adrenaline?
jibbyc
What does adrenaline actually do? i'm a level 20 now, and a decent MM, but i've never been told what it actually does? and could you please not link me to a wiki page, i'd like an answer plain and simple
kupp
First off, Minion Master on a human is a waste. But it's up to you.
Second, adrenaline is something warriors and paragons take advantage off, whenever you hit with an attack, melee, ranged, even wanding something, you gain a strike of adrenaline. This fuels the warrior's/para's attacks just like energy fuels any caster's, can't think of another way to say it. There's really nothing especial to it. Since you're a necro, it really doesn't concern you.
http://wiki.guildwars.com/wiki/Adrenaline
Second, adrenaline is something warriors and paragons take advantage off, whenever you hit with an attack, melee, ranged, even wanding something, you gain a strike of adrenaline. This fuels the warrior's/para's attacks just like energy fuels any caster's, can't think of another way to say it. There's really nothing especial to it. Since you're a necro, it really doesn't concern you.
http://wiki.guildwars.com/wiki/Adrenaline
jibbyc
Thanks, but what do you mean minion master on a human is a waste?
i think i get adrenaline roughly now, ty
i think i get adrenaline roughly now, ty
Hollygen
Adrenaline is like another energy source
Certain skills, most notibly in the warrior line, have an adrenaline cost to be able to cast. You gain adrenaline through combat. You lose adrenaline by casting spells that need it, or by not fighting so that it drains away, or from the effects some spells.
Certain skills, most notibly in the warrior line, have an adrenaline cost to be able to cast. You gain adrenaline through combat. You lose adrenaline by casting spells that need it, or by not fighting so that it drains away, or from the effects some spells.
Kumu Honua
Hollygen
Quote:
Thanks, but what do you mean minion master on a human is a waste?
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That's not to say that humans can't be good MMs, but the hero AI is quicker at exploiting corpses, and better at targetting their minions with spells and skills
HawkofStorms
However, I wouldn't listen to kupp. Hero MM's are good, but human MMs are also good, just with running a different type of MM (unlike most PvX wiki idiots, there isn't only ONE type of MM that has to be run).
Evil Eye
How about you're bad if you run a MM.
kupp
My point on that was very simple, a human MM might be good, but a hero will be better. Thus, the waste, since the player is using something a hero could use better and is wasting his bar when he could be running something hero's cant that require thinking and strategy the AI doesn't have. Perfectly fine if you want to run an MM for the fun of it, but if it comes down to efficiency then it becomes a waste.
snaek
Quote:
Thanks, but what do you mean minion master on a human is a waste? |
but honestly, don't really listen to him. he assumes your doing hard mode elite missions. when you get to that point, sure you can ditch your mm build for a curse build if you really wanted to. but don't worry bout it right now.
btw lets not turn this into a minion master thread plz...
_Nihilist_
Adrenaline is used by Warriors and Paragons. Skills used by both of these professions cost a certain amount of "strikes" or "hits" of Adrenaline to activate, be they Attack Skills, Shouts, Chants, or something else. Unlike Energy, which passively regenerates itself constantly, you have to build up Adrenaline. Hitting attacks, taking damage, or using skills that cause Adrenaline gain are the only way to do this. If you are out of combat for too long in between mobs, you can lose Adrenaline after a short time (any Adrenal skills you have will begin to flash on your skillbar, much like an Enchantment or Hex in your Status area), at which point you will have to build it up again before you can use any Adrenal skills.
There are certain skills that either cause loss of part or all of an enemy's/your Adrenaline ( [Ancestor's Visage] [Sympathetic Visage] / [Wild Blow] [Hammer Bash] [Decapitate]), or prevent you from building Adrenaline ( [Soothing Images] <--- Hate this Hex when I'm on my Warrior... Mesmers... ouch...), so if you are ever going to come up against difficult (Hard Mode!) Warriors or Paragons, you might want to take some of these skills, or if you are playing a Warrior or Paragon, make sure you know which of these type of skills any enemies you will face might be packing, and have countermeasures (Hex removal, Enchantment removal, etc.)
As a Necromancer, if you have a team that is built heavy on Warriors or Paragons, you might be asked to run as an Orders Necro, which usually uses [Dark Fury] to help provide your Physicals (W/ and P/) with extra Adrenaline to give them more Adrenaline, which lets them use their damage/party protection skills more often. Another way to run an Orders Necro is to use the Elite [Order of the Vampire], but since it will not work if you (or one of your teammates) is under the effects of another Necromancer Enchantment, you would use [Mark of Fury] on whatever enemy your Physicals were attacking, as it also boosts their Adrenaline gain.
Hope it helps, my main is a Warrior, so Adrenaline is second nature to me...
As far as this comment:
It is utter bullshit. kupp has no idea what he/she is talking about. There is no one, single Minion Master build, and Heroes run a type of build known as a Minion Bomber.
Here are the main (important) differences:
Minion Bomber - Heroes are better, they are far more efficient at using [Death Nova] , [Jagged Bones] , and [Dwayna's Sorrow] since they have the PC running them - they know which minion is about to die, and they can target them flawlessly to get the best effects out of the skills mentioned above, as well as [Taste of Death] to manually kill minions that are enchanted.
Minion Master - Humans are better at keeping their minions alive (unless you fail as a player) and can take advantage of [Order of Undeath] without sacrificing themselves to a painful, early grave (since both [Blood of the Master] your minion heal, and [Order of Undeath] which is a godly source of bonus damage for minions, cause you to sac health in order to cast), unlike Heroes, which will (and have) killed themselves off with the associated health sac involved with using the skills.
There are certain skills that either cause loss of part or all of an enemy's/your Adrenaline ( [Ancestor's Visage] [Sympathetic Visage] / [Wild Blow] [Hammer Bash] [Decapitate]), or prevent you from building Adrenaline ( [Soothing Images] <--- Hate this Hex when I'm on my Warrior... Mesmers... ouch...), so if you are ever going to come up against difficult (Hard Mode!) Warriors or Paragons, you might want to take some of these skills, or if you are playing a Warrior or Paragon, make sure you know which of these type of skills any enemies you will face might be packing, and have countermeasures (Hex removal, Enchantment removal, etc.)
As a Necromancer, if you have a team that is built heavy on Warriors or Paragons, you might be asked to run as an Orders Necro, which usually uses [Dark Fury] to help provide your Physicals (W/ and P/) with extra Adrenaline to give them more Adrenaline, which lets them use their damage/party protection skills more often. Another way to run an Orders Necro is to use the Elite [Order of the Vampire], but since it will not work if you (or one of your teammates) is under the effects of another Necromancer Enchantment, you would use [Mark of Fury] on whatever enemy your Physicals were attacking, as it also boosts their Adrenaline gain.
Hope it helps, my main is a Warrior, so Adrenaline is second nature to me...
As far as this comment:
Quote:
Originally Posted by kupp
First off, Minion Master on a human is a waste.
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Here are the main (important) differences:
Minion Bomber - Heroes are better, they are far more efficient at using [Death Nova] , [Jagged Bones] , and [Dwayna's Sorrow] since they have the PC running them - they know which minion is about to die, and they can target them flawlessly to get the best effects out of the skills mentioned above, as well as [Taste of Death] to manually kill minions that are enchanted.
Minion Master - Humans are better at keeping their minions alive (unless you fail as a player) and can take advantage of [Order of Undeath] without sacrificing themselves to a painful, early grave (since both [Blood of the Master] your minion heal, and [Order of Undeath] which is a godly source of bonus damage for minions, cause you to sac health in order to cast), unlike Heroes, which will (and have) killed themselves off with the associated health sac involved with using the skills.
kupp
Okay, I'll just quote myself to avoid the hassle.
And to make it clear, I was generalizing when I said MM instead of MB since a lot of people use one thing meaning the other. And like snaek said, I was indeed talking about harder instances of the game, if you want to run around Istan or Kourna with an MMaster bar, by all means, feel free to do so. But in harder areas I still think they're a waste on an human due to the random nature of the minions, they'll attack whatever they feel like and when it comes to keeping the minions alive that's something a hero can do. Skills like [[order of undeath] personally doesn't justify, it's still +random damage, scattered.
You'd be more efficient calling a vital target in the backlines to your physical team, placing [[barbs] and/or [[mark of pain] when appropriate, hexing, whatever, unless you feel like microing. With an MM, you can call all you like and the minions will still hit the closest thing to them, usually the warriors, while leaving the monks, eles, mesmers alive, healing, dealing heavy AoE damage and shutting down/interrupting/denying energy to you and your party. In the end, you're taking upon yourself a job that can be done by a hero, and in return, you're denying yourself a role that can't be done by anyone else. Put your cognitive thinking to use, and leave the mindless work for the mindless AI of your heroes.
Quote:
My point on that was very simple, a human MM might be good, but a hero will be better. Thus, the waste, since the player is using something a hero could use better and is wasting his bar when he could be running something hero's cant that require thinking and strategy the AI doesn't have. Perfectly fine if you want to run an MM for the fun of it, but if it comes down to efficiency then it becomes a waste.
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You'd be more efficient calling a vital target in the backlines to your physical team, placing [[barbs] and/or [[mark of pain] when appropriate, hexing, whatever, unless you feel like microing. With an MM, you can call all you like and the minions will still hit the closest thing to them, usually the warriors, while leaving the monks, eles, mesmers alive, healing, dealing heavy AoE damage and shutting down/interrupting/denying energy to you and your party. In the end, you're taking upon yourself a job that can be done by a hero, and in return, you're denying yourself a role that can't be done by anyone else. Put your cognitive thinking to use, and leave the mindless work for the mindless AI of your heroes.