Talk:Infuriating Heat

Infuriating Heat + Dragon Slash?
 * No. — ( ɔ \ ʇ ) uɐɥʇıǝɹ [[Image:Reithan_Sig.jpg|19px]] 19:59, 11 March 2008 (UTC)

Is it possible that the Infuriating Heat in Kourna is there for two reasons? First for style (an arid, windswept heath as Kourna is) and second for the Warriors and Paragons YOU are playing so there are not too disadvantaged while fighting Kournans. See, the Kournan Military has no use for this. It's like Winter in the Northern Shiverpeaks (atmosphere only) and Symbiosis in the Far Shiverpeaks (atmosphere: Rangers in symbiosis with nature / ruining 55HP monk farming). Noctarch 23:37, 4 June 2008 (UTC)
 * Uhm, late response but, no. Infuriating Heat is not only there for style or YOUR warrios and paragons, look at the kournan builds, their warriors an paragons use, if they have adrenal-skills in their builds, mostly high-adrenal skills. Winter in the Norhtern Shiverpeaks is mostly there because the centaurs have higher armor against cold damage and Symbiosis with the other centaurs because their monks mostly use enchantments and this gives them another advantage. Lou Wolfskin 15:09, 26 May 2010 (UTC)

Odd note
"Because this skill is effectively a percentage multiplier, it does not increase adrenaline gain from whole numbered skills, such as Signet of Aggression, Enraging Charge or even Dragon Slash. " Yes, as percentage multiplication obviously does not affect integers. ^_^. Is this just trying to say that adrenaline from skills is unaffected? If so note should be changed to something along those lines. --BlueNovember 16:29, 9 July 2008 (UTC)

If you have a Warrior uner the affects of Dark Fury. If you then used this ould you get 4 adrenaline a hit or would it be just 2 still? 195.93.21.35 13:20, 12 July 2008 (UTC)
 * S&M Spam please 149.254.200.219 00:34, 30 July 2008 (UTC)

Soothing?
Um, anyone know why soothing was made a related skill? I mean, it should be a counter or something, not a related skill. Crimmastermind 08:50, 13 July 2008 (UTC)
 * Because soothing is another spirit that affects adrenaline gain. FleshAndFaith 00:00, 29 July 2008 (UTC)

Anomaly
Adrenaline gain is capped at 100%. The reason this skill and "For Great Justice!" do not stack is probably because this is calculated as 100% more adrenaline, despite the description simply using the word double. I believe this is the case, and I can prove it with the descriptions of Migraine. In the normal description, it is called "100%" longer, but in the concise it is refered to as "double". So, assuming it is the same for this skill; they don't stack because it only takes one of them to reach the adrenaline gain cap. Um...Any questions? (I'll also be removing the anomaly now) 72.81.247.139 15:33, 29 July 2008 (UTC) That's the thing, though -- "For Great Justice!" (PvP) is NOT a percentage adrenaline multiplier skill. It simply causes the user to gain one extra strike of adrenaline upon landing a hit, which implies that it should stack with a skill that multiplies the amount of adrenaline gained. Only the PvE version of "For Great Justice!" would have cause not to stack with Infuriating Heat, as it is a multiplier. This is precisely the distinction that now exists between the PvE and PvP versions of "For Great Justice!". --STALWART 12:45, 22 August 2008 (UTC)
 * So does that mean that this would stack with percentage multipliers (like the PvE "FGJ!") even though it shouldn't, since though it's supposed to be a percentage multiplier it isn't? And does this double flat adrenaline gain from skills or just the normal adrenaline from auto-attacking? 81.109.179.84 17:07, 6 June 2009 (UTC)
 * Tested. This stacks just fine with For Great Justice! (PvP), but has no effect with For Great Justice! Infuriating Heat's effect is equivalent to Dark Fury, except that the Adrenaline gain from Infuriating Heat cannot be doubled by doubling effects (can't seem to get any effect from Furious mods at all). -~=Sparky  User Sparky, the Tainted charr sig.PNG  (talk)  22:50, 5 December 2009 (UTC)

Does this work with dark fury? or could some1 just make a list wich skills it works with and wich i wont

This skill
Sucks. Where the hell does it have any use? Like at all. Unless your doing some gimmick para team. Briar 13:26, 21 December 2009 (UTC)
 * Are you kidding? It's good synergy with any adrenaline using teammate and ridiculous synergy if their builds are made specifically to go with this skill. For example, a hammer warrior can completely recharge their combo just by using renewing smash, and it allows any attacker build to spam SY! with 100% uptime. The only bad thing about this skill is it won't make dragon slash recharge itself like FGJ can and it helps enemies but most areas helping foes won't be a big deal, and you can just take a single mesmer or rit skill in the party to adrenaline deny the enemies in areas where it would be. Necromas 15:33, 14 April 2010 (UTC)

Behavoir with other adrenal skills
Tested in isles as of 1/27/10


 * With just Infuriating Heat (IH), SY! took 4 hits to charge.
 * With just Mark of Fury (MoF), SY! took 4 hits to charge.
 * With just For Great Justice! (FGJ!), SY! took 4 hits to charge.
 * With IH and FGJ!, SY! took 4 hits to charge.
 * With FGJ! and MoF, SY! took 2 hits to charge.
 * With IH!= and MoF, SY! took 3 hits to charge.

With IH, FGJ! and MoF, SY! took 2 hits to charge.

So it does look like IH adds 1 strike of adrenaline (like is stated on the skill page) and can stack with MoF which does the same thing, but also has built in non-stacking with FGJ! This is just in case anyone was wondering exactly how it works. Also, I assume MoF works the same way as Dark Fury. --Thc 04:48, 28 January 2010 (UTC)