A trait change to Empowered Adrenaline
How much is that in %?
Actually I use it when I use Nades when I use evade alot and hardly ever have a full bar.
(edited by CheapGamer.3691)
Every 15 ferocity = 1% crit damage from the wiki. So overall, 150 ferocity is about 10% extra crit damage.
Overall, definitely more significant than empowered adrenaline, since it is a group buff.
I use empowering adrenaline in carrion builds somewhat frequently, particularly with grenades. Since you’ll likely be dodging around during battle, it’s just an extra 5% damage on top of your already decent direct damage coupled with high condition damage. I feel it’s worth more than shrapnel in those cases since it’s not based on RNG and helps to round out the hybrid nature of carrion gear. It depends on the particular application though.
I also use it in power-based grenade builds since the other options in that line are either for utility, CC, or other abilities. For example, http://gw2skills.net/editor/?fdAQFAUlcTp6qlYx+KseNSeBBqAI6Wcja8561yXC-T1RBABR8gA6S5HN7PgnOizUCCwFEgS1fIFggKjA-w.
Furthermore, both traits you mentioned for comparison are master level traits, whereas empowering adrenaline is adept tier. Thus they would likely need to swap something out for it.
150 ferocity is also quite high (10% crit damage). If they were to implement such a trait, I’d imagine they’d go with a lower value (i.e. 75-105).