News (06 Aug 2024): Das Wiki läuft jetzt auf einem neuen Server. Aufgrund eines Upgrades von PHP mussten die Wiki-Software und die DPL-Erweiterung aktualisiert werden. Bitte meldet Fehler auf der Hauptseiten-Diskussion.

Adrenalin

Aus GuildWiki
Zur Navigation springenZur Suche springen

Vorlage:Übersetzungs-stub

Stub: Stubbeschreibung notwendig oder Stub entfernen!  Stub.png

Der Krieger und der Paragon bauen während eines Kampfes Adrenalin auf, mit dem sie besondere Adrenalinfertigkeiten verwenden können. Jedesmal wenn eine Charakter einen Gegner trifft oder von einem feindlichen Angriff getroffen wird, erhält er Adrenalin. Manche Klassen verfügen über Fertigkeiten, welche die angehäufte Adrenalinmenge reduzieren und sie dadurch am Einsetzen ihrer Adrenalinfertigkeiten hindern können(z.B.Mesmer -> Beruhigende Bilder). Das Adrenalin baut sich nach einem Kampf wieder ab.


Adrenalinpunkte

Adrenalin wird letztlich nicht in Schlägen gezählt sondern in Punkten.


  • Jede Adrenalin-Fertigkeit speichert ihre eigenen Adrenalinpunkte, dargestellt durch aufsteigende Flammen, von 0 bis zur vollen Aufladung.
  • In der Tabelle stehen die geschätzten Adrenalinpunkte, die für die einzelnen Fertigkeiten benötigt werden.
Benötigte Adrenalin Schläge Fertigkeiten Benötigte Punkte
2 Erzürnter Schlag, Wirbelnde Axt 40
4 Cleave, Battle Rage, Rush, Riposte, "Fear Me!", "Watch Yourself!" 80
41 Sever Artery, Gegenschlag 100
5 Penetrating Blow, Penetrating Chop, Dismember 120
6 Heavy Blow, Staggering Blow, Hammer Bash, Defy Pain 130
61 Fierce Blow 140
62 Disrupting Chop, Lacerating Chop, "On Your Knees!" 150
7 Axe Rake, Axe Twist, Mighty Blow, Gash, Standing Slash, Yeti Smash 160
71 Devastating Hammer 180
8 Eviscerate, Executioner's Strike, Auspicious Blow, Earth Shaker, Galrath Slash, Silverwing Slash, Sun and Moon Slash, Bonetti's Defense 200
9 Furious Axe, 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.

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 but excludes health degeneration. 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.

  • Mesmer-icon-klein.png Soothing Images sets all adrenaline gain to 0. You can still use adrenaline-fueled attacks under Soothing Images if they are charged; the skill just prevents you gaining any more adrenaline until it ends.
  • Ritualist-icon-klein.png Soothing causes all enemies in its area of effect to gain only 50% standard adrenaline.

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.

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, and do not attack for 20 seconds, or when you die.


Notes

Adrenal skills are considered "always on", 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 adrenal skills will not charge adrenaline.

Skills that boost adrenaline

Reference

Research done by Ensign and Silmor. Original GW Guru thread. Further discussion and research.