ArenaNet talk:Skill feedback/Paragon/Natural Temper

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You should also add, change adrenaline gain to 40%. 33% makes you 1% short of new strike of adrenaline after 3 hits. 3*33% = 99%. Otherwise, great suggestion. Though in light of FGJ! giving 100% bonus, and this one being conditional(no enchants), I'd rather see gain changed to 55%. (50% doesn't give another stike of adrenaline, because it gives 0.5 * 25 adrenaline points extra per strike, rounded down). --89.142.125.104 12:02, 13 March 2008 (UTC)

40% should work then. I just didn't want to raise adrenaline gain too far even though it is conditional since unlike FGJ, this can be keep up all the time by itself as long as the user has energy and it is almost impossible to interrupt or stop. --Harmony 01:27, 14 March 2008 (UTC)
FGJ gives 100% bonus about half of the time. This skill giving 55% all the time except when enchanted is perfectly comparable. Both are equally hard to stop. --89.142.126.88 12:18, 14 March 2008 (UTC)
While FGJ is a shout, Natural Temper is just a skill and isn't affected by anti-shout skills like Vocal Minority. Although not very commonly used, FGJ can be stopped by that. Also, FGJ is a warrior skill. With Natural Temper, you can choose a different secondary class. --Harmony 03:37, 15 March 2008 (UTC)
Even if you play a non-warrior secondary, you will still not use this crap. 1 extra adren per 10 sec? Conditionally? Hah. Waste of a slot. Even signet of agression is better. Also everywhere else you people claim paragon is overpowered because shouts can't be countered, and when Vocal Minority is brought up, you say that people don't bring that. And now you list it as counter to FGJ. LOLZ --Spura 14:21, 31 May 2008 (UTC)
Technically it would be more than 1 adrenaline per 10 seconds, since you build adrenaline separately for every adrenal skill on the bar, and this can stack with an attack-speed boosting stance. The only counter is anti-adrenaline skills or plain old blind/miss/attack-slow abilities. - Elder Angelus 20:49, 5 June 2008 (UTC)
When you use an adrenaline skill it decreases other adrenaline skills' pools by 1 strike. You don't notice this with attacks, because when you activate an attack you decrease ALL adrenaline pools by 1 and then regain that strike of adrenaline in other pools when the attack connects. So if you have 3 adrenaline attack skills all full, you can chain them. On the other hand non-attack adrenaline skills don't have that. So all adrenaline shouts, chants, and natural temper decrease ALL other skill's adrenaline pools by 1.
Since Natural Temper when used with spear and at 15 leadership will produce a total gain of 2 strikes of adrenaline (1.98 to be precise) and it will consume 1 strike off ALL adren pools when renewed, that makes the total net gain of this skill 1 stike of adren per 9 seconds. Sure it can be modified by IAS, but then again, we also need to consider nobody runs 15 leadership on a normal/spearmastery build. --Spura 21:54, 5 June 2008 (UTC)