Talk:Frenzy (warrior skill)

From Guild Wars 2 Wiki
Jump to: navigation, search

This is a very manly skill. Vald Wednesday User Valdimir newsigicon.png 18:25, 2 June 2010 (UTC)

Very brave indeed. Reaper of Scythes** User Reaper of ScythesJuggernaut1.png 20:09, 2 June 2010 (UTC)
A very womanly skill, too. Just ask my warrior. That aside, I think we may be learning something else from what's been said about this skill: It fills the adrenaline gauge. Meaning, there will be an actual gauge for it, unlike GW1. This could also mean that all adrenal skills draw from a common adrenaline "pool", instead of individual skills charging up and emptying seperately. Arshay Duskbrow 20:42, 2 June 2010 (UTC)
An interesting deduction. I hated playing war when i started, just because adrenaline was so hard to measure for my noob mind back then. Vald Wednesday User Valdimir newsigicon.png 20:47, 2 June 2010 (UTC)
I'm pretty sure they use the term Adrenaline Gauge when refering to the GW1 type, two. Also, the skills do take from a combined pool, of sorts. Zolann The IrreverentUser Zolann The Irreverent Mysterious Summoning Stone.png 20:48, 2 June 2010 (UTC)
I assume they would make it easier to determine, though. And the only "pool" they shared was the fact that whenever you used an adrenaline skill, all the others lost one point. Vald Wednesday User Valdimir newsigicon.png 20:53, 2 June 2010 (UTC)
They all gain the same amount at the same time, too. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 22:21, 2 June 2010 (UTC)
An actual "pool" would function differently. Adrenaline skills could be used repeatedly and in any order as long as a common reserve of adrenal power was remaining. Arshay Duskbrow 00:18, 3 June 2010 (UTC)
An actual "pool" would be the same thing we have for energy, only opposite (would start at 0 and have adrenaline degeneration). Oh, and it would fill up by hitting or being hit. This would never work with our current adrenaline system, unless you like being hit by Eviscerate x 10 (thank goodness we don't have an actual pool!)... so like most skills drawing from pools, adrenaline skills would need a recharge time. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 02:35, 3 June 2010 (UTC)
It all depends on how the adrenaline skill cost is balanced against the size of the pool. Eviscerate x 10 would be a pool of 80 adrenaline. That's obviously way too much. Think more along the lines of, say, 25. Even at max, you couldn't use more than 3 or 4 high-power skills in a row, but you'd have more flexibility in deciding which to use. Arshay Duskbrow 03:19, 3 June 2010 (UTC)
That was a hyperbolic statement. You'd be fine getting quarter-knocked by Devastating Hammer eight times in a row? (This is not a hyperbolic statement.) -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 15:00, 3 June 2010 (UTC)

(Reset indent) Again, too high. DevHam x 8 = 56. Anyway, I never suggested that such a system be grafted right onto GW1's skills. That would be ridiculous. I'm just saying that - properly balanced - it could be a viable alternate way to handle the adrenaline mechanic in GW2. Arshay Duskbrow 22:46, 3 June 2010 (UTC)

Not too high. Starting from 25 adrenaline (25a): -8 for DH (17a), +1 for hitting with DH (18a), +2 for a regular hit & Protector's Strike (20a), -8 for DH (12a), +3 for hits (15a), -8 for DH (7a), +3 for hits (10a), -8 for DH (2a), +23 for Frenzy (25a), repeat (and if Frenzy recharges in 12 seconds or less, it can be used to start the combo from 0 adrenaline and infinitely chain KDs). Which is exactly why I said that adrenal skills would need recharge times just like other "pool" skills. In relation, how about getting hit by seven or eight Liquid Flames in a row from a single elementalist (comparatively a medium-cost skill, hence twice as many uses)? Point: "properly balanced" skills drawing from pools include recharge times or every skill being Flare. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 22:00, 14 June 2010 (UTC)
Of course, this is all irrelevant now that the new adrenaline system has been revealed (although, they never confirmed or denied that SA+G+FT, Stomp, etc. use adrenaline, energy, or anything at all). -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 22:09, 14 June 2010 (UTC)

I seem to recall Frenzy being mentioned as a healing skill, somewhere in an early interview or article. I'm not saying that it heals the user, but instead could be put into a player's healing skill slot. Does anyone else remember this? -- 16:57, 11 June 2010 (UTC)

No no, because then you wouldn't have room on your bar for Mending. 08:00, 27 March 2011 (UTC)

Article: "The tooltip is inaccurate and Frenzy lasts 5 seconds. Sure-Footed does not affect the duration of Frenzy." I just tested Frenzy several times and it now lasts for 4 seconds, but it is still not affected by Sure-Footed so it stays at 4 seconds with or without the trait skill. 08:00, 28 December 2012 (UTC)

Effect or boons[edit]

Any idea if this skill causes its own effect or swiftness and fury? Mediggo 11:42, 8 September 2011 (UTC)

I saw that the Zealot's Fervor special skill from the Tome of Wrath Guardian Elite is meant to grant 'Frenzy', so maybe it is another boon after all. Ecker 15:04, 16 December 2011 (UTC)

Damage taken increase[edit]

Does anyone know if the 50% increase in damage taken is only direct damage or does it include condition damage? It would be safe to assume both but we know that condition damage isn't mitigated by armor. 08:43, 5 August 2012 (UTC)


Not working with KS. Anyone else notice this? Or is it meant to be that way..? Puk 11:03, 25 November 2012 (UTC)

Just tested it and it currently does apply to Kill Shot. 08:00, 28 December 2012 (UTC)