Adrenalin and Zelous mods
Hand of Ruin
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?
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?
Xenex Xclame
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
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
Zakarr
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.

Hopefully my calculations are correct.

dargon
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.
Zakarr
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.
Marty Silverblade
Not completely separate. When you use an adrenaline skill, all your other adrenaline skills lose a point.
Livingston
Quote:
Originally Posted by Zakarr
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. ![]() |
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
darkMishkin
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."
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."
Xenex Xclame
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.
Not normal circustances are skills that make you attack slower or miss.
Underworld Calling
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
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
Livingston
Quote:
Originally Posted by Xenex Xclame
I believe we answered question one, as for question 2
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Pass the pipe man.
oO
Livingston
Xenex Xclame
/me passes the pipe to Livingston
I know it was answered i just put it in short terms for my small brain :P
I know it was answered i just put it in short terms for my small brain :P
Livingston
Quote:
Originally Posted by Xenex Xclame
/me passes the pipe to Livingston
I know it was answered i just put it in short terms for my small brain :P |
Ahhh that's coooooool man.

Livingston