Talk:Dark Fury

I must confess, this skill's description confuses me. Does this mean that for a period of five seconds, the first time each party member in the area of effect hits a foe, they gain two stikes of adrenaline (one from the normal hit, and one from Dark Fury)? Or the first time ANYONE hits a foe, they gain two strikes and then the effect ends for everyone? Or does it last, perhaps, for more than one hit each (after all, it's a damn costly skill for just one strike of adrenaline, and it certainly wouldn't be the only skill to have a flawed description...), which would make it more worthwhile (I mean, honestly, that's a nasty sacrifice for a single hit of adrenaline, don't you think? I'm hard-pressed to think of a case which would make this skill more useful than, say, Order of Pain)... can someone clarify this for me, please? 24.162.20.232

I've heard people say that the descrition is wrong and the area of effect is radar range. Anyone test this out? -RotJ 23:44, 27 November 2005 (UTC)


 * Heh, never noticed either of these questions, so this probably won't be very useful: the enchantment lasts the full 5s, and every hit yields +1 strike, and the range is radar.
 * About the edit I removed, I don't think it's suited for dark aura in any way other than it sacrifices. The note about being at the "front line" was either referring to the range, which isn't right, or dark aura.  --Fyren 14:46, 1 January 2006 (UTC)
 * About the edit I removed, I don't think it's suited for dark aura in any way other than it sacrifices. The note about being at the "front line" was either referring to the range, which isn't right, or dark aura.  --Fyren 14:46, 1 January 2006 (UTC)

This is possibly the most useless skill for necromancers. 5 seconds of adrenaline gain is very low for the amount of sacrifice you give (not to mention the 10 energy you use). If anything it should be 8% or 10% sacrifice not 17%.--Life Infusion 01:39, 12 March 2006 (CST)