Adrenalin und Adriana: Unterschied zwischen den Seiten

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[[Kategorie:Spielmechanik]]
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{{Infobox Kreatur
{{Übersetzungs-stub}}
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|spezies=Mensch
{{stub}}
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|klasse=
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.
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|dienstleistung = Kaufmann
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|kampagne=Eye of the North
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|stufe=20
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}}
  
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==Allgemein==
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[[Adriana]] ist eine [[Kauffrau]] im [[Trübwinkel]].
  
==Adrenalinpunkte==
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==Standort==
Adrenalin wird letztlich nicht in Schlägen gezählt sondern in Punkten.
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*[[Befleckte Küste]]
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**[[Trübwinkel]]
  
* Jede Adrenalin-Fertigkeit speichert ihre eigenen Adrenalinpunkte, dargestellt durch aufsteigende Flammen, von 0 bis zur vollen Aufladung.
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==Angebot==
* In der Tabelle stehen die geschätzten Adrenalinpunkte, die für die einzelnen Fertigkeiten benötigt werden.
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{{Kaufmann
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| profi = ja
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| überwieder = ja
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| überident = ja
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| gürteltaschen = ja
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| taschen = ja
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| rune = ja
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| schriftrollen = ja
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}}
  
{| {{STDT}}
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{{en|Adriana}}
! Benötigte Adrenalin Schläge  !! Fertigkeiten !! Benötigte Punkte
 
|- align="left"
 
| 2 || [[Erzürnter Schlag]], [[Wirbelnde Axt]] || 40
 
|- align="left"
 
| 4 || [[Spalten]], [[Kampfwut]], [[Ansturm]], [[Entgegnung]], [["Fürchtet mich!"]], [["Passt auf euch auf!"]] || 80
 
|- align="left"
 
| 4<sup>1</sup> || [[Sever Artery]], [[Gegenschlag]] || 100
 
|- align="left"
 
| 5 || [[Penetrating Blow]], [[Penetrating Chop]], [[Dismember]] || 120
 
|- align="left"
 
| 6 || [[Heavy Blow]], [[Staggering Blow]], [[Hammer Bash]],  [[Defy Pain]] || 130
 
|- align="left"
 
| 6<sup>1</sup> || [[Fierce Blow]] || 140
 
|- align="left"
 
| 6<sup>2</sup> || [[Disrupting Chop]], [[Lacerating Chop]], [["Auf Eure Knie!"]] || 150
 
|- align="left"
 
| 7 || [[Axe Rake]], [[Axe Twist]], [[Mighty Blow]], [[Gash]], [[Standing Slash]], [[Yetischlag]] || 160
 
|- align="left"
 
| 7<sup>1</sup> || [[Devastating Hammer]] || 180
 
|- align="left"
 
| 8 || [[Eviscerate]], [[Executioner's Strike]], [[Auspicious Blow]], [[Earth Shaker]], [[Galrath Slash]], [[Silverwing Slash]], [[Sun and Moon Slash]], [[Bonetti's Defense]] || 200
 
|- align="left"
 
| 9 || [[Furious Axe]], [[Skull Crack]] || 220
 
|- align="left"
 
| 10 || [[Backbreaker]], [[Final Thrust]], [[Dragon Slash]] || 240
 
|}
 
<!-- The only skills I haven't tested are: Auspicious Parry, Whirling Axe, Quivering Blade, Forceful Blow, Coward! and Dragon Slash  -->
 
<sup>1</sup> 4 "Schläge" in Spalten entsprechen nicht 4 "Schlägen" in Arterienabtrennung .
 
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.
 
<!-- Asked Ensign, he requested attribution (by name, but the link can't hurt). -->
 
 
 
===Gaining adrenaline===
 
Gaining adrenaline means every adrenal skill in your bar gains that many points. <br>
 
For every attack you make that hits, you gain 25 adrenaline points. <br>
 
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.<br>
 
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.
 
 
 
*{{Me}} [[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.
 
*{{Rt}} [[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.
 
<!-- You still don't lose adrenaline if you take 0 damage from an attack. -->
 
 
 
*Some warrior skills cause "...lose all adrenaline." These skills are: [[Hammer Bash]], [[Heavy Blow]], [[Wild Blow]], [[Final Thrust]], [["On Your Knees!"]], [[Battle Rage]], and [[Shove]].
 
*Any adrenal skill which is reset or disabled will lose all adrenaline and will not gain any new adrenaline until it has recharged.  [[Diversion]], and [[Shield Bash]] can be used to disable individual skills.  [[Blackout]] and [[Wail of Doom]] can disable multiple skills of an opponent.  [[Bestial Fury]], [[Primal Rage]], [[Shove]], [[Marauder's Shot]], and [[Tiger's Fury]] can disable your own skills.  [[Quivering Blade]] and [[Whirling Axe]] are disabled if blocked.
 
*{{Me}} [[Sympathetic Visage]] and [[Ancestor's Visage]] causes a loss of ''all'' adrenaline when an adjacent foe enchanted with it is struck.
 
<br>
 
 
 
==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==
 
 
 
*{{W}} With [[Berserker Stance]] you gain 30 points every time you hit in melee (instead of 25).
 
*{{W}} With [["For Great Justice!"]] all your adrenaline gain is increased by 50%, rounded down.
 
*{{W}} With [[Battle Rage]] you gain 50 points every time you attack.
 
*{{W}} With [["To the Limit!"]] you gain 25 points for each foe in the area (max 25...125).
 
*{{W}} With [[Wary Stance]] you gain 35 points every time you block an attack skill.
 
*{{W}} With [[Auspicious Parry]] you gain 25...75 points and block an attack.
 
*{{W}} With [[Dragon Slash]] you gain 25...100 points if you hit.
 
*{{W}} With [["You Will Die!"]] you gain 25...75 points if foe is below 50% health.
 
*{{r}} With [[Ferocious Strike]] you gain 25 points if your pet hits.
 
*{{Mo}} With [[Balthazar's Spirit]] you gain +2...5 points every time you take damage.
 
*{{N}} With [[Dark Fury]] you gain +25 points if you hit.
 
*{{Rt}} With [[Weapon of Fury]] you gain 5..41% more adrenaline and 1 energy per attack.
 
*{{P}} With [["Make Your Time!"]] you gain 25 points (max 100) for each party member in earshot.
 
*{{P}} With [[Anthem of Fury]] all allies within earshot gain 25..75 points the next time they use an attack skill.
 
*{{P}} With [[Focused Anger]] you gain 1..120% more adrenaline for 45 seconds.
 
*{{P}} With [[Natural Temper]] you gain 33% more adrenaline for 4..9 seconds whilst not under an enchantment.
 
*{{P}} With [[Signet of Aggression]] you gain 25 points if you are under the effects of a [[shout]] or [[chant]]
 
 
 
== Reference ==
 
Research done by Ensign and Silmor.  [http://www.guildwarsguru.com/forum/showthread.php?t=49539 Original GW Guru thread]. [http://www.team-iq.net/forums/showthread.php?tid=45 Further discussion and research].
 

Version vom 2. Oktober 2008, 13:11 Uhr