Aug 10, 2006, 08:12 PM // 20:12 | #1 |
Banned
Join Date: Jul 2006
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Adrenalin and Zelous mods
I have two unrelated, but semi-interesting questions. (I think)
1) How exactly does adrenaline work? Say I had Cleave and Executioner's strike both equipped. Cleave only need half the adrenaline of Executioner's, so if both are full shouldn't that mean cleave would be instantly re-charged after using it? Also, what is the maximum amount of adrenaline one can have, and does it ever raise? 2) Does a zelous axe or sword mod = faster energy gain even with one one pip of energy regeneration? Assuming you are only fighting one opponent at a time, and are only attacking with normal attack speeds, how does it compare to normal energy regeneration? |
Aug 10, 2006, 09:28 PM // 21:28 | #2 |
Desert Nomad
Join Date: Mar 2006
Guild: DPX
Profession: R/
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1)I believe this works like this ( i dont know the numbers right now so ill just make up) lets say cleave is 4 and ES is8 and they are both full, and you use cleave, that means the cleave adrenline has been used fully but means that ES is now at 7 instead of 8, but when cleave hits it would be at 8 again.
2)This one is interesting i dont know the answer to this but would really like to know.So my question together with the OP is considering all the zealous weapons have -1 energy regen.When is it good to use a zealous mod. I mean a warrior with 1 energy regen + zealous and attacks without buffs on one target ,on 2 and on 3(cyclone axe), when does the gain from zealous become more then the warrior would have gained with 2 energy regen.(for all the weapons) Also what would the numbers be for ranger, they would have 2 regen and again same as the above one for warriors. I would try and crucnh the numbers myself but i gtg to bed in 30 and i have no idea how long it would take :P ill do it tomorrow if nobody got the numbers at the moment |
Aug 10, 2006, 09:47 PM // 21:47 | #3 |
Jungle Guide
Join Date: May 2005
Location: Finland
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2) One energy pip (arrow) means 1 energy every 3 seconds. Axes and swords swing every 1.33 seconds and you gain 1 energy assuming the swing hits. It means 2.25 energy every 3 seconds. Warriors have 2 pips which is 2 energy every 3 seconds. With zealous you get 1 + 2.25 energy every 3 seconds because you have only one energy pip. That means same as you would have 3.25 energy pips. If you use for example Frenzy, that would be total ~4 energy pips. It is a lot of energy.
Hopefully my calculations are correct. Last edited by Zakarr; Aug 10, 2006 at 09:55 PM // 21:55.. |
Aug 10, 2006, 11:03 PM // 23:03 | #4 |
Furnace Stoker
Join Date: May 2005
Guild: The Seraphim Knights [TSK]
Profession: R/
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Think of each adren skill as it's own little cup, once that cup is full any excess kinda flows out onto the countertop and you can't really drink it. There is no real max to the amount of adrenaline you can have as each skill is tracked seperately so far as when you can use it again works.
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Aug 11, 2006, 08:22 AM // 08:22 | #5 |
Jungle Guide
Join Date: May 2005
Location: Finland
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I don't understand why other adrenaline skills won't stay full when I use one of them? They suppose to have separated adrenaline pools.
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Aug 11, 2006, 08:38 AM // 08:38 | #6 |
Administrator
Join Date: Jun 2006
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Not completely separate. When you use an adrenaline skill, all your other adrenaline skills lose a point.
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Aug 11, 2006, 10:27 AM // 10:27 | #7 | |
Jungle Guide
Join Date: Jul 2006
Location: The Edge of the World
Guild: [L] [GET]
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Quote:
I agree that adrenaline should be a bit easier to keep track of. If you don't read boards and what not it's near impossible to know how it works unless you do extensive testing. Livingston |
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Aug 11, 2006, 10:42 AM // 10:42 | #8 |
Wilds Pathfinder
Join Date: Jul 2005
Location: UK
Guild: Servants of Fortuna [SoF]
Profession: Mo/
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Must read: http://gw.gamewikis.org/wiki/Adrenaline
Not so comprehensive: http://gw.gamewikis.org/wiki/Zealous : "In order to actually have an overall energy surplus you must hit a foe at least once every 3 seconds, otherwise the -1 energy regeneration will take away more energy than you will gain from successful attacks." |
Aug 11, 2006, 03:02 PM // 15:02 | #9 |
Desert Nomad
Join Date: Mar 2006
Guild: DPX
Profession: R/
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I believe we answered question one, as for question 2 the short answer is under normal cirunstances a zealous mod is better then the energy regeneration you would have without it as long as your attacking.
Not normal circustances are skills that make you attack slower or miss. |
Aug 11, 2006, 03:10 PM // 15:10 | #10 |
Frost Gate Guardian
Join Date: May 2006
Guild: [KISS]
Profession: N/
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in pvp zealous can be amazing if u use it right
with sword = hundred blades, frenzy woth axe = cyclone axe, frenzy then u can use the skills that require a lot of energy also, vampiric mods kick butt in pvp, i find that with a 3/1 vampiric mod and healing sig I can control my health easily |
Aug 11, 2006, 07:11 PM // 19:11 | #11 | |
Jungle Guide
Join Date: Jul 2006
Location: The Edge of the World
Guild: [L] [GET]
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Quote:
Pass the pipe man. oO Livingston |
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Aug 11, 2006, 07:53 PM // 19:53 | #12 |
Desert Nomad
Join Date: Mar 2006
Guild: DPX
Profession: R/
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/me passes the pipe to Livingston
I know it was answered i just put it in short terms for my small brain :P |
Aug 11, 2006, 08:50 PM // 20:50 | #13 | |
Jungle Guide
Join Date: Jul 2006
Location: The Edge of the World
Guild: [L] [GET]
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Quote:
Ahhh that's coooooool man. Livingston |
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