Adrenaline Master Guide (By DW>FrankyTheFly)
1. Overview
The Adrenaline Master is the most specialized class. The AM main role is to make and maximize weapons. Spawning with all the Artifacts, the Adrenaline Master unique abilities make him one of the most useful classes to make sure the team stays strong. Considering being the average class to achieve, the AM true power resides in the way he can use and consume his adrenaline. This class though is highly dependant of the Medic Master class because there is almost no way for them to regain their HP.
At low level, an Adrenaline Master will have a hard time staying alive because he has no HP regeneration abilities and he can’t use his Globe of Invulnerability yet. Be ready to die a lot at low level. Fortunately, his Recall skill will make him keep all his weapons when he dies and his Resupply skill will take care of his ammo regeneration. Use the lower wave to try making some good weapons using your unbreakable Magic Weapon Maker, thanks to Loaded Artifacts.
At medium and high level, an Adrenaline Master can rely on his adrenaline regeneration skills such as Adrenaline Drip, Energy Leech and Adrenaline Surge to use his Globe to survive the medium and high waves. At high level, an Adrenaline Master can use all his Artifacts to his advantage, make Energy weapons and use the Lightning Rod on lower waves, use the Triple Damage on medium waves and use the globe+triple damage together to survive high waves.
At critical moments, when the monsters level increase due to the death of low level players, the Double Magic Modifier (DMM) and Energy weapons can save the AM’s life, as long as he can leach enough adrenaline to maintain his Globe on. One of the best weapons for the AM class is the famous Vorpal Shock Rifle. Over-maxed (+1) and combined to the Double Magic Modifier, the Vorpal effect can go up to +22, making the Vorpal shock rifle one of the strongest weapons (no Triple Damage) a player could use. Be aware that each insta-kill from a Vorpal weapon only worth 1 experience point!
2. Starting stats and skills
The skills you should immediately buy for the Adrenaline Master class are:
- The Adrenaline Master class
- Loaded Artifacts (lvl 3)
- Resupply (lvl 1)
- Adrenaline Drip (lvl 1)
- Energy Leech (lvl 1)
- Recall (lvl 1)
- Awareness (lvl 1)
The stats you should start with are:
- Weapon Speed: 25
- Health Bonus: 16
- Max Adrenaline: 125 (needed for Adrenaline Drip)
- Damage Bonus: 25
- Damage Reduction: 5
- Max Ammo Bonus: 50 (needed for resupply)
* A current glitch make it so you actually don't need 50 Ammo Bonus to be able to buy resupply. Whether or not you want to put your points into Ammo Bonus is up to you.
3. Building up your character
* Recommanded order for maxing stats: Weapon Speed > Damage Bonus > Damage Reduction > Max Adrenaline > Ammo Bonus > Health
The first skill you should upgrade before anything else is Recall. Once you reach level 2, you will respawn with all the weapons you had when you died (unless you kill yourself). If you have enough confidence in yourself, you can stop there. Otherwise, buy level 3 so you will keep your weapons even if you commit suicide.
The first thing you should start upgrading after Recall is your Offensive Stats and skills. The offensive stats are Weapon Speed and Damage Bonus. The offensive skills are Resupply and Adrenaline Surge. Have in mind that the more weapon speed you have, the faster it consumes your ammo. Thus the recommended way when updating your weapon speed is to add 1 level of Resupply per 25 weapon speed, meaning once you have 100 weapon speed, your Resupply is maxed at level 4. The next step is Damage Bonus. You can either boost your Damage Bonus up to the max (290) or building a more balanced character by updating your damage bonus and damage reduction at the same time. If you decide to build your DB and DR at the same time, my recommendation is 2 DB for 1 DR, meaning at 290 db you will have 140 dr.
* Don’t forget to update your Max Adrenaline up to 150 to be able to max weapon with your Max Magic Modifier artifact. You should also buy Adrenaline Surge once you have enough damage bonus to do so (50 for lvl1 and 100 for lvl2).
The second thing you should upgrade is your Defensive Stats and your support skills. The defensive stats are Max Adrenaline and Damage Reduction. The Support skills are Energy Leech and Adrenaline Drip. Unlike the Weapon Master, it is a good thing to update your Adrenaline Bonus and your Damage Reduction together. Do not buy HP at low level, the sooner you can use the Globe of Invulnerability, the better. Now that you have 150 Adrenaline, my recommendation is 1 ADREN for 1 DR, meaning once you have 150 DR you will have 250 ADREN (don’t forget your Adrenaline level starts at 100, so it is a 1:1 ratio). Also, do not forget to update your Adrenaline Drip once you hit the 150 and 175 adrenaline levels as well as your Energy Leech. My recommendation is 1 level of Energy Leech per 25 Adrenaline, meaning once you have 225-250 adrenaline, your Energy Leech level will be maxed (5).
* Once you have 250 Adrenaline Bonus, you can now over-maxed your weapon to +1 with the Magic Modifier plus 1 artifact.
Now that you have maxed Weapon Speed, Damage Bonus and Damage Reduction, it’s time for the Support Stats and skills. The support stats for the AM class are Health Bonus and Max Ammo Bonus. The support skills are Cautiousness, Iron Legs, Quickfoot, Speed Switcher, Power Jump, Airmaster, Awareness and Ghost. Those skills will help you survive in the field, dodge projectiles and enhance your movements. Now, once again, you have the choice. You can wait and max your primary skills and stats before even getting those skills or you can buy those skills and work on your primary skills at the same time.
If you chose to wait and max your primary skills and stats, then the first thing you should get are Quickfoot and Ghost. Quickfoot is truly amazing. It makes you run faster (5% more faster per level, goes to level 5) and can help you get those Experience Shards. As for Ghost, it will give you a second live per wave, increasing your survival chance by a factor of 2.
After that, you should concentrate on acquiring Awareness and Speed Switcher. Awareness will help you pinpoint the monsters and show their location through fog and vegetation. At level 2, you’ll be able to visualize the monster’s HP numerically, meaning you can now tell the moment Lucifer has low HP and shoot that deamer to get the kill. Speed Switcher will accelerate your weapon switching speed, which is a must when fighting monsters in the field.
Finally, go for Power Jump, Airmaster, Cautiousness and Iron Legs. Power Jump makes you jump 5% higher per level, up to level 3. Some roof tops are now easy to reach without the use of the translocator. Airmaster will improve your dodging skill in mid air. Cautiousness will give you an additional 15% DR on your OWN DAMAGE ONLY. At level 5, you won’t fear your own deamer or your own mine layer anymore. As for Iron Legs, it will reduce the amount of damage you take from falling, which is useful in some maps.
If you choose to update those skills and your primary skill simultaneously, then my recommendations are:
- 1 level of Quickfoot per 50 DB, starting at 100 DB
- 1 level of Cautiousness per 50 DR, starting at 150 DR
- 1 level of Power Jump per 2 level of Quickfoot
- 1 level of Airmaster per level of Quickfoot, starting at level 2
You should also buy Ghost around level 150-175, max Speed Switcher after maxing Damage Bonus and max the Awareness skill after maxing Damage Reduction.
* While updating your support skill, you should also update your Health Bonus and Max Ammo Bonus. Try buying them in a 1:1 ratio.
Finally, once you got all this, you should be around level 350. Now is the time to get Ultima skill and all other non-usefull skills like Smart Healing, Shields Up!, CounterShove and Retaliation.
4. Survival Tactics
At low level (25-100)
The Adrenaline Master tactics for survival at low level generally depends of the current map and the number of good Medics in the level. On lower waves (1 to 4), use the Mine Layer (if it’s available), the Shock Rifle and the Lightning Gun (also if it’s available) to get rid of monsters. Try making infinite weapons like the mp5 and the Link Gun since your Ammo Bonus and your Resupply level might be low. Also try to get a Healing weapon like the Flak Canon or the Rocket Launcher to heal yourself if no Medics are around.
On medium waves (5 to 8), you need to watch yourself, because some monsters can kill you easily if your DR is bellow 200. Lay a translocator somewhere if you’re in trouble, and ask for Medic if your HP is low. Try making some Energy weapons like the Mine Layer or the Flak Canon to regenerate your adrenaline. If you’re lucky enough to make a Vorpal Shock Rifle or Lightning Gun, then your chance of getting kills on this wave and higher waves will considerably increase. If you have enough DR, use your Triple Damage with your Flak Canon or Mine Layer of Energy against the ground monsters and the mp5 of Infinity against the flying monsters. If your DR is low but you have 200 adrenaline or more, then you can use your Globe of Invulnerability with your Mine Layer or Flak Canon of Energy to survive in the field. Otherwise, try finding a camping spot and use your long range weapons like the Vorpal shock rifle or Vorpal lightning gun to kill the monsters from a distance.
On high waves (9 to 12), it’s time to hide. Don’t try to play hero as you don’t have enough DR or HP to resist multiple shots and using your Globe in those waves is not easy because the monster’s DR is high. Find a safe spot and use your long range weapon or the Mine Layer of Energy (if you own one) to eliminate the monsters. Use your Triple Damage whenever you can to increase your kills.
On very high waves (13 to 15), you should hide somewhere so the monsters can not see you and use the Mine layer of Energy or the Vorpal ligning gun if you have one. Shooting a monster with any long range weapon will get their attention and 1 shot will probably kill you, so prepare to activate the Globe at any moment.
On Lucifer wave (16), use the Link Gun of Infinity and link someone who is high level. If you have an mp5 of Infinity, you can try shooting Lucifer if some Tankers are in the field distracting them.
At medium level (100-200)
The Adrenaline Master tactics for survival at medium level generally depends on the team average level and the weapons he makes. The lower waves (1 to 4) should not pose any problem, as you have enough DR to resist shots from monsters in those waves. Try making the Mine Layer or the Flak Canon of Energy and a Vorpal shock rifle in those waves.
At medium waves (5 to 8), you should now have enough DR to resist most of the incoming shots, but the danger resides in the team configuration. If an insufficient number of players are connected, more monsters will target you, thus multiple shots from monsters in those waves can kill you because your HP is not maxed yet. If this ever happens, activate your Globe of Invulnerability and use your Mine Layer or the Flak Canon of Energy to keep your Globe on. If a lot of players are connected and the average level is low enough, then this wave should not pose any threat. Try making the Link Gun or mp5 of Infinity if you have low Ammo Bonus or Link Gun of Energy and mp5 of Petrification if your ammo bonus is 200+. Also, a Vampiric weapon like Rocket Launcher or Minigun may come in handy to regain your HP.
At high waves (9 to 12), you should continuously use your Globe of Invulnerability and use your Triple Damage at the same time if you can. Without any HP regeneration ability and with the infamous titan’s rock, you simply can’t just rely solely on your high DR to keep you alive, thus using your Globe is the only way to protect you efficiently. If you have 250 adrenaline or more, do not forget to over max +1 your weapon like Energy and Vorpal. Having Ghost around level 150 will also improve your chance of survival in those waves.
On very high waves, (13 to 15) it may be hard to use the Globe and Triple Damage together, specially in wave 13 because of the high DR raptor and triple resistant volcanic slith. It is better to use your Globe and Double Magic Modifier in those waves. Nothing will give you more adrenaline then a flak of Energy +8 and the Vorpal Shock Rifle +22 can kill those triple resistant volcanic sliths without problem. If you have an mp5 of Petrification, use it against the seekers, it’s purely devastating.
On Lucifer wave (16), if you have a Flak Canon of Energy, you can tank Lucifer. If you prefer using the link gun, find a safe spot and ask for someone to link you. Your Energy Leech should keep your adrenaline up if you use the Triple Damage with an Link Gun of Infinity, but not the Globe of Invulnerability. If you prefer using the Link Gun of Energy instead, you can use the Triple Damage and Globe without any problem (if you have the ammo of course).
At high level (200+)
The Adrenaline Master’s survival tactics at high level now exclusively rely on luck. The lower and medium waves (1 to 8) should not pose any threat now. The high (9 to 12) waves can still pose some threat if you have no Energy weapons in your arsenal. If you have the Mine Layer or the Flak Canon of Energy, then you don’t have to worry. However, if it’s not the case, use your Quickfoot-Power Jump-Airmaster skills to dodge the incoming projectiles as much as possible and use your booster combo to regain HP. The very high waves (13 to 15) will be touchy if you don’t have any Energy weapons. If you don’t own any, then find a safe spot and shoot the monsters from a distance with the Shock Rifle or the mp5 using your Triple Damage.
On Lucifer wave (16), if you have the Flak Canon of Energy, then you can tank Lucifer easily. If you choose to link, you should now have enough Ammo Bonus (300+) to use the Link Gun of Energy instead of the Link Gun of Infinity and use the globe+triple damage with it. If some people link you, then your chance of getting the Lucifer kill rise up significantly.
5. Doubling the magic
One thing the Adrenaline Master can do is temporary doubling the magical property of weapons. The artifact used for this is called the Double Magic Modifier (DMM). Be aware that it is not a permanent effect; therefore, doubling a weapon requires adrenaline continuously. The DMM actually consumes adrenaline like the Triple Damage and it also can not be used with it. Doubling a weapon may save your life and increase your kills. The best modifiers to use the DMM are as follow:
1. Energy
Probably one of the most useful modifiers to double, the doubled Energy weapon will resupply the adrenaline meter of an Adrenaline Master at a tremendous rate. Doubling an Energy weapon can be a life saver when your adrenaline level becomes dangerously low while using the Globe of Invulnerability in a pack of high level monsters.
2. Vampiric
Doubling a Vampiric weapon can be useful if you want to quickly regain your HP if no Medics are around to heal you. The doubled Vampiric weapon will be equivalent to the WM Vampirism skill level 10.
3. Vorpal
The most powerful modifier to double, Vorpal +22 can literally “destroy” the monsters. The amount of damage of Vorpal +22 is equal to 220%. It is without any doubt one of the most efficient way to kill the raptor and the infamous triple resistant volcanic slith. Like an energy-Redeemer combo for the WM, the Vorpal Shock Rifle +22 is the one weapon that can save an AM life when the monster level increase beyond the critical point where Energy weapons become useless. Why? Simple! The vorpal effect work the same way on monster, no matter the amount of DR they have, and since the AM class have the Adrenaline Surge skill doubling the amount of adrenaline for killing, the Vorpal +22 can keep your adrenaline meter up in this unique situation.
* Update (june 2009): The way the Double Magic Modifier works on Vorpal has been adjusted for balancing purpose. Before, a +6 vorpal had 1% chance of insta-kill, a +11 vorpal had 6% chance of insta-kill and a +22 had 17% chance of insta-kill. Now, a +6 have 4%, a +11 have 8% and a +22 vorpal have only 12% chance of insta-kill.
** Update (November 2009): Due to extensive amount of abuse of Vorpal Lighning Gun/Sniper Rifle/Shock Rifle from noob players (8% chance of insta kill for any +10 Vorpal = too much power in a noob hand), Vorpal Modifier statistic is back to old value. Meaning Vorpal +6 have now only 1% chance of insta kill insteed of 4% and Vorpal +10 have 5% chance of insta-kill instedd of 8%. Also the doubled Vorpal actually now have 17% chance of insta-kill at +22 insted of only 12%.
*** Update (June 2010): Vorpal in combination with Double Magic Modifier now give a 0 score value uppon insta-kills. Anything over a +11 will not give any point in score when insta kill a monster. The player will still receive a score if the kill have been performed without insta-kill (by damage) and the adrenaline reward remains unchanged. The multi kills experienced bonus also remain unchanged.
4. Poison
Another modifier only usefull when doubled. Poison is not really powerful in therm of damage (only 2% per +) and it’s max regular plus value is 4. In most situation the monster level is low due to the amount of low level player on the server making Poison weapon pretty much worthless since monster can be killed really fast with any other weapon (ie: the poison effect is to slow at +4 to be effective in reality when the monster level is low enough so that they are easy to kill). So when does Poison become useful you may ask? Since poison effect (drain hp over time) totally ignore monster DR or level it become really effective on high level monster (200+ levels). A Poison +10 can reduce a titan HP from 1400 to 70 (poison effect stop at 70 HP) in 2 seconds. Since high level monster DR is so intense (any hit from any weapon take 1 HP!) then reducing their HP with a Poison +10 can give you a better chance to get a kill and get some adrenaline to keep fighting.
5. Piercing
Piercing is already useful even without being doubled. Piercing weapon partially ignore Monster's Damage Reduction witch is very effective on high level monster (200+ levels). A doubled Piercing weapon is twice more efficient therefore it is a good tactic to switch to a Piercing weapon when a doubled Energy weapon become inefficient when the monster level is beyond 200+. Remember taught that a doubled Vorpal will still give faster adrenaline then a doubled Piercing.
6. Rage
Very powerful, a doubled Rage weapon can be used with the Globe of Invulnerability. The damage of Rage +22 is comparable to the Vorpal Modifier, but without the support of the Globe, it can be very harmful since it drains the user’s HP at each hit. Applicable to the Flak Canon, the Mine Layer or the mp5, the doubled Rage weapon can easily get rid queen and titans. However, a Flak Canon of Energy is still better on wave 13 and over.
* Update (November 2009): Immolation Modifier have been revert to the old one and is now called Rage. Rage have the same amount of damage then Immolation but drain more HP from the user for balancing purpose.
7. Poison + Piercing
A very unique combination recently discover and proved useful against high level Monster (200+). Combining a doubled Poison weapon with a Piercing weapon is has effective against high level monster has a doubled Vorpal is. The trick in this combination is to use the Poison weapon on high level monsters until their HP is reduce to near death then finish em off with a Piercing weapon. Performing this trick in the can give enough adrenaline to an Adrenaline Master so he can survive using the Globe and wait until the wave timed out. Like an energy-Redeemer combo for the WM and the Vorpal+22 tactic, the Poison-Piercing combination can save an AM life when the monster level increase beyond the critical point where Energy weapons become useless.
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