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Drell Adept builds?


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30 réponses à ce sujet

#1
Argent Xero

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What are some good Drell Adept builds for a newbie?

Manifest is in my forum signature.

(profile is now private again)

Modifié par ArgentN7, 20 juillet 2013 - 09:42 .


#2
xOrpheon

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Skip Pull, and use the Harrier with warp ammo.

Also Area Reave. Always Area Reave. 

Modifié par xOrpheon, 20 juillet 2013 - 08:03 .


#3
cato potato

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What DSG wrote.

This is about the best build I can come up with using your manifest OP.

#4
Argent Xero

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xOrpheon wrote...

Skip Pull, and use the Harrier with warp ammo.

Also Area Reave. Always Area Reave. 

a couple of questions, for Reave. Barriers and Armor damage? or Damage and Duration? and all Weapon Damage or Power Damage twice and then Weapon Damage?

#5
Argent Xero

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cato_84 wrote...

What DSG wrote.

This is about the best build I can come up with using your manifest OP.

Well, this answers my other questions lol Thanks.

#6
hostaman

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I don't play him much as I prefer the Drell Vanguard, but I go:

4/4/6/6/6

Make sure you max grenades, and I recommend running with extra grenade gear. You can basically grenade everything.
I take damage over radius and use it to deal with Dragoons and Phantoms, but you can't go wrong with max grenades.

I find Reeve and Pull quite weak powers, and BE's only work on fully pulled targets which only means mooks really, so major on Grenades and use pull to deal with multiple targets, or as a stagger power.

I always max fitness of Drells as they're pretty squishy.  Just keep running and grenade everything. IMHO :whistle:

#7
hostaman

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ArgentN7 wrote...

cato_84 wrote...

What DSG wrote.

This is about the best build I can come up with using your manifest OP.

Well, this answers my other questions lol Thanks.


Even better, just use Cato_84's build. Whatever it is, it'll be better than mine :crying:

#8
dragaaan

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reave radius DR DR
cluster nades i like force and damage - combo - shrapnel
passives power power weapon (gives you 2000N of force on your nades to stagger every single enemy in the game afaik)
all fitness

warp ammo with a wraith or a harrier (tbh which ever gun you like) power amp and grenade capacity

for me this set up has the most destruction i can get out of him

#9
DHKany

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^what Cato said.

Except I'd go for damage combo for cluster nades.

#10
Argent Xero

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lol wow he's fast! The Harrier is amazing, but I have to get ammo frequently. I guess that's good considering I'm getting grenades while I get ammo. lol

#11
Bruce87

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I like to play him like this:
Reave: Radius, Damage Reduction, Barrier & Armor Damage
Pull: Rank 3
Grenades: Damage, Max grenades, Damage or Shrapnel (never sure about that one)
Damage & Capacity, Power Damage
Full Shields and Health
I use the Hurricane and the Acolyte, though at low levels you might get problems with cooldown
I run around a lot, reave everything and use Pull when possible.
With your manifest, you could try this

Modifié par Bruce87, 20 juillet 2013 - 08:51 .


#12
Magniflyer

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here

Run around and dodge like a bawse

Also AP rounds for Claymore, spam Reave and Nades everywhere and each gold/plat is yours.

#13
Guest_MasterReefa_*

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This with incendiary ammo. Throw a cluster grenade at a target and get a fire explosion and a biotic explosion.

#14
Magniflyer

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MasterReefa wrote...

This with incendiary ammo. Throw a cluster grenade at a target and get a fire explosion and a biotic explosion.


Correct about the Incendiary ammo, I forgot about that =] But I like both versions.  

#15
cato potato

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@Kany - normally I would suggest taking the bonus to primed targets but the OP has no gear to increase grenade supply at all.
So I figured a total of 4 grenades was preferable to just 2 slightly stronger ones.

#16
rrtda

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non-stop cluster grenades!

#17
Argent Xero

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Yes! Thanks everyone, I came in second in my Gold match.

I took MasterReefa's advice and used incendiary rounds.

Thanks cato_84 for the build!

#18
Sebastianthorson

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DHKany wrote...

^what Cato said.

Except I'd go for damage combo for cluster nades.

Without grenade capacity? 

#19
didacuscarr

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xOrpheon wrote...

Skip Pull, and use the Venom with warp ammo.

Also Area Reave. Always Area Reave. 

:wub:

#20
Bergraven

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Just because I saw a drelldept who didn't recently - reave. All the time, everywhere, all enemies must be reaved. Clusters don't affect cooldown, so don't stop the reavin', etc.

Also, I like 3 ranks in pull rather than the last weapon passive, just to stop mooks being able to shoot you in emergencies. Optional, but I find it useful.

In conclusion, reave.

#21
DHKany

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Oops my bad keep on forgetting no grenade capacity :/

Then 100% what Cato said.

#22
cronshaw

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ArgentN7 wrote...

xOrpheon wrote...

Skip Pull, and use the Harrier with warp ammo.

Also Area Reave. Always Area Reave. 

a couple of questions, for Reave. Barriers and Armor damage? or Damage and Duration? and all Weapon Damage or Power Damage twice and then Weapon Damage?


The drell is a little squishy so it is nice to have the extra DR from the damage/duration evolution
though if you can get away without the DR then barrier and armor damage is a lot more useful for killing the more difficulty enemies in the game
and I take power damage twice because it buffs reave and clusters
If you aren't using clusters you could consider a more weapon focused build, take weapon damage twice use warp ammo and set up BEs with pull

Modifié par modok8, 20 juillet 2013 - 12:36 .


#23
FateNeverEnds

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DHKany wrote...

^what Cato said.

Except I'd go for damage combo for cluster nades.

^ First I thought this too 

but then I saw this and said yeah he was right

cato_84 wrote...

@Kany - normally I would suggest taking the bonus to primed targets but the OP has no gear to increase grenade supply at all. 
So I figured a total of 4 grenades was preferable to just 2 slightly stronger ones.


I myself I'm running the exact same build cato said on my alt. account where I have no granade gear and it is still very  powerful, so, OP, once you get some grenade capacity gear you should respec you drell for combo damage on grenades 5th evo.

#24
capn233

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Pull is bad, mmkay.

#25
StoxRegalia

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Reave: Radius, damage reduction, damage and duration
Pull: 3 points
Cluster: Radius, combo damage, shrapnel
Passives: power, power
Fitness: All health and shield regen

Take some warp ammo and your weapons still hit like a truck. Clusters do tons of damage to primed targets even without any of the damage options. Grenade capacity V is pretty obvious choice for gear. Adrenaline or power amp for armor bonus. Reave and cluster or reave and shoot. Simple. Pull is there to force phantoms or other enemies into a dodge.

Since you don't have grenade capacity take the extra nades at rank 4.  Should still be fine.

Modifié par Notorious P I G, 20 juillet 2013 - 04:08 .