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  1. #1
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    Default Adrenaline and Momentum Swing issues

    So after leveling my tempest through 6 EDs I am finally in what I thought would be my primary (FotW). I was told FotW works much better with TWF than LD and was given the impression this is because adrenaline affects both weapons. This was very exciting to me.. until I used adrenaline.

    First, it has a very long activation it seems, similar to using a boost. Next, it doesn't seem to affect off hand attacks, cleaves, or even momentum swing (I lack the fate pts to twist lay waste yet). When I use momentum swing it burns the adrenaline use but doesn't seem to actually up the damage at all. The only thing I've gotten from adrenaline is a single swing big number... for which I'm probably losing 4 attacks (2 swings primary and off hand). This seems.... less than stellar. Can anyone confirm what adrenaline does and doesn't work with and whether there is anything I'm missing or doing wrong?

  2. #2
    Community Member Feithlin's Avatar
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    At the 1st tiers, adrenaline doesn't feel much impressive, but it gets bigger and bigger. At the end, it's an almost guaranteed critical with 400% damage. You will feel the effect !
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  3. #3
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    So I just did a little testing and confirmed I'm only getting adrenaline on the first target of a cleave. To me this is a ripoff since the cleave is "my next attack" it should affect them all. I was wrong about it not working with MS, I just can't seem to crit ever on MS+adrenaline despite the very very high crit chance (does MS +3 range stack with the +2 from adrenaline?). Still, adrenaline very slow to trigger and MS very slow animation, so I can't help but think that the # of attacks I lose with this combination may out weight the big single swing. But... maybe not.

  4. #4
    Community Member Partydeluxe's Avatar
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    For me the biggest benefit from adrenaline is this:

    Tier 4 FotW
    Overwhelming Force: Passive Bonus: Melee attacks under the effect of Adrenaline knock down [2/6/10] seconds.
    Note: While knocked down by Overwhelming Force, the enemy is considered helpless.

    Punching something for 2000dmg and stunning it at the same time is absolutely amazing on EEs and works on almost everything, including orange-named and undeads (helpless damage on undead!).
    Sarlona Deluxe
    Axess (high dps/versatility [TR1]) ~ Nimmuz (cleric) ~ Roboboogie (spellsword [TR1])
    Partydeluxe (bard [TR1]) ~ Partywiz (WF AM [TR1])

  5. #5
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    Quote Originally Posted by Partydeluxe View Post
    For me the biggest benefit from adrenaline is this:

    Tier 4 FotW
    Overwhelming Force: Passive Bonus: Melee attacks under the effect of Adrenaline knock down [2/6/10] seconds.
    Note: While knocked down by Overwhelming Force, the enemy is considered helpless.

    Punching something for 2000dmg and stunning it at the same time is absolutely amazing on EEs and works on almost everything, including orange-named and undeads (helpless damage on undead!).
    Excellent point!!

    +1

  6. #6
    Community Member whereispowderedsilve's Avatar
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    Quote Originally Posted by Partydeluxe View Post
    For me the biggest benefit from adrenaline is this:

    Tier 4 FotW
    Overwhelming Force: Passive Bonus: Melee attacks under the effect of Adrenaline knock down [2/6/10] seconds.
    Note: While knocked down by Overwhelming Force, the enemy is considered helpless.

    Punching something for 2000dmg and stunning it at the same time is absolutely amazing on EEs and works on almost everything, including orange-named and undeads (helpless damage on undead!).
    Does this(Overwhelming Force) work with handwraps? Please & thanks in advance! :P! ! Cheers!
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  7. #7
    Community Member Partydeluxe's Avatar
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    I don't have a wrap user so I have no way to confirm that, sorry.
    Sarlona Deluxe
    Axess (high dps/versatility [TR1]) ~ Nimmuz (cleric) ~ Roboboogie (spellsword [TR1])
    Partydeluxe (bard [TR1]) ~ Partywiz (WF AM [TR1])

  8. #8
    Community Member Vellrad's Avatar
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    Quote Originally Posted by Partydeluxe View Post
    For me the biggest benefit from adrenaline is this:

    Tier 4 FotW
    Overwhelming Force: Passive Bonus: Melee attacks under the effect of Adrenaline knock down [2/6/10] seconds.
    Note: While knocked down by Overwhelming Force, the enemy is considered helpless.

    Punching something for 2000dmg and stunning it at the same time is absolutely amazing on EEs and works on almost everything, including orange-named and undeads (helpless damage on undead!).
    This is bugged somehow, and don't work as described

    Anyway, for me, adrenaline is meh until you can buy enhancement allowing it to regenerate on vorpals.
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  9. #9
    Community Member Partydeluxe's Avatar
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    Quote Originally Posted by Vellrad View Post
    This is bugged somehow, and don't work as described
    You mean it's bugged for wraps? It certainly isnt for khopeshes

    Quote Originally Posted by Vellrad View Post
    Anyway, for me, adrenaline is meh until you can buy enhancement allowing it to regenerate on vorpals.
    Fury eternal (tier 5) is needed to keep throwing those adrenalines, yes
    Sarlona Deluxe
    Axess (high dps/versatility [TR1]) ~ Nimmuz (cleric) ~ Roboboogie (spellsword [TR1])
    Partydeluxe (bard [TR1]) ~ Partywiz (WF AM [TR1])

  10. #10
    Community Member Vellrad's Avatar
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    Quote Originally Posted by Partydeluxe View Post
    You mean it's bugged for wraps? It certainly isnt for khopeshes
    There was someting about duration or wrong description.
    Quote Originally Posted by Originally Posted by Random Person #2 View Post
    People who exploit bugs in code are cheaters cheaters cheaters. And they are big fat ****yheads too.

  11. #11

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    Quote Originally Posted by Inouk View Post
    (does MS +3 range stack with the +2 from adrenaline?)
    Ah, that explains your skepticism about adrenaline. You're only at tier 0.

    At tier 5 it's +16 to critical range, so stacking is irrelevant. You crit on a 2 (1 is always auto-miss, of course) unless you use picks/axes/bludgeon. In which case you crit on a 3.

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