About UsTeam Cipher began as a guild, and slowly grew into a community of friends with a common interest: to share a passion for Guild Wars and encourage thoughtful and intelligent discussion about the more complex nuances and mechanics of the game. The site is open to everyone to express their ideas and absorb the knowledge of others. Enter with an open mind and a desire to learn.
Halls TimerEnable JavaScript |
Adrenaline 101by Charles EnsignThe question of how Balthazar's Spirit works came up today on IRC, and since no one really knew the answer we decided to figure out the details. After a bit of testing between Lonedust, Silmor, and myself, here's how it all works. Methods of Gaining Adrenaline
Amounts of Adrenaline Gained Adrenaline Costs
*Does not include sever artery and counter blow which both cost 100 'points' of adrenaline. If you're simply charging up with melee attacks you'll have charged your skills after the requisite number of hits, but if you're taking damage you'll charge up faster, in some cases faster than others. This is particularly obvious with most 4 strike skills, which charge up with 3 strikes (75 'points') and a token amount of damage taken (1/20th of your health). Balthazar's Spirit Balthazar's Spirit Original Description Wrote:
While you maintain this "Enchantment", target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Obviously this is rather ambiguous. With our new understanding of how adrenaline works we can use the concepts of adrenaline points and say that: Balthazar's Spirit Updated Description Wrote:
"While you maintain this enchantment, target ally gains 2...5 'points' of adrenaline and 1 energy each time he takes damage." The break points on the adrenaline gain from Balthazar's Spirit are as follows:
Adrenaline Skill Chaining [with help from Silmor] For our visual learners the crude diagram below should make it obvious. Each skill is it's own "pool". Since both are 4 strike skills after 4 hits both the "Fear Me!" and the "Watch Yourself!" pool are full and ready for use (25 'points' of adrenaline per blow you land x 4 blows). |_Fear Me (Full 80 'points')_| |_Watch Yourself (Full 80 'points'_||_Skill 3_||_Skill 4_||_Skill 5_||_Skill 6_||_Skill 7_||_Skill 8_| Supposing we decide to use "Fear Me!" here's what the pools look like afterwards. |_Fear Me (Empty 0 'points')_| |_Watch Yourself (55 'points'_||_Skill 3_||_Skill 4_||_Skill 5_||_Skill 6_||_Skill 7_||_Skill 8_| What's interesting to note is that most adrenal skills are attack skills. As a result these skills include an attack in their execution, thus netting you one strike of adrenaline. This 1 strike adrenaline from using the skill replenishes the 1 strike of adrenlaine you loose for using an adrenal based skill. Therefore it is possible to "chain" adrenaline attack skills in succession for very high damage spikes. Other Skills [contributed by Silmor] Wary Stance Wary Stance Original Description Wrote:
For 5-10 seconds, you block any attack skills used against you. For each successful block, you gain adrenaline and 5 energy. Wary Stance ends if you use a skill. Wary Stance will actually give you one strike of adrenaline or 25 'points' each time you successfully block an attack skill. "For Great Justice!" Battle Rage and Berserker's Stance
Peace, with contributions from Lonedust and Silmor How much adrenaline do specific skills use?-Taken from www.guildwiki.org
1 4 "strikes" on Cleave does not equal 4 "strikes" on All paragon skills cost (25*strikes needed) 'points'. Submitted by LightspeedJack on Sun, 2007-04-15 03:24.
login to post comments
|
|||||||||||||||||||||||||||||||||||||||||||||