Talk:Power Return

Is the energy gain an after-effect or is it included in the clause which makes it depend on whether or not the foe is using a spell or chant?
 * Not sure what you're getting at, but the energy return to the caster only happens if you successfully interrupt that target. (Terra Xin 13:10, 18 February 2008 (UTC))

Related Skills
Removing Power Leak: Costs twice as much energy, recharge is four times as much, and Leak causes energy LOSS. Power Leak is about interrupting a key spell along with an energy spike, while Power Return is about being able to spam interruptions at the cost of "returning" energy to the target. As far as I'm concerned, these two are much too different.
 * I'm adding the other Power Interrupts related to energy, both yours and your target's. FleshAndFaith 00:55, 5 November 2009 (UTC)

I think it's underrated
I love this interrupt. most people don't realize that a lot of thing have energy anyways... so it really doesn't make too much of a difference so far i have yet to regret putting this on my bar... its fast recharge means the only skills not worth interrupting would be stuff that recharges quickly and costs 10 or less mana. and if its that fast in recharge and that low in cost.. it's generally not a skill that you care that much about anyways... all other spells still have to suffer the recharge or if they cost more than 10 mana then in the end they are still losing energy. and that's at 0 attribute. this thing shines even more in pvp where death gives everyone energy anyways such as FA/AB and JQ. I just hope that everyone doesn't start using it because of this post and then they nerf it =) Materia user 18:01, 6 August 2009 (UTC)
 * Great on a mesmer secondary hero. 76.84.34.210 22:50, 31 August 2009 (UTC)

Not really, 0 fast casting thus 10 NRG back
 * An energy of 142 won't be very useful if you keep getting interrupted. Paddymew 15:16, 26 October 2009 (UTC)
 * The problem wouldn't be so much giving them energy, but the lack of fast casting. On primary mesmer, this can recharge in 3.5 seconds, which is just insane for a non elite 5e interupt. Anyways, I use this + psychic instability in HM and it lets me keep a pesky ele shutdown 100% of the time while keeping everything in nearby range shut down for up to 66% of the time (4sec KD every 6 sec). Both skills are definetly underrated and underused (In PvE anyway, dunno 'bout PvP).K2K 04:55, 28 June 2010 (UTC)
 * People have been putting this skill on paragons in pvp for like 3 years. It's not exactly news. ~Shard  [[Image:User Shard Sig Icon.png]] 05:17, 28 June 2010 (UTC)