Skills - Dark Fury
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You may add your comments in this thread.
Rieselle
From the description, it sounds like this skill will give one hit of bonus adrenaline to someone. Once. That sounds completely useless - am I reading it right???
Mercury Angel
I'd imagine it's not useless to the warriors in your party. One extra hit of adrenaline per attack means double the amount you'd normally get. So an attack that takes 10 hits to use would now take 5.
3 hits to charge up those 6 adrenaline axe attacks, 4 hits to get up to 8.
Since strength's armor penetration bonus only takes affects for attack skills, it's important to use them frequently.
Some warriors run into battle with "For Great Justice" on. Well, this is like that shout, except it'll aid all of the warriors in your party, and anyone else that uses adrenaline skills. (Never know when someone will dabble in tactics, at least.)
Not sure why it's linked to blood, as I don't think blood actually does anything to it.
Edit: Ah, I'd forgotten...
Dark Fury is linked to blood because of the old sacrafice mechanics. More blood rank = more life sacraficed. Pointless to be linked now though.
3 hits to charge up those 6 adrenaline axe attacks, 4 hits to get up to 8.
Since strength's armor penetration bonus only takes affects for attack skills, it's important to use them frequently.
Some warriors run into battle with "For Great Justice" on. Well, this is like that shout, except it'll aid all of the warriors in your party, and anyone else that uses adrenaline skills. (Never know when someone will dabble in tactics, at least.)
Not sure why it's linked to blood, as I don't think blood actually does anything to it.
Edit: Ah, I'd forgotten...
Dark Fury is linked to blood because of the old sacrafice mechanics. More blood rank = more life sacraficed. Pointless to be linked now though.
Wings of Illusion
Quote:
Originally Posted by Rieselle
From the description, it sounds like this skill will give one hit of bonus adrenaline to someone. Once. That sounds completely useless - am I reading it right???
dark fury would be used on a melee necro to my understanding.
Rieselle
Is that how it works? From the description, it sounds like you cast it, the next time the warrior hits something, he gets 2 adrenaline, and then the spell ends. It doesnt sound like it lasts for multiple attacks over the 5 secs.
Double adren for 5 secs is good, but double adren for a single hit at the cost of health and 10 energy is not very good. Anyone tested it to see exactly how it works?
Double adren for 5 secs is good, but double adren for a single hit at the cost of health and 10 energy is not very good. Anyone tested it to see exactly how it works?
Mercury Angel
Played with it a bit, and here's the unlisted change-
Current Description:
"Enchantment Spell. Sacrafice up to 17% max Health. For 5 seconds, the next time any party member attacks, that party member gainst one hit of Adrenaline. (Attrib: Blood Magic)"
However, take a gander at this screenshot I made while playing around...
So the description should be:
"Enchantment Spell. Sacrafice up to 17% max Health. For 5 seconds, whenever any party member successfully hits a foe, that party member gainst one hit of Adrenaline. This spell has a 50% chance to fail with Blood Magic 4 or less.(Attrib: Blood Magic)"
Dark Fury doesn't wear off after a single hit, so I went ahead and altered the next time to whenever.
Energy Cost: 10
Casting Time: 3/4ths seconds
Recharge Time: 5 seconds
Current Description:
"Enchantment Spell. Sacrafice up to 17% max Health. For 5 seconds, the next time any party member attacks, that party member gainst one hit of Adrenaline. (Attrib: Blood Magic)"
However, take a gander at this screenshot I made while playing around...
So the description should be:
"Enchantment Spell. Sacrafice up to 17% max Health. For 5 seconds, whenever any party member successfully hits a foe, that party member gainst one hit of Adrenaline. This spell has a 50% chance to fail with Blood Magic 4 or less.(Attrib: Blood Magic)"
Dark Fury doesn't wear off after a single hit, so I went ahead and altered the next time to whenever.
Energy Cost: 10
Casting Time: 3/4ths seconds
Recharge Time: 5 seconds
Mario 64 Master
Not only is there a glitch in the skill description with that +C3587 stuck in there, but it also says "nearby party members" but actually (still?) has an infinite radius.
ratatass
It's a must skill in a Warrior Heavy group!
However the question is !
How well does it stack with for Great Justice ? aha!
Ratatass
However the question is !
How well does it stack with for Great Justice ? aha!
Ratatass
anti_z3r0
My guildies and I tested this out the other day. It stacks on top of For Great Justice, as well as other adrenal buffs.
He shouted For Great Justice, then went into Battle Rage, and I casted Dark Fury. He was charging Executioner's Strike in 1 swing. This means he was gaining 8 adrenaline per attack while Dark Fury was up.
He shouted For Great Justice, then went into Battle Rage, and I casted Dark Fury. He was charging Executioner's Strike in 1 swing. This means he was gaining 8 adrenaline per attack while Dark Fury was up.
tom292
and where do you get this skill
Viaz Xsikemesi
this is something whilst me and my friends where out farming, a necro used this and look what happened ~
very odd, i think that +c what ever stuff is the code script
very odd, i think that +c what ever stuff is the code script
tapanta
sound good for smitter/nuker nec - :>
scourge
you buy this skill from the trainer at MARHANS GROTTO
audioaxes
but 17% sacrifice for only 5 seconds is weak. Increase the time or lower/remove the sacrifice.
Mercury Angel
Quote:
Originally Posted by audioaxes
but 17% sacrifice for only 5 seconds is weak. Increase the time or lower/remove the sacrifice.
Well, the skill is quite effective, in actuality. Moreso than I'd given it credit for previously.
There're very limited means to increasing the tempo at which you gain adrenaline, and some of the best uses for them happen to be elite.
With double adrenaline, you're looking at 5 hits to recharge backbreaker, to knocdown a foe for 4 seconds without the stonefist gauntlets. Under 7 seconds to recharge it with an attack speed buff, so your target will remain pinned down for somewhere over half the time you're hitting them.
If you have Mo/W's in your team, they can charge Bonetti's Defence in 4 wand hits.
"Fear Me" charges in 2 hits. (for an axe/sword user, that's 4 energy loss every 1.8 seconds in a large area, or 2.25 energy per second, the same as 6 3/4ths pips of energy degeneration.)
Disrupting Chop charges in 3 hits.
Your ability to control your opponents using adrenal skills doubles over the time Dark Fury is up, and some of those controls are fairly powerful. The damage bonus through faster charging damage adrenal skills is always nice as well, even if it's not that large.
The effects are more subtle, yet hardly less potent than Order of Pain. Increasing tempo of skill usage in games is almost always costly, but pays off very well if you're prepared to use it to your advantage. (Hence why the Black Lotus and Mox items are all restricted in Magic the Gathering.)
Now, as for the duration. At 6 seconds with a 20% mod, you're looking at enough time to get in 4.5 buffed hammer hits, just about enough to charge up a 10 cost adrenal skill to full.
For axes and swords with buffed attack speed, you'll squeeze in 6.75 hits, or just about enough adrenaline to use 2 7 cost skills, such as Eviscerate. Really though, as I'd said, its power lies in the control it gives, not the damage.
Edit: 6 seconds is enough for one warrior to use Fear Me under Dark Fury 3 times, for a large AoE of 12 energy loss, since I'd used Fear Me as a control example earlier.
*Most of the times assume 33% attack speed unless otherwise noted.
There're very limited means to increasing the tempo at which you gain adrenaline, and some of the best uses for them happen to be elite.
With double adrenaline, you're looking at 5 hits to recharge backbreaker, to knocdown a foe for 4 seconds without the stonefist gauntlets. Under 7 seconds to recharge it with an attack speed buff, so your target will remain pinned down for somewhere over half the time you're hitting them.
If you have Mo/W's in your team, they can charge Bonetti's Defence in 4 wand hits.
"Fear Me" charges in 2 hits. (for an axe/sword user, that's 4 energy loss every 1.8 seconds in a large area, or 2.25 energy per second, the same as 6 3/4ths pips of energy degeneration.)
Disrupting Chop charges in 3 hits.
Your ability to control your opponents using adrenal skills doubles over the time Dark Fury is up, and some of those controls are fairly powerful. The damage bonus through faster charging damage adrenal skills is always nice as well, even if it's not that large.
The effects are more subtle, yet hardly less potent than Order of Pain. Increasing tempo of skill usage in games is almost always costly, but pays off very well if you're prepared to use it to your advantage. (Hence why the Black Lotus and Mox items are all restricted in Magic the Gathering.)
Now, as for the duration. At 6 seconds with a 20% mod, you're looking at enough time to get in 4.5 buffed hammer hits, just about enough to charge up a 10 cost adrenal skill to full.
For axes and swords with buffed attack speed, you'll squeeze in 6.75 hits, or just about enough adrenaline to use 2 7 cost skills, such as Eviscerate. Really though, as I'd said, its power lies in the control it gives, not the damage.
Edit: 6 seconds is enough for one warrior to use Fear Me under Dark Fury 3 times, for a large AoE of 12 energy loss, since I'd used Fear Me as a control example earlier.
*Most of the times assume 33% attack speed unless otherwise noted.
Melkor Pvp
The skill description on Dark Fury says that the "NEXT TIME a party member hits..."
Is this *really* true? If so, this skill doesn't seem to be that great - 10 energy cost + health sacrifice? No, sir.
I was running a dual-smite group in Tombs last night with my guild and I got to choose what sort of necro I wanted to be. I figured that I'd try and enhance the effectiveness of our warriors by bringing Order of Pain and Dark Fury... I'd cast Dark Fury and they'd charge thier adrenaline and then they'd say that they were switching targets and I'd cast Order of Pain - and that new target would die.
But after a while, they would read the skill description on Dark Fury and say "wait a minute, what's this about 'Next Time'?"
So, I was wondering if anyone has done tests to see if this skill is, in fact, "next time" or "whenever." If so, could they post those tests here?
I'm going to do some work in Comp Arenas and see.
Is this *really* true? If so, this skill doesn't seem to be that great - 10 energy cost + health sacrifice? No, sir.
I was running a dual-smite group in Tombs last night with my guild and I got to choose what sort of necro I wanted to be. I figured that I'd try and enhance the effectiveness of our warriors by bringing Order of Pain and Dark Fury... I'd cast Dark Fury and they'd charge thier adrenaline and then they'd say that they were switching targets and I'd cast Order of Pain - and that new target would die.
But after a while, they would read the skill description on Dark Fury and say "wait a minute, what's this about 'Next Time'?"
So, I was wondering if anyone has done tests to see if this skill is, in fact, "next time" or "whenever." If so, could they post those tests here?
I'm going to do some work in Comp Arenas and see.
Melkor Pvp
Alright, here's what I've come up with.
I went into comp arenas with Dark Fury and "Watch Yourself!". I equipped a +20% enchanting staff, so that I could see my own attacks better.
Alright, so here's what I found out. When Dark Fury was activated, "Watch Yourself!", which is a 4 adrenaline skill, charges in exactly 2 hits. If the skill worked as it was written (that is, the *next time* a party member hits with an attack, etc), it would take exactly 3 hits.
So, we know for certian that Dark Fury works for at least two attacks. However, I'm not sure of anything beyond that. I'll have to do further testing.
I went into comp arenas with Dark Fury and "Watch Yourself!". I equipped a +20% enchanting staff, so that I could see my own attacks better.
Alright, so here's what I found out. When Dark Fury was activated, "Watch Yourself!", which is a 4 adrenaline skill, charges in exactly 2 hits. If the skill worked as it was written (that is, the *next time* a party member hits with an attack, etc), it would take exactly 3 hits.
So, we know for certian that Dark Fury works for at least two attacks. However, I'm not sure of anything beyond that. I'll have to do further testing.
Man With No Name
Mercury Angel did all the testing you'll need -- it's Double Adrenaline for 5 seconds. I just confirmed it in Arena -- using Exe Strike + Frenzy + Dark Fury -- it's charged just as Dark Fury ends.
The actual description reads: " For 5 seconds, the next time any party member hits with... "
Now seeing as "for 5 seconds" and "the next time" are completely opposite statements -- it's an error with the description. Two errors on the description in fact.
It should read " For 5 seconds, whenever a party member hits with...."
And it should also have "This spell has a 50% chance to fail with Blood Magic 4 or less" -- tagged on aswell
The actual description reads: " For 5 seconds, the next time any party member hits with... "
Now seeing as "for 5 seconds" and "the next time" are completely opposite statements -- it's an error with the description. Two errors on the description in fact.
It should read " For 5 seconds, whenever a party member hits with...."
And it should also have "This spell has a 50% chance to fail with Blood Magic 4 or less" -- tagged on aswell
Vermilion Okeanos
Well, I was playing with it earlier...
For about 7 rounds of games, the build was quite sucessful (arena). Then we lost one due to having no monk on the magma stage + repeatedly getting blind, well, that really didn't matter. I had my fun charging evicerate with 2 hits.
My fun ended with that lost too... all of sudden in the next game, it tells me "skills has failed with less than 5 blood magic" or something like that... I go "WTF!?". I used for 7 rounds and not a single failure, then all of sudden it does? Since when? Just now? OK? wtf... seriously, the skill decription doesn't even say so. It not only fail once, it failed repeatedly with % which I assume is 50% failure with less than 5 blood magic.
Sigh, that was messed up... I hope I get some thing to fill the hole.
Well, one good thing is...
If they did change it while I play it as I was monitored... that is some really fast patching... and nice catching.
For about 7 rounds of games, the build was quite sucessful (arena). Then we lost one due to having no monk on the magma stage + repeatedly getting blind, well, that really didn't matter. I had my fun charging evicerate with 2 hits.
My fun ended with that lost too... all of sudden in the next game, it tells me "skills has failed with less than 5 blood magic" or something like that... I go "WTF!?". I used for 7 rounds and not a single failure, then all of sudden it does? Since when? Just now? OK? wtf... seriously, the skill decription doesn't even say so. It not only fail once, it failed repeatedly with % which I assume is 50% failure with less than 5 blood magic.
Sigh, that was messed up... I hope I get some thing to fill the hole.
Well, one good thing is...
If they did change it while I play it as I was monitored... that is some really fast patching... and nice catching.
Former Ruling
The skill desp is totally different than tis effect right now.
First of all - ingame its totally messed up, It says "upto 17% max health"? upto..they make it seem like I can sac none or all..and still get the effect, like a popup came up asknig how much I wanted to sac lol.
Second it says "nearby" when it is tested that it is a party wide thing (seems to have a compass radius). AND it says "Next time" it has been tested that it lasts the full 5 seconds, it doesn't end on 1 hit.
Thrid the code sticking out, the +C thing that is.
Forth, it has am unlisted 50% chance of failure if Blood magic <5. This is understandable seeings how it has no variables, so they want to make sure you actually use bloodmagic and not jsut take this with 0 in blood, but it isn't lsited in the skilldesp.
First of all - ingame its totally messed up, It says "upto 17% max health"? upto..they make it seem like I can sac none or all..and still get the effect, like a popup came up asknig how much I wanted to sac lol.
Second it says "nearby" when it is tested that it is a party wide thing (seems to have a compass radius). AND it says "Next time" it has been tested that it lasts the full 5 seconds, it doesn't end on 1 hit.
Thrid the code sticking out, the +C thing that is.
Forth, it has am unlisted 50% chance of failure if Blood magic <5. This is understandable seeings how it has no variables, so they want to make sure you actually use bloodmagic and not jsut take this with 0 in blood, but it isn't lsited in the skilldesp.
Vermilion Okeanos
The size is about ward size.
Not quite sure what you meant by "party wide thing" or compass radius.
Not quite sure what you meant by "party wide thing" or compass radius.
Arcador
It seems pretty cool skill then. I wonder if there are more skills that work different way than listed.
shogun8218
As for questions on it's radius, here's a little blurb I found on the main GW website in the 9/29/05 update notes: "Dark Fury - Only affects party members within radar." That's why it seems to affect everyone.
Arcane Barra
this skill sounds like reversal of fortune:
"for 8 seconds, the next time target ally takes damage, that ally is healed for that amount instead, maximum (##)"
now when someone hit me the enchantment went away and i got healed. which is way it says next time, not any time.
notice how thats also used in the dark fury description, so it should go away. but the enchantment doesn't, so it HAS to work, as you figured out. The upto thing is weird. you have no option. So it should be:
"Sacrifice 17% health. For 5 seconds, Any time target ally attacks, that ally gains 1 extra stroke of adrenaline. 50% of failure with blood magic 5 or less."
or you can take off the last sentence and make it:
"Sacrifice 17% health. For (3-15) seconds, Any time target ally attacks, that ally gains one extra stroke of adrenaline."
"for 8 seconds, the next time target ally takes damage, that ally is healed for that amount instead, maximum (##)"
now when someone hit me the enchantment went away and i got healed. which is way it says next time, not any time.
notice how thats also used in the dark fury description, so it should go away. but the enchantment doesn't, so it HAS to work, as you figured out. The upto thing is weird. you have no option. So it should be:
"Sacrifice 17% health. For 5 seconds, Any time target ally attacks, that ally gains 1 extra stroke of adrenaline. 50% of failure with blood magic 5 or less."
or you can take off the last sentence and make it:
"Sacrifice 17% health. For (3-15) seconds, Any time target ally attacks, that ally gains one extra stroke of adrenaline."