Squishy Reaver – by CoreyImperia

Build Title: Squishy Reaver

Class: Drell Adept

Map Difficulty Rating: This build has the potential for Gold gameplay, Platinum may be possible as part of a strong team of biotics.

Power Evolutions:
Reave: (4) Radius, (5) Damage Reduction, (6) Damage & Duration
Pull: N/A
Cluster Grenade: (4) Force & Damage, (5) Damage Combo, (6) Shrapnel
Drell Assassin: (4) Damage & Capacity, (5) Power Damage, (6) Weapon Damage
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert

 

Weapons:
My recommendation is the Cerberus Harrier or the M-11 Wraith. You want heavy hitters, and these fulfil that definition. Both relatively close range, both excellent against armour and not bad against shields and barriers. Use the Extended Barrel and Extended Magazine on the Cerberus Harrier; and Smart Choke and High Velocity Barrel (For your knowledge: because it is a non-DLC weapon, it isn’t affected by the weight penalty but still receives the damage bonus/piercing bonus, BioWare is yet to fix this ‘bug’) on the M-11 Wraith. You can take the Acolyte with you as well for fear against Phantoms, use the Extended Barrel and Ultralight Materials/Extended Magazine on it. But even though it only adds a little weight at X, that slows your recharge speed, so if taking a low-level Harrier or Wraith, do not take the Acolyte with you. It synergizes much better with the Wraith and a steady Harrier can easily kill a Phantom.

 

Gear:
For this class, we only want to use Warp Ammo. This is because targets affected by it receive armor weakening which benefits the whole team and it does bonus damage to anything affected by biotics (Reave). It yields, at IV, the highest flat-damage bonus of all the ammo powers at +60%. Use Assault Rifle Rail Amp and either Ardenaline Module or Power Amplifier Module for the armor bonus; it depends on whether you want to exploit the Drell’s bonus to Movement Speed from +20% to +25%/+35%/+45% or a Power Damage bonus to Reave and Cluster Grenade by +10%/+20%/+30%/+50%. I recommend Adrenaline if you are playing with randoms and Power Amplifier Module if playing with a strong team. Always use Warfighter Package or Grenade Capacity for gear.

 

Strategy:
I love both current (lets not forget we are awaiting a Drell Infiltrator) Drell classes, but of the two, my favourite is the Drell Adept. While both are just as aggressive, the Drell Adept has a clear advantage in staying alive; because he doesn’t have to use Biotic Charge to restore barriers which put him back into danger. Unfortunately, as with his Vanguard counterpart, he gets Pull as a power, which isn’t the greatest so we avoid it and get the things this class has to really shine. Particularly powerful on Gold, a well-played and smart Drell Adept can annihilate factions and top the scoreboard. I’ll go over the power evolutions, then the enemy stratgey and then the issues you may face while playing this class.
Reave is pretty much the standard spec you should use everytime. Always get Radius, 3m of Reave is nothing to scoff at and setting up multiple targets means well-aimed Cluster Grenades will get mutliple Biotic Explosions. On the Drell in particular, you need to go for maximum Damage Reduction to help mitigate and counter the poor defences he has. Avoid Pull, it isn’t need and isn’t worth investing into when you have better options. As for Cluster Grenades, Force and Damage will power up your grenades to deal more damage up-front, Damage Combo increases their damage by 100% against targets primed for Biotic Explosions (which you have Reave to do), the way they worded the power makes it sound useless, and you benefit more from 3 grenades for 3 separate explosions than 2 stronger grenades. Fitness is standard for Drell classes, you want the Movement Speed. As for Drell Assassin, you’re going for the 50% Power Damage Bonus and get, in the process, 22.50% Weapon Damage Bonus. Powerful to say the least.
As far as the class itself goes, it goes the best against Reapers and Collectors, simply because they are almost all Barriers and Armor. It, like most biotics, is less effective against Cerberus and I don’t recommend him for Geth because Reave has a 50% damage penalty against Shields. In saying that, against trooper level enemies he can deplete rooms to nothingness in a few Reaves and a grenade or two. Prime your targets with Reave and then detonate with Cluster Grenade. Fire off the Harrier/Wraith before your explosions and after your explosions to ensure maximum damage. Pyros and Bombers (without shields), Dragoons and Phantoms fall victim to Reave which annihilates Barriers and Armor and the explosion you can create with Cluster Grenade is insane. Cluster Grenades stagger all troopers and most bosses. Scions, Brutes and Ravagers aren’t difficult to kill either, sustained fire with Explosions and Reave will make quick work of them; quicker if you aim for the Tumors, Head and Sacks. Watch out for the Scion and Ravager cannons which easily down the Drell, as well as the Ravager slime and Swarmers. The bigger bosses are tougher, especially Primes whcih are the hardest for the Drell Adept to take out. Praetorians and Banshees are the easiest to dispose of because of the Barrier/Armor combination and Reave’s 100% damage bonus to Barriers and 50% damage bonus to Armor. Atlases are tougher than Banshees or Praetorians but stagger the easiest with explosions and Cluster Grenade. Just remember to fire your weapon, particularly at their weak points (Atlas Groin, Prime Head, Banshee Head, Praetorian Jaw). The Drell Adept is sort of the Jack Of All Trades when it comes to enemies; he is good at taking them all out but it isn’t a perfect road because their isn’t much room for error.
The Drell Adept is frail, even with Reave and max Fitness. There is more room for error than the Drell Vanguard but not much. Gold is still as unforgiving, especially if you make silly decisions. The Drell Adept can take down crowds, but it is easy to get overwhelmed very quickly, you’ll need the Movement Speed to get out of that. This Drell is very much a team player, working much better with other Biotics but is strong enough to be the only biotic on the team. He can assist with objectives but isn’t the best choice because of the lack of defence. The exception is the Object Recovery objective, where he moves faster than other classes. All in all, just watch your health or you’ll be down most of the match.

 

N00b Rating:
4 - The Drell Adept is still a Drell, but he is more forgiving than a Drell Vanguard because of Reave. It is literally the Drell’s best feature bar his Movement Speed bonuses and Power Damage passives. You still need to be very smart when playing a Drell because they are just so squishy. Your’e Movement Speed bonuses help, but you cannnot expect that to get you out of trouble every time. As said, easier than the Vanguard but almost just as unforgiving when you make a mistake. Try not to run out of Grenades mid-wave or if you can help it, play on Grenade heavy maps. I recommend Goddess, as it has 4 ammo-crates with 2 grenades in each and it is small in size. Unknwon/Unknwon viable (though tougher against Geth), Gold viable and useable as part of a biotic team on Platinum. Great class, but difficult to learn to play if you aren’t used to Drell characters.
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Falcon Punch!!! – by Nompire

Build Title:
Falcon Punch!!! – by Nompire

Class:
Drell Adept

Power Evolutions:
Reave: (4) Radius, (5) Damage Reduction, (6) Damage & Duration
Pull: N/A
Cluster Grenade: (4) Impact Radius, (5) Max Grenades, (6) Force & Damage
Drell Assassin: (4) Damage & Capacity, (5) Power Damage, (6) Weapon Damage
Fitness: (4) Durability, (5) Shield Recharge, (6) Fitness Expert

Weapons:
Falcon w/ Magazine Upgrade & Extended Barrel. (Can switch out Extended Barrel for Piercing Mod if you want, I guess. I like the additional damage though.)

Strategy:
- With this build the Drell Adept becomes effective at almost any range against any enemy. Your bread and butter is going to be Reave + Cluster Grenade for detonations and generally huge damage. Reave is an instant cast with no projectile for enemies to dodge, and staggers most enemies on hit. This build involves *A LOT* of running to and from ammo caches to restock on grenades, so if you think that’s something you’ll have a problem with don’t bother reading any further. :P

- With the Falcon it is extremely easy to set up huge groups of enemies to be detonated from its AoE stagger and it does decent damage to boot. This is also an asset when you run into an enemy you weren’t expecting around a corner, Phantoms / Geth Pyros / Geth Hunters come to mind. In such a situation you can get off a Falcon shot to stagger, cast Reave, and toss a Cluster Grenade which will kill or near-kill the enemy outright. The weapon is a bit heavy, but Reave has a very fast cooldown even skipping the recharge speed in Rank 5, and I’ve never found it to be an issue. As an additional bit of awesome, you don’t have to aim directly at an enemy for the Falcon to be effective, you can aim above or to the side of them and still hit them with the proximity explosion. This is very useful against Guardians and any enemy hiding in cover. The Falcon will save your life quite frequently with this build, and is also useful to crowd control enemies that are on your teammates.

- If you have another Adept/biotic on your team this build is also useful there, as you can (and should) help to detonate their biotic abilities with Reave and Cluster Grenade, pretty much a no-brainer there.

- Why skip Pull? All the times I tried to use it my Pull target would either get killed before I could Reave/Grenade it, or there was no good opportunity to Pull a target. With this build you can ALWAYS get a detonation by casting Reave on anything, then throwing a grenade. (You can even Reave Guardians through their shields!) You also don’t need to wait for a cooldown to detonate, as Cluster Grenade does not have one. :) If they change Pull to have a slight effect (to allow detonations) on shielded / armored targets, I may change my build up in the future, but until then, no Pull!

N00b Rating: (scale 1-5, 1 is easy for everybody!)
3 – This build isn’t that tough to play if you are aware of your surroundings. Just remember where all ammo boxes are on whatever map you’re on, because you will be running between them quite a bit. You are squishy being a Drell, but you also run like Sonic the Hedgehog with this spec, take 50% less damage when performing evade rolls, and take reduced damage whenever Reave is active on a target. Use this to your advantage along with clever Falcon / Reave / Grenade staggers (so awesome that all three stagger, by the way) and you shouldn’t be incapacitated often.

-edits by Lucien Midnight

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Drell Boss-Buster – by Ayeba

Build Title: 

Drell Boss-Buster – by Ayeba

Class:

Drell Adept

Power Evolutions:

At max level:

Reave: Radius (4), Damage Reduction (5), Damage and Duration (6)
Pull: (1), (2), (3)
Cluster Grenade: Force & Damage (4), Max Grenades (5), Force & Damage (6)
Drell Assassin: Damage & Capacity (4), Power Damage (5)
Fitness: Durability (4), Shield Recharge (5), Fitness Expert (6)

When levelling this build, evolve in the following order:
1. One point in each power, including Drell Assassin and Fitness.
2. Evolve Reave to rank 4 (Radius)
3. Evolve Cluster Grenade to rank 2.
4. Evolve Reave and Cluster Grenades to rank 6, splitting between the two.
5. At this point it comes down to personal preference, either evolving Drell Assassin to rank 5, Fitness to rank 6, or split between the two.
6. Finally, once you’ve got everything else, use the remaining points to evolve Pull to 3.

Weapons:

This build works with a lot of different weapons. Pick any weapon or weapons that gives at least +100% cooldown bonus. Requirements:
- Need to work at close- and mid-range. Thus, sniper rifles are not recommended.
- Need to have high stability even when not fired from cover. Stability mods help a lot.
- Need to deal decent damage even with small windows of exposure. Thus, Geth Pulse Rifle, Phaeston and most sub-machine guns are not recommended.

Personal recommendation: Carnifex, Paladin or Avenger X (w/Stability mod). Use only one weapon.

Ammo Bonus:

There is no specific ammo power required for this build. 

Armor Bonus:

A Power Amplifier Module is the most useful for this build.

Group setup: 

First, there should never be more than one drell adept in the group. If there is already one, select another race/class.

If there is any other biotic character in the group, stick with him or her all the time. Reave everything in sight. Either you will detonate explosions your ally sets up, or he or she will detonate yours. In either case, this is by far the best way of dealing damage and helping the group.

If you are the sole biotic class, stick together with the others. If they hold a position, protect their flanks. If not, follow them and reave everything, letting them take the main bulk of the enemy fire. You are extremely mobile, and should always be behind high cover or darting into or out of it. You are not durable at all, and possibly the least effective character in the game at cover shooting / ducking. Only pop into line of sight long enough to reave, pull or throw grenades.

Since you have so little durability compared to other races/classes, it is almost inevitable that you will go down in any challenging game. That is reason enough to stay close to your teammates. If someone else goes down, always move into cover before reviving them. You can’t take any punishment at all while reviving. Never move up to revive someone if you know you will be shot at. Chances are overwhelming you will go down before you can revive them.

Strategy:

Generally, reave everything you can see. Multiple applications of reave do stack, dealing massive amounts of damage per second and refreshing the duration, both the damage component and your own damage reduction. The initial application of Reave staggers basic enemies, giving you about a second to get into cover. Against single enemies you can pull + reave (detonate). Against multiple enemies, as you can easily lose all your barrier in the time it takes for reave to get ready after pulling, even with a +200% weight cooldown weapon. Reave, move into cover, and then pull if desired.

Your grenades should see frequent usage. They should only be used against reaved targets, which have not already been detonated. That is, if you work with a biotic character that detonates your reaves, only throw a grenade if his or her abilities are on cooldown and you have reaved again after the detonation. It is particularly effective to reave + throw a grenade at spawning areas at the start of a round. This can easily clear out entire groups and give you a Kill Streak.

You have one of the highest burst damages in the game against boss-type targets (Atlas’es, Brutes, Banshees and Geth Primes), provided you hit with all three Cluster Grenades after Reaving. If you are out of grenades, use a Supply Pack to instantly get 3 more. If you have trouble hitting with grenades, you can select the Radius and Shrapnel evolution to cover a much larger area, but at the cost of damage.

Never stay within line of sight and take fire. Dodge towards tall cover as soon as you take damage. While other races receive a 25% damage reduction while dodging, you enjoy a 50% damage reduction. It is generally better to dodge and spend twice the time getting into cover than turning around and running.

Also, since you are so squishy, you need to be extremely aware of your surroundings. It is well worth time spent checking your surroundings even if you lose DPS time.

As Drell, you have a unique light melee attack. It will hit multiple enemies close, and stagger basic enemies. Use it to kill single close enemies by chain-staggering them to death.

Other drell adept-specific tips:
- Don’t throw grenades while leaning left out from high cover. Since drell are right-handed, two of three grenades will hit the cover and bounce back.
- You don’t need to pull + reave husks. Just reave and ignore them — move out of their melee range — and the reave alone will kill them.
- Use Pull against Cerberus Guardians to yank away their shields. Use it again to pull them into the air.
- If an enemy is hiding behind low cover, sprint up to it and grab them. It takes a bit of training to reliably pull of. Once mastered, it is particularly effective as a drell because of your very high movement speed.
- Any time you are close to an ammo box, sprint over to it and refill a grenade. Don’t save them, use them as soon as you need one.
- If grouped with several other character that rely on grenades, the drell adept is less effective. In that case, you need to be a bit careful with them so you have some when you meet boss-type enemies.
- The Damage Reduction from Reave only applies if you hit an organic enemy. You are significantly more squishy against Geth, since you never receive that bonus.
- Against tough enemies, just make sure reave is up and stay in cover most of the time. The damage over time can kill anything given time. It also prevents enemy shields and barriers from regenerating. This is particularly true against Phantoms. Reave also seems to deal extra damage to barriers (unconfirmed).
- Your worst nightmare is getting surrounded with nowhere to run. However, it is possible to sprint right past enemies and get out of such situations thanks to your high speed.
- Beware of Geth Turrets while fighting Primes.

 

N00b Rating: (scale 1-5, 1 is easy for everybody!)

4. Learning to dodge effectively, use grenades and survive despite low barriers translate to a high learning curve. Expect to die frequently on higher difficulties until you master it. Geth is particularly punishing.

-edits by Lucien Midnight

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Drell Executioner – by RCNovak

Build Title:

Drell Executioner – by RCNovak

Class:

Drell Adept

Power Evolutions:

Reave: N/A
Pull:
 Radius (4), Expose (5), Duration & Combo (6)
Cluster Grenade: Force & Damage (4), Damage Combo (5), Shrapnel (6)
Drell Assassin: Weapon Damage (4), Power Damage (5), Weapon Damage (6)
Fitness: Durability (4), Barrier Recharge (5), Fitness Expert (6)

Weapon(s): 

M-13 Raptor [Sniper Rifle] or M-96 Mattock [Assault Rifle]

Strategy: 

This build is designed to downplay the Drell’s fragility and sculpt him into a mid-range powerhouse. This build plays optimally on open maps, or in wide areas of the battlefield. The point of playing the Drell Executioner is to make use of both the strength of your weapon AND your powers simultaneously. When confronted with a group of enemies who are susceptible to being “Pulled”, use that power to get them airborne. From this position; you have two options. The Raptor is more or less a Battle Rifle; with a low-power magnification zoom and a rapid rate of fire (the Mattock with a scope can be substituted here). While your enemy(ies) are floating around helplessly in the air, you can exploit their increased damage susceptibility (from the “Expose” level 5 Property) to plug them full of holes, and quickly end their lives. Alternatively, you can make use of your Cluster Grenades. With the bonus “Shrapnel” and “Damage Combo” properties adding into Pull’s “Duration & Combo” effect… you can likely scrub the entire group with one well-placed ‘nade. Obviously, your strategy must change when confronting enemies with Shields/Barriers/Armor (which is, blast them until they are vulnerable… then Pull, and finish them off). Fitness is maxed is to improve survivability, and Reave is utterly neglected to maximize the synergy between Pull/Cluster Grenade. Recharge time is not a terrible concern for this build, as Pull already has a swift recovery, the weapon selections are not too heavy, and Cluster Grenade acts on an inventory system.

An Added Tip: When an enemy is behind cover, they are still vulnerable to Pull. If you can aim it correctly, you can curve the biotic orb to loop over your enemy’s cover and effect him. Instead of being yanked toward you, he will smack into the object and be catapulted skyward. You can use this time to pop him as he flies, or let him take supreme falling damage… all while safely behind cover of your own.

N00b Rating (scale 1-5, 1 is easy for everyone!): 

3. The Drell as an MP race are naturally rather squishy, which can get many bull-headed players into a lot of trouble. The build also requires to have to have somewhat decent aim, as you’ll be using a precision rifle and need good grenade placement techniques to effectively milk this build’s combos. Players should also have a good sense of spacial awareness so they are not flanked… since the Drell cannot take a lot of punishment. On the whole; the Executioner is very versatile and takes only a little practice to use effectively.

Special Note: This build can be perfectly recreated with the Drell Vanguard, simply by forsaking “Biotic Charge”.

-edits by Lucien Midnight

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Drell Grenadier – by M3ga7ron

Build Title:
Drell Grenadier – by M3ga7ron

Power Evolutions:
Reave: Radius(4), Damage Reduction(5), Damage and Duration(6)
Pull: (1),  (2), (3)
Cluster Grenade: Force and Damage(4), Damage Combo(5), Force and Damage(6)
Drell: Assassin: Damage and Capacity(4), Power Damage(5)
Fitness: Durability(4), Shield Recharge(5), Fitness Expert(6)

*Note* You can swap the Damage Combo(5) for Cluster Grenade to Grenade Capacity(5) instead. Also you can swap Damage Reduction(5) for Reave to Recharge Speed(5) if you feel the 10% is unnecessary

Weapons:
Personally for me, I use the Falcon with this character because it allows me to land pull on unprotected enemies without having to worry about em dodging it. Alternatively you can use any weapon you like, but try to keep the recharge speed as close to +200% as possible.

Strategy:
This build excels in small maps with tight spaces such as Firebase Glacier, all it take is Reave+Cluster Grenade to take out a group of enemies. When faced with unprotected enemies such as geth trooper, hit em with Falcon first before casting Pull on them to ensure that they don’t dodge it and cast Reave to finish the job. If you face a lone enemy with shields, take down the shield with your weapon first then do the Pull+Reave combo, but if you are facing a group with 2+ shielded enemies, you have the option of Reave+Cluster Grenade instead(If you want to save grenades, take down shields and pick em off with Pull+Reave).

N00b Rating: (scale 1-5, 1 is easy for everybody!)
2.5- This build requires you to actively search through ammo caches for grenades, also requiring you to land good grenade tosses. Take advantage of the fact that Falcon can stagger enemies. Ex. if you are up against geth, and there is a group of three to four pyros with one of them lagging behind, stagger the three in the front and wait for the 4th one to clump up, then Reave+Cluster Grenade to watch em all die to the biotic explosion. Other than that, this build is relatively simple to play, just play it like any other class.

ps. This build can take down Brutes with two Reave+Cluster Grenade combo on any difficulty.

-edits by Lucien Midnight

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