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Drell Adept builds?


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30 réponses à ce sujet

#26
RoZh2400

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Reave: Radius, Damage reduction, Damage and duration
Pull: None
Cluster: Damage, combo damage, shrapnel
Passives: power, power, Weapon Damage
Fitness: All health and shield regen

Attach Harrier + Warp ammo, and warfighter package and you're good to go.

#27
Guest_MasterReefa_*

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RoZh2400 wrote...

Reave: Radius, Damage reduction, Damage and duration
Pull: None
Cluster: Damage, combo damage, shrapnel
Passives: power, power, Weapon Damage
Fitness: All health and shield regen

Attach Harrier + Warp ammo, and warfighter package and you're good to go.

lolwarfighterpackage.

#28
Qui-Gon Glenn

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capn233 wrote...

Pull is bad, mmkay.


No. Just no.

You are bad for not understanding the value of Pull, mmkay?

#29
landylan

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Skip pull or just three points in it.

Weapon and power damage depends on your playstyle and manifest. If you have a bad manifest or spam grenades, you should pick the power damage.

Get area reave, the extra cluster grenade thrown(I think that's one?), and the 100% extra damage to pulled targets evo. The pulled targets count as reaved targets.

Warp ammo makes him into a beast.

#30
megabeast37215

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Reave -Area, DR, DR
Pull - Skip
Clusters - Damage, Combo, Shrapnel
Passives - Power, Power, Weapon
Fitness - All health and shields

Take a Claymore with Warp ammo... Hits as hard as a cloaked infiltrator on a Reaved target. Power Amp, Shocktrooper or Grenade Capacity of you have them, Shotgun Amp. Use Reave to reload cancel also.

#31
ALTBOULI

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Can someone explain to me why you would choose Shrapnel over the force & damage evo? I've barley played the Drell Adept/Vanguard so I would like to know why Shrapnel is considered the better option