Adrenaline

From Darkan
Revision as of 16:19, 11 October 2012 by imported>Joeytje50 (not a stub)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Adrenaline is a combat mechanism included in the Evolution of Combat, a replacement of special attacks.

Adrenaline is shown in yellow bars above the action bar and below the player's life points bar. Normal attacks and Threshold abilities increases adrenaline slowly, Basic abilities increase it quickly, and Ultimate abilities fully drain it. Eating food reduces it with each bite. For the various abilities, see Beta:Ability book.

Adrenaline is used to determine what abilities are available; Basic abilities can be used without any adrenaline available. Threshold abilities are unlocked after the adrenaline bar is 50% charged or more. Ultimate abilities become available at 100% adrenaline, but using them drains the bar completely.

The adrenaline bar increases according to your DPS (damage-per-second). A higher DPS means more adrenaline is gained quicker.

Adrenaline potions, previously known as Recover special, boost your adrenaline.

When a player is out of combat for about 15 seconds, the adrenaline bar rapidly drains back to zero.

Tips

Pausing adrenaline

Players may want to pause their adrenaline by staying in combat stance while not in combat. There are several ways to do that.

  • Be poisoned. The player would count as in combat for 40 more seconds after the first poison hit assuming they don't get poisoned again.
  • Using Preparation, which requires a shield but only has a 5 second cooldown.
  • Using Detonate, which freezes the player in combat stance as long as they don't click the ability the second time. However, this immobilizes the player.

Artificial adrenaline

Players may take a step further and generate adrenaline even while not in combat. While adrenaline potions is the most obvious method, players could pull this off with abilities.

While Preparation and some other abilities like Resonance, Reflect, Revenge, Anticipation and Freedom could be used any time, this only pauses adrenaline. In order to generate adrenaline, the player must have an opponent, preferably when neither the player and the target cannot reach each other. Therefore, it is optimal for melee against melee settings, and good for locations with "safe areas", like the small room before the main chamber of the Ancient Prison, which might be useful even for medium-high level players, due to the masses of monsters within with deadly special attacks.

It should be noted that most of the abilities that could be used while the player cannot reach their target requires a shield. Doing those without this requirement would likely not be enough to sustain combat stance.

The player must engage their opponent, run to a safe area and repeatedly use the listed abilities. Preparation is a must due to its extremely short cooldown time, but adding in others makes it faster. However, the player would usually get a full adrenaline bar before Rejuvenate finishes its cooldown (60 seconds).

Another method is to engage a nearby weak monster; in order not to kill them too quickly, players using melee and ranged could use magic abilities to their advantage. As long as they did not autocast a spell recently, any magic ability would miss, meaning that as long as the target survives the first hit (players could unequip their weapons) they could hit it repeatedly to boost adrenaline. This has an advantage over the above method is players could re-enter combat stance even if they accidentally get out of it.