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Balancing Food and Adrenaline

Info

Adrenaline is used to determine what abilities a player may use. A player generates adrenaline through auto-attacks and Basic abilities. Threshold abilities require 50% adrenaline and drain 15% when used, and Ultimate abilities require the whole bar and drain it completely. When a player is out of combat for 10 seconds, their adrenaline bar rapidly drains back to zero.

 

Logging out or hopping worlds will reset the player's adrenaline, regardless of how long they are logged out for.

 

Gaining and using adrenaline

These are all the actions that influence a player's adrenaline.

  • Auto-attack with main-hand: +2%

  • Auto-attack with off-hand: +1%

  • Auto-attack with two-hand: +3%

  • Auto-attacks need to deal damage to grant adrenaline, while abilities do not.

  • Magic two-handed auto-attacks will always give +2% adrenaline, Ranged two-handed auto-attacks will always alternate between +2% and +3%, and Melee two-handed auto-attacks will always give +3% adrenaline.

  • Basic ability: +8%

  • Basic ability with the Reduced Adrenaline handicap in the Dominion Tower: +6%

  • Threshold ability: -15%

  • Ultimate ability: -100%

  • Out of combat: -5% per tick

  • Consuming food: -10% (only when fighting a target)

  • Regenerate: -10% per tick

  • Super Guthix rest: +15%

  • Adrenaline potion: +25%

  • Sap Spirit: -%? to target

  • Leech Adrenaline: +%?

  • Enchanted ascendri bolts special: +1% per hit

 

Equipment that helps

  • Ring of vigour: Saves 10% adrenaline after using an ultimate ability and allows special attacks to be executed with only 90% of the required adrenaline.

  • Asylum surgeon's ring: Gives 10% chance to prevent adrenaline loss when using threshold abilities and a 40% chance of saving a quarter of a special attack's original adrenaline cost.

  • Invigorate auras: Saves 2.5% adrenaline after using an ultimate ability. Grants an additional 2.5% adrenaline per tier of aura up to 10%. Stacks with the Ring of vigour.

  • Inspiration aura: Successful attacks to fill an extra 0.5% of your adrenaline bar.

  • Ring of death: Gives a 50% chance to gain up to 5% adrenaline when defeating a target.

  • Tireless blood essence: Gives a chance to gain 2% adrenaline when defeating a target. It can be activated to gain 15% adrenaline.

  • Adrenaline urn: Stores up to 1000% adrenaline which can be used up to maintain a full adrenaline bar after leaving combat.

Adrenaline stalling

In some situations, a player may want to preserve their adrenaline while not in combat. This is frequently done in the God Wars Dungeon when waiting for boss respawns or when Dungeoneering.

To adrenaline stall, one maintains their combat stance by using certain abilities that are available outside of combat. These are:

  • Anticipation

  • Freedom

  • Escape or Surge (share a cooldown).

  • Resonance (requires a shield)

  • Preparation (requires a shield)

  • Devotion, Revenge, Reflect (threshold ability, requires 50% adrenaline, doesn't use 15% adrenaline outside combat)

    • To be able to use these threshold abilities outside of combat your previous main target has to die or you lose the target by dropping out of combat stance (over 10 seconds out of combat) for a second and losing 5% adrenaline, then using these abilities

To stall effectively, one must use an ability only when their combat stance is about to end. Combat stance lasts for 10 seconds after combat ends.

If in a location preventing the use of movement abilities, one can only stall for a short time because of cooldowns. However, the use of a shield provides the abilities Resonance and Preparation and allows infinite stalling anywhere. Note that Revenge and Reflect, while both requiring a shield, are similar to Devotion that they are threshold abilities that do not consume adrenaline out of combat and can be used if something goes wrong.

 

The Adrenaline Urn

It is an item that stores up to 1000% adrenaline gained from combat and is used to prevent adrenaline from draining while out of combat.

Adrenaline gained above 100% is stored in the urn, even when it is deactivated. Excess adrenaline gained to reach 100% is not stored in the urn; the urn only begins charging once the player is at 100%.

When the urn is activated, if the player exits combat and would begin to lose adrenaline, charges from the urn are depleted instead of the player's adrenaline. The urn will lose 5% adrenaline every 2 game ticks (1.2 seconds). If the urn is fully charged, it takes 4 minutes to deplete completely, after which the adrenaline bar will begin to be drained. The urn will not deplete while the adrenaline bar is empty.

  • The adrenaline boost from critical strikes with the buffs from Tsunami, Meteor Strike, and Incendiary Shot charges the urn faster.

  • The Inspiration aura's adrenaline gain charges the urn.

  • Natural Instinct has no effect on the adrenaline gain of the urn.

  • Adrenaline potions and equivalents do not charge the urn since they cannot be drunk when at 100% adrenaline.

  • Telos, the Warden's green anima stream charges the urn by 10% per tick.

  • Destroying the urn (and sending it back to Diango) does not deplete its charges.

 

The urn was initially a reward from opening a medium corrupted energy from the 2018 Hallowe'en event. After the event, it was added to the drops of some monsters, such as Kal'gerion demons.

 

Balancing Healing and DPS

There are penalties to healing from food and brews respectively: -10% adrenaline per bite of food and a 5 level debuff from a single sip of a brew. Both can be devastating at the wrong times, so you should make sure you balance between good DPS and keeping your Health in a good place.

 

Example situations:

  • You just laid down a damage-boosting ultimate and suddenly you’re knocked below half LP and very close to dying. Use brews sparingly until you hit your first threshold, then use food until you recover enough.

  • You’re sitting at 100% adrenaline, waiting for an opening/abilities to come off cooldown. In this case, it’s best to not brew and instead just eat.

  • A sudden attack sent you below half LP but you haven’t used a damage-boosting ultimate. Since you’re not in a position to really lay down a lot of DPS, it’s ok to eat both food and brews via combo-eating (eating food and a brew at the same time).

  • If you need to build up to 100% adrenaline as soon as possible, brew up a bit while playing it safe. Be ready to eat food if an upcoming special attack could potentially knock you off your feet.
     

It’s not all bad news though. While those two kinds of healing carry penalties, there are other sources of healing that are fortunately wasteless. However, they all have drawbacks of their own.

 

  • Soul Split (and on that note, the vampyrism scrimshaw/aura) heals back damage proportional to your damage dealt. With very good DPS, this practically allows an endless reservoir of LP at almost all low/mid-level bosses. Using Soul Split, however, locks you out of protection prayers. That problem can be avoided by prayer flicking, or basically turning on Soul Split when a boss isn’t attacking for that time, then switching back to a protection prayer right as the boss starts to hit you again. That requires mastery of a boss and assurance in one’s own combat skills, though.

  • The (Elite) Enhanced Excalibur restores 20% (40% if elite) of health for 20 (40 if elite) seconds every 5 minutes and it’s activated through a simple right-click from the inventory. Aside from the 5 minute cooldown, there is only one drawback to using it: if your phoenix necklace or portent/sign of life triggers, the Excalibur effect will be prematurely cancelled. In addition, certain cutscenes and other random things prematurely cancel it, which are noted in the glitch library.

  • Phoenix necklaces restore 30% of LP if you dip below 20% LP from anything. This is very safe and lossless, but its drawbacks is that it clears all of your accuracy boosts from the reaper necklace and it’s not a foolproof way to heal. If the boss one-hits you from 31%+ LP to zero, that phoenix necklace being there was for nothing.

  • The bunyip familiar restores 2% LP every 15 seconds. As a comparison, this is as much as an Enhanced Excalibur every 5 minutes. This is pretty good, but it locks you out of other familiars like a pack yak, steel titan, or nihil.
     

Remember though: if you must, it’s better to eat immediately instead of risking death by not eating. Beginners at bosses have a lot of leeway in being able to eat/brew due to them taking in the boss, but experts set their area of leeway much lower as there are more things to keep track of, like their damage-boosting ult in relation with the boss’s special attacks and autoattacks while they manage their adrenaline/stats. Remember that while DPS is important, dead people can’t do damage, so always make sure you are safe or will be safe before attempting to deal good DPS.

 

Your own skill level sets the threshold of when you truly need to heal up or if you’re just fine. Do not attempt to take any unnecessary risks unless you really know what you’re doing (E.G. staying below 2k LP at RotS, but not eating and instead of using a vampyrism scrimshaw and Soul Split to heal back up to full LP while running the Melee brothers).

 

Miscellaneous Tips

  • Always switch to a ring of Vigour before using an ultimate (except for Onslaught). That extra 10% adrenaline does more than you think!

  • If you’re using a 2h weapon, wait a tick before using your damage-boosting ultimate and let an autoattack slip by. This leads to more damage overall that outweighs the extra tick needed to fire off that autoattack.

  • Should you be using Death’s Swiftness or Sunshine, try standing near the boss while using it so it takes the bleed damage. It adds up over time to around 150%-300% ability damage, which is quite a bit on top of the boosted damage. Keep in mind though, that in group PvM only the first Death’s Swiftness/Sunshine would work.

  • Debuff spells are extremely potent! They are Vulnerability, Enfeeble, and Stagger. Each one lasts for 1 minute and carry very good effects: Vulnerability increases all damage by 10% (even bleeds), Enfeeble reduces damage the boss can deal by 10% (so it works on everyone), and Stagger reduces the boss’s accuracy by 10% (slightly helpful at Raids). Vulnerability speaks for itself, but Enfeeble/Stagger can help indirectly increase DPS due to not eating as much, although certain skill levels with Soul Split flicking can potentially make that redundant.

  • Walk all of your bleeds (barring Dismember/Blood Tendrils) for increased damage! In some cases, it can be impossible for this to happen (Queen Black Dragon/Yakamaru), but with a walked bleed, it becomes the most powerful basic/threshold (in case of Slaughter) to use. Do keep in mind, however, that using a bleed while another is already active will override it, cancelling out any future potential damage that bleed could have caused. This makes bleeds not as good in group PvM, but in solo PvM they are your best abilities and should be prioritized over any other.

  • Special attacks that can raise boss affinity like Statius’s Warhammer and Guthix staff can drastically increase DPS due to higher accuracy. They’re not inefficient to use even in terms of pure damage since they can do decent damage by themselves (Guthix staff, in particular, can hit over 8k in Sunshine!) alongside increasing accuracy for 1 minute.

  • Perks are so extremely important for DPS that there’s an entire page dedicated for you to say which perks to use.

 

https://runescape.wiki/w/Adrenaline_urn

https://runescape.wiki/w/Adrenaline

Info
Gaining & using adrenaline
Equipment that helps
Adrenaline stalling
The Adrenaline Urn
Balancing Healing & DPS
Miscellaneous Tips
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