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Adrenaline

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Certain Warrior and Paragon skills are fueled by adrenaline rather than energy. It is gradually built up each time the character hits or is struck in combat, each such blow being added to the character's adrenaline level. Some skills increase the rate of adrenaline build up, while others expend it entirely.

Contents

[edit] Adrenaline Points

Adrenaline is not actually gained in strikes, but in points.
Every adrenaline skill stores its own adrenaline points displayed by rising flames from 0 until fully charged.
See this table for number of adrenaline points needed for skills.

Adrenaline strikes needed Warrior Skills Points needed
1 Auspicious Parry 25
2 Enraged Smash, Whirling Axe 40
3 Keen Chop 60
4 Cleave, Battle Rage, Rush, Riposte, "Fear Me!", "Watch Yourself!", Symbolic Strike 80
41 Sever Artery, Counter Blow, Quivering Blade, Flail 100
5 Penetrating Blow, Penetrating Chop, Dismember, Lacerating Chop, Forceful Blow 120
51 Lion's Comfort, Magehunter's Smash 125
6 Heavy Blow, Staggering Blow, Hammer Bash, Crippling Slash, Defy Pain 130
61 Fierce Blow, Standing Slash 140
6 Disrupting Chop, Lacerating Chop, "On Your Knees!", Overbearing Smash, Agonizing Chop, Barbarous Slice, "Coward!", Yeti Smash 150
7 Axe Rake, Axe Twist, Body Blow, Mighty Blow, Gash, Standing Slash, Devastating Hammer 160
8 Eviscerate, Executioner's Strike, Auspicious Blow, Earth Shaker, Galrath Slash, Silverwing Slash, Sun and Moon Slash, Bonetti's Defense, Decapitate, Steelfang Slash 200
9 Skull Crack 220
10 Backbreaker, Final Thrust, Dragon Slash 240

1 4 "strikes" on Cleave does not equal 4 "strikes" on Sever Artery. The "Points needed" column increases linearly; the "adrenaline strikes needed" in the skill descriptions are a simplification. A "strike" of adrenaline in the skill description equals 20-25 points. A real "strike" of adrenaline gives 25 points.

All paragon skills cost (25*strikes needed) 'points'.

[edit] Gaining adrenaline

Gaining adrenaline means every adrenal skill in your bar gains that many points.

  • For every attack you make that hits, you gain 25 adrenaline points.
  • For every 1% of health lost from your maximum, you gain 1 point of adrenaline. Runes count against the maximum health. Gain is calculated on a per-attack basis.
  • For every 25% of your health lost, you gain approximately 1 "strike" of adrenaline--the equivalent of an attack landing. Note that health lost includes ranged attacks and spell damage but excludes health degeneration and life stealing skills. Commonly, 4 strike skills are charged in about 3 hits time, because you take some damage at the same time, assuming that the opponent is attacking you.

[edit] Using adrenaline

You can only use adrenal skills that are fully charged with adrenaline. They cost 0 Energy. When you use an adrenal skill, that skill's adrenaline pool is emptied, and all other adrenal skills in your bar lose 25 points. These lost 25 points can be recovered with your next hit (including the adrenaline-fueled attack itself), or by taking as much damage as 25% of your maximum health.

[edit] Losing adrenaline

Losing adrenaline means every adrenal skill in your bar loses its full load of adrenaline. For attack skills with this attribute, the effect comes after the 25 points each skill gains if the attack hits, so all pools will be at 0. You lose all adrenaline after you have not been attacked, do not attack, or otherwise gain adrenaline (eg. Rage of the Ntouka) for 20 seconds, or when you die.

[edit] Notes

  • Most adrenal skills have no recharge times, which means that you just need enough adrenaline stored up to use each skill. Recharge/copy skills such as Assassin's Promise and Echo will not give/copy adrenaline needed for each adrenaline skill. As mentioned before, disabled and recharging adrenal skills will not charge adrenaline.
  • Adrenaline gain will not stack to exceed +100%.

[edit] Related articles

[edit] Reference

Original GW Guru thread.

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