
LOL...
#61
Posté 14 novembre 2012 - 10:21
#62
Posté 14 novembre 2012 - 10:30
#63
Posté 14 novembre 2012 - 10:30
Really? Really??? Try it out sometime.DullahansXMark wrote...
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?
#64
Posté 14 novembre 2012 - 10:45
#65
Posté 14 novembre 2012 - 10:46
You also use pretty much my same build. I go for radius on grenades, but other than that, it's the same.
But, I use different weapons because I'm pretty much insane and I want my drell mayhem of destruction to be as fast as he can with his charge. Acolyte and hurricane are my choices. Oh and adrenaline module of course!
He's definitely an underrated character. He's starting to get some love after the buff, but before? I wouldn't have been surprised if someone kicked me just because I was using him.
#66
Posté 14 novembre 2012 - 10:51
#67
Posté 14 novembre 2012 - 11:02
Don't think I'd wanna run up to platinum with him just yet, good thing I very rarely play platinum at all. But he's great and fun at gold.
Awesome guide!
#68
Posté 14 novembre 2012 - 11:09
#69
Posté 14 novembre 2012 - 11:21
edit: on gold
Modifié par neverhadspam, 14 novembre 2012 - 11:21 .
#70
Posté 14 novembre 2012 - 11:32
Drell is an amazing character, especially when playing with a full team, it is not hard to get twice your teams score on Gold and Platinum with this character. It is harder when you solo, but he's still very good. I usually have the Pirahna or the Harrier on the guy though.
#71
Posté 14 novembre 2012 - 11:56
dumdum2 wrote...
Care to record a Platinum solo with it and post here?
Drell is an amazing character, especially when playing with a full team, it is not hard to get twice your teams score on Gold and Platinum with this character. It is harder when you solo, but he's still very good. I usually have the Pirahna or the Harrier on the guy though.
I'm afraid that doing a platinum solo with him would require you to completely alter his gameplay. If you play like you usually do with a team, and like OP did in the video, you're not going to do it.
I'd love to stand corrected, though
#72
Posté 14 novembre 2012 - 12:56
#73
Posté 14 novembre 2012 - 01:17
#74
Posté 14 novembre 2012 - 03:11
With the radius evolution, you will only reach >1000N force by taking both power options in the passive tree. That's the magic number for staggering phantoms. Otherwise you need to rely on the 10 second boost from power synergy. Since radius is pretty important if you ever plan to charge 2+ targets, most drellguards opt to go power/power/weapon damage.
#75
Posté 14 novembre 2012 - 06:34
peddroelmz wrote...
So much emphasis on grenade damage (and force) - but only 2 shrapnel's ...
As I said previously, that was based on a bug -- I was getting 3 grenades with F&D when I tested the two evos a few months ago, and I never reset or bothered to look at whether I was still getting 3 grenades.
I will have to test whether I like the shrapnel or F&D better. I've been using F&D for as long as I can remember because I never respecced, not even to get rid of the stupid 3 ranks in pull.
peddroelmz wrote...
Grenade gear - means you get more grenades for Ammo Packs .. Also opens up the double damage !!! (you have such high grenade damage with this build already ) for one shrapnel vs biotically primed targets evolution (which while not nearly as powerfull as on the reaving Drell Adept can still be a very potent alternative provided you stick near a biotic teammate ...)
I already addressed that one. It's rather hard to argue in favor of biotic damage bonus on the Drellguard because in practice, you'll rarely have a primed target to hit. The Drell's main advantage is being fast and taking out targets further away from the pack. He is a relatively poor choice for boss-busting and camping out with teammates. That means that you're sacrificing +12% additive weapon damage, useful for the entire match, for double damage on grenades on extremely rare occasion. Worse, I believe Charging the target prevents the bonus from applying as it removes the detonatable effect that gives the bonus, so you can't charge the target first or you'll lose the bonus (but feel free to correct me if I'm wrong). If you're a Drell Adept, you'll definitely want the other one, but a Drell Vanguard just makes more sense going with the extra grenades and a Shock Trooper package. That's my two cents, anyway.
peddroelmz wrote...
No sexy sexy drell 30% headshot evolution when sporting a very headshot capable weapon (Wraith) (that 30% gets multiplied by the headshot modifier + potential debuffs (team game) - turns into 75% vs mooks and 42% vs bosses) ... Headshot bonuses(+debuffs) apply before armor DR deduction - this is important for lowish damage pet bullet//pellet weapons (plenty of armored targets on platinum/gold )..
I find that without a Smart Choke, you really can't get headshots too realiably with the Wraith. I mean, hell, I can't do it regardless -- +20% movespeed makes it that much harder to hit small targets. I just aim for the chest unless I'm really close. I suppose that, were I extremely skilled at popping headshots like that, I could definitely rock a more weapon-focused build. I'm just not that good.
peddroelmz wrote...
The 50% extra force is harder to quantify ...the stagger vs bosses might be worth it ..
Can stagger everything with 2000N force except maybe possessed Scions and Praetorians -- not sure if possession affects their force threshold. If possession does affect it, they're probably out of range for everyone. You'll have 2000N exactly if you take both power damage bonuses in the class tree and F&D at rank 4 of Cluster Grenade, which means you can take the Shrapnel evo and still stagger everything. If you went with a weapon-focused build, you might need the F&D to knockback the largest opponents. However, if you did that, then the F&D would be more valuable anyway.
dumdum2 wrote...
Care to record a Platinum solo with it and post here?
I could try, but I'm not particularly good at solo play in general.
Quething wrote...
Nice guide. As far as weapons go, though, I've always used Mattock and now Harrier, since my Warfighter is at V and my Shock Trooper refuses to rise past I, and I've found both are pretty solid on Gold at least. Particularly if you go for headshots with the 30% racial like Peddro points out.
Yeah, the Harrier is pretty well decent on any character due to its huge damage output. However, I'd really put it more in league with the Piranha as it is a great damage tool but with less synergy with the Drell's kit. If you can aim better than me, then I'd imagine it would also be a very good choice, but I'm just not that good.
Shampoohorn wrote...
@peddroelmz:
With the radius evolution, you will only reach >1000N force by taking both power options in the passive tree. That's the magic number for staggering phantoms. Otherwise you need to rely on the 10 second boost from power synergy. Since radius is pretty important if you ever plan to charge 2+ targets, most drellguards opt to go power/power/weapon damage.
That's not true anymore. Drell's class tree was buffed. You only need one of the two power evos to reach 1000N on Charge -- you'll have 1040N if you take damage and capacity at rank 4 or 1072.5N if you take weapon damage at rank 4 and power damage at rank 5. I recommend taking the one at rank 4 due to the cooldown bonus, but either is fine in my book. The question to me is now Shrapnel vs. F&D: you need to take both class bonuses to reach the 2000N knockback threshold and still take Shrapnel. If you drop one of them, you'll no longer meet that threshold. If you spec Headshots at rank 5 of the class skill and Radius at rank 4 of Cluster Grenades, F&D will put you at exactly 2000N again.





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