Talk:Battle Rage

The second and third paragraph in the notes are generic warrior tips. They should be moved to the warrior tips or Adrenaline tips. --Karlos 14:33, 15 Oct 2005 (EST)

Usage Notes
Is there any standard for giving %-boosts? FGJ + Battle Rage gives a 3x increase of adren per attack (75 instead of 25). Just wondindering what is best to write, a 200% "boost" (which it was originally), "300% adrenaline gain ..." (as it is currently), or something completely different? F.ex. dropping the %'s entirely, and instead writing "resulting in three times as much adrenaline gained from successfull attacks compared to the normal amount"? My main point being it might be hard to understand the difference between a "boost", not including the 100% normal amount, and the total modified value, as the last few edits have shown. --Rydier 09:09, 24 June 2006 (CDT)

Note
This note wa sput in this skill's usage notes when it does not really pertain to battle rage, I am placing it here in case author wants to use it where it fits more:

''Note that stances get overwritten by the Battle Rage stance and that Battle Rage ends if you use a non attack skill! This restricts energy based skills to up to 4 attack skills and up to 2 maintaineded enchantments or you will just lose all adrenaline and Battle Rage!

However, this approach can be easily countered. It is more vulnerable to spells that slow your hit rate. Also Soothing Images would virtually render you useless, and coupled with Ethereal Burden or Hamstring would make you nearly harmless. In these situations, focus on your energy-bases skills and target the character squelching your adrenaline. Another simple counter would be any attack that knocks you out of your stance, like Wild Blow.''

--Karlos 20:03, 15 Oct 2005 (EST)

Vigorous Spirit, Watchful Spirit
What kind of newbie added that last note?

Consider using Vigorous Spirit, Watchful Spirit or another monk enchantment to heal yourself while fighting and not disrupting the flow.

I'm deleting it.

--Lim-Dul 20:43, 16 November 2006 (CST)
 * 1) It doesn't have ANYTHING to do with Battle Rage - rather with melee combat in general
 * 2) It only applies to friggin self-healing WaMo paladins
 * 3) It only applies to RA and maybe AB, where you can't rely on a Mo to heal you
 * 4) Not to mention the fact that it promotes lame tactics as if the Ws main job was to heal himself...
 * It has a lot to do with Battle Rage, actually. Battle Rage kills your adrenaline when it ends, so you want to keep it from ending as much as possible. The line you trashed was just a poor way of expressing this general sentiment: "Once you enter Battle Rage, doing anything other than attacking will cause you to lose all your adrenaline. Therefore, you want to use continuous effects for all that utility stuff." &mdash; 130.58 (talk) 15:04, 4 December 2006 (CST)
 * But it doesn't end on a skill. You can cast anything you want.  It's not going to kill the stance.141.166.224.12 17:04, 19 February 2007 (CST)

Adrenaline
An anonymous user changed the notes (presumably because ANet said adrenaline gain is capped at +100%), but it doesn't really work that way. Battle rage and FGJ will stack. Battle rage, FGJ, and infurating heat will all stack even. Either the mechanics or what ANet said are presumably wrong. --Fyren 07:53, 13 December 2006 (CST)
 * After testing with a limited number of skills (using the points required detailed in Adrenaline), I'm forced to concede to Fyren on this issue. Either Battle Rage doesn't increase the percentage gain (and instead provides an additional strike of adrenaline akin to Dark Fury), or the mechanics detailed in the update are wrong. 220.233.103.77 02:06, 14 December 2006 (CST)