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Old Jul 19, 2006, 07:27 PM // 19:27   #41
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Different skills do different things Balt spirit gives energy and adrenaline(depending on smiting which isnt usauly over 2 if your a war but like 8 smiting if your a monk in the underworld) but its mostly used by paladins to solo the guild lord. Beserker Stance gives like 2 adrenaline a hit its a very good adrenaline builder but not a very good speed attack boost seeing it ends when you use a skill. But yeah you have a good point but its not a very good idea IMO. But it would be good for after adrenaline spiking you could do like back to back Eviscerates.

Last edited by Bowstring Badass; Jul 19, 2006 at 07:31 PM // 19:31..
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Old Jul 20, 2006, 05:29 AM // 05:29   #42
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Quote:
Originally Posted by Amity and Truth
/Not Signed

Someone already linked the Guildwiki Article here so i can refrain from doing that.

Having numbers and bars to indicate your adrenaline gain would totally overload your Skillbar with useless information. Try to focus on 5 different numbers all increasing too fast to read them properly. Too fast you may ask? Well, each hit you take increases your individual Adrenaline Pool on each skill. For each % of health you lose, all your adrenalin skills gain 1 POINT of Adrenaline.
So, you would be absolutely incapable of processing all the numerical information fast enough. It's just a human flaw in having problems with multiple tasks at the same time.

The way adrenaline currently is displayed is perfect. You fight, you make your positioning. If you're good enough (biologically) to count your strikes, you do that. If you're not (and that's not your fault) you simply have a quick glance at your skillbar now and then. You don't need uber exact information on your adrenaline, you want to know roughly what you can expect.
It's simply the same reason why Pilots get all those nifty graphics and diagrams and information is served on a graphical basis first because simply, that just suits the human brain much better than numbers. Numbers are complex, they take concentration to process.

Use your concentration on the battle, use it on Battlefield Awareness, coordination. Whatever you might do, just don't waste it watching small numbers rise.
it doesnt have to be small numbers on skill bar. make it look like a normal recharging skill when you see EXACTLY when can you use it again. or make a function that is like on a zealots mode, numbers flying around, and foe those who find it "too distracting" make it "removable"
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Old Jul 20, 2006, 06:05 AM // 06:05   #43
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Quote:
Originally Posted by Kai Nui
Um, last time I checked each skill gets a little closer to becoming lit the more adrenaline you get for each skill, and voila, once you gain enough you can simply use the skill... How much easier can that get? Seriously some of you wammos must have gotten dropped on your head as babies or are starting to feel the effects of the absorption nerf hahahaha.
as i mentioned i dont find the increasing blinking of the skill clear enouth to rely on

1- im not a wammo and i wasnt droped on my head as a baby

2- i couldnt care less about absorbtion nurf because i deleted the warior about a mounth ago

3- i want this to see how much adrenaline im getting when: using a 55 monk, using a ranger/W.

and NO in UW in more concentrated on waching after Dying nitmares and PS then count how many times i hit that poor last ataaxe. and no im not new to UW and i was ok so far but that would be very helpful to me to see how much im getting at each level of smiting prayers

as i mentioned, this came to my attention after playing warior for sometime, and yes its strange that we cant see the count of it.

Last edited by Maria The Princess; Jul 20, 2006 at 06:08 AM // 06:08..
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Old Jul 20, 2006, 08:55 AM // 08:55   #44
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Quote:
Originally Posted by Maria The Princess
it doesnt have to be small numbers on skill bar. make it look like a normal recharging skill when you see EXACTLY when can you use it again.
Done dio. It allready is this way. You can exactly see when a skill is charged and when it is not yet ready.


Quote:
or make a function that is like on a zealots mode, numbers flying around, and foe those who find it "too distracting" make it "removable"
No need for your sarcasm here. Just a quick glimpse what you're actually asking for as it gets really close.



Each hit YOU make gives 25 Adrenaline. Every % of your life you lose gives you 1 Adrenaline. If you're tanking, your fricking screen will be flooded with numbers, just as in the example above (made by using Ancestors Visage on an average mobsize). You're really trying to tell me you could process this information whereas you simply can't count your strikes? Come on, be serious and don't deny logic.

This idea is simply very bad and useless. The gain from it is null, it would require quite an amount of rewriting the GUI plus you would have to force it upon every class out there. They gain adrenaline too even though they don't use it.
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Old Jul 20, 2006, 09:02 AM // 09:02   #45
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Guys... its not that hard to charge up and know how much adrenaline you have...

Any attack charges one Adrenaline point, so just count how many times you batted your opponent, or just wait till your Adrenal Skill is fully light...I dont see why people have problems with something like this.

And Maria, Adrenal Skills are independent as in once you use one adrenal skill/attack, it only takes one adrenal point from the other skill/attack, it doesnt drain it completely.

Last edited by Lord Oranos; Jul 20, 2006 at 09:05 AM // 09:05..
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Old Jul 20, 2006, 09:30 AM // 09:30   #46
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this would be useless imo.. learn how to play

http://gw.gamewikis.org/wiki/Adrenaline

Quote:
Originally Posted by anonymous
Does it matter if you can see your adrenaline? Either you have enough to use the skill, or you don't.
exactly my point
Quote:
Originally Posted by Maria The Princess
some players use a thing called a strategy. so yes i would like to know, if u use Executioner strike now to do damage, in how long will i'll be able to use Disrupting Chop to interrupt?
What 'strategy' could you possibly use? And by the way, have you even played warrior? Just go and test it yourself... executioners = 200pts(adrenaline) when you use that you lose 25 points = 175pts on the rest of your adrenal skills (but you will gain 25 points if executioners hits), disrupting chop = 150pts.. so even if you hit or miss, you will be able to use dis. chop on your next attack - it wouldve taken you less than a minute to test this.

Quote:
Originally Posted by Maria The Princess
well i kinda noticed that when 2 adrenaline skills just got charged, i use 1, and second 1 becomes notcharged, so no its not every skill independend.
Yes they are independant, but when you use an adrenal skill you lose 25pts of adrenaline and the skill you used is reset... i.e. the adrenaline needed for that skill is reset to 0.



/not-signed

to the guy below.. have a cry

kthx.

Last edited by Phrozen_; Jul 20, 2006 at 11:07 AM // 11:07..
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Old Jul 20, 2006, 10:05 AM // 10:05   #47
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Quote:
Originally Posted by Phrozen_
this would be useless imo.. learn how to play

/not-signed
If you aren't going to contribute something useful then don't post anything at all. Comments like yours often start arguments that divert the original topic.
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Old Jul 23, 2006, 07:04 PM // 19:04   #48
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Quote:
Originally Posted by NinjaKai
If you aren't going to contribute something useful then don't post anything at all. Comments like yours often start arguments that divert the original topic.
That was a good post that you are talking about.

Seriously I have never complained or had trouble with the warrior class as a "kid" in gw, when I first played this game. The information from the warrior trainers was sufficent.

I don't know how you could complain this is arguably the easiest class to play. Warrior come on! you swing a weapon and use adrenaline/enegy combos.

Why all the numbers? no need once you learn how to play a warrior (shouldn't take more than a week at max, hopefully an hour average) you will realize wow this is easy, why would I want anything to aide me in adrenaline?
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Old Jul 24, 2006, 04:05 AM // 04:05   #49
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/not signed...the little skill lighting up is enough info for me (even if i don't feel like counting)

but a way that could be used to track adrenaline - have a thin bar around the skill, so it doesn't clutter things up, and once the the bar comes all the way around, skill = charged
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Old Jul 24, 2006, 04:55 AM // 04:55   #50
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Regular hit gives you 20 adrenaline.
Skills that say "you gain X strikes of adrenaline" give you 25 adrenaline per strike. (4 strikes = 100 adrenaline)
Attack skills that require adrenaline don't actually require as much as they say. Check
http://gw.gamewikis.org/wiki/adrenaline
for actual costs.
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Old Jul 24, 2006, 05:22 AM // 05:22   #51
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Quote:
Originally Posted by unholy guardian
i thought when i first looked at the game guide that there was a bar for adrenline... yet somehow i was very disappointed when i finally did role out a warrior and relized, "no i'm not just not having the bar selected to be on, there just isn't one"

So i agree, there should have been one, not sure exactly how it could look but it should be a little bar with a bar when the line is green, and each time it gets full your adrenline numbers goes up.

kinda like this, except would look better lol



the green bar like thing with a number int he middle like health and energy
This would not work as each adrin skill has its own independant adrin zone. for example you have Final Thrust, Gash, and Server artery. When you use Sever artery you lose one strike of Adrin from Final THrust and Gash until you land with an attack (sever if it hits or your next sucessful hit), Gash would do the same thing, Where as Final thrust would make you lose all adrin saved up currently. Each and every adrin skill on your bar has its own independant gauage so to speak.

What I am saying is you would need one of those for EACH individual Adrin skill which would be cluttered and the way you suggest it would have to make the devs to do a major over haul on the warrior adrin line as a whole.

The suggestion is still interesting, but it would make things very cluttered to al lot it to work.
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Old Jul 24, 2006, 06:52 AM // 06:52   #52
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The problem with tracking adrenaline is when you're using adrenal skills as they recharge. Each adrenal skill is on a different level, and they all become more and more scrambled as you use adrenal skill after adrenal skill.

Saying it's just a matter of counting hits is oversimplifying it significantly, particularly when you start looking at the fractional values, though those usually don't play too much into it.


As to the suggestion-
As has been pointed out, the single bar and the values popping up above your character are both not good ideas.

But independant trackers on each skill, if implemented in a clean, simple, easy to read way is something I wouldn't mind.

It doesn't hurt anyone, as anyone that doesn't need it, well, doesn't have to look at it. And those it helps, it helps.


As to the necessity-
Despite supporting the concept, I find the necessity to be very low. Generally, you've got 2 situations you're using adrenal attacks with:

1) Spamming them as they charge to output maximum damage. (Occasionally, when they combo, you'll save one until the other half charges, but that's another story)
2) Saving them until they're all charged and unleashing a devastating adrenal attack chain.

Of course, which mode you're on depends on the mode of play, and may switch at any time. But the point is, with either way, it doesn't matter what the current adrenal status is. In the first, you're just spamming them as they light up. In the second, you've got to wait until all of them are lit.

The only time I've ever needed to consider what the current level of adrenaline on an adrenal skill is was during warrior farming, when I had to keep track of Bonetti's, letting it charge up each time fully.


So, I don't feel that it is a needed feature, and I don't agree with the initial ideas presented... But I will /sign on a non-intrusive implementation, as it doesn't bother me if other people benefit, no matter how minutely.
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Old Aug 06, 2006, 09:20 PM // 21:20   #53
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rofl whos whamo build is that?
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Old Aug 07, 2006, 12:17 AM // 00:17   #54
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I think they should have the little adrenal sign right above the energy bar you know what im saying? like when u see the description of an adrenal skill it says how much strikes of adrenaline u need then theres some odd picture next to it?
i say put the number of strikes u have right above ur energy but make it tiny.
hard to explain so i hope u understand.
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Old Aug 07, 2006, 02:31 AM // 02:31   #55
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Almas is right, adrenaline is gained in each skill independantly every time you hit. The weapons rate of attack determines how much adrenaline you gain per attack, and that amount of adrenaline is gained seperately in each adrenaline skill in your bar. When you use an adrenaline skill, all other adrenaline skills lose 1 point of adrenaline, so if you build up 7 adrenaline, the 4 adreanline and 7 adrenaline skill will be available, by using the 4 adrenailine skill you lose one on all other skills, so the 7 adrenaline skill will need to gain one more point to be used.

I don't know if you can store amounts higher than what the skill cost to ensure it's use right away, and I don't know if you gain the adrenaline lost using a skill back if that skill hits, but the basic function is that Adrenaline skills charge seperately, making a bar deficient. Each skill brightens as they gain the adrenaline neccessary to activate, that is really all you need, since adrenaline can be gained in fractions, you cannot gauge it in actual points of adrenaline, and having mini indicators on each of these skills is not really improving anything.

Last edited by BahamutKaiser; Aug 07, 2006 at 02:33 AM // 02:33..
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Old Aug 07, 2006, 03:04 AM // 03:04   #56
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Quote:
Originally Posted by Mercury Angel

As to the necessity-
Despite supporting the concept, I find the necessity to be very low. Generally, you've got 2 situations you're using adrenal attacks with:

1) Spamming them as they charge to output maximum damage. (Occasionally, when they combo, you'll save one until the other half charges, but that's another story)
2) Saving them until they're all charged and unleashing a devastating adrenal attack chain.

Of course, which mode you're on depends on the mode of play, and may switch at any time. But the point is, with either way, it doesn't matter what the current adrenal status is. In the first, you're just spamming them as they light up. In the second, you've got to wait until all of them are lit.

It could come in handy for the second scenario when trying to co-ordinate an adrenal spike with another warrior, as if they are further away from the target you could start the countdown when you know you only need to hit a target once more.
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