Energy management

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Energy management describes the processes a player uses to control a character's energy levels in order to prevent running out of energy at inopportune times.

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[edit] Passive energy management

Passive energy management refers to making a build which in normal use conserves enough energy by lowering energy output. This can be done with equipment, strategy, and choosing skill with reduced or no energy cost. This is something every working build must consider.

Examples would be avoiding skills that cost 15 or 25 energy, puting points in most primary attributes, favouring adrenal skills and signets, weapon swapping, and saving powerful skills for only when needed (e.g. not using Meteor Shower on an enemy that would die to Flare or wanding).

[edit] Active energy management

Sometimes it's not possible to be as effective as one wants with just passive effects. This is where active energy management comes in; using specific skills to gain energy, directly or indirectly. This also provides for a way to counter energy denial.

Energy management skills come in many varieties. There is those that provides a direct energy gain, those that provides extra energy regeneration, and those have no immediate effect but will provide or preserve energy on specific condditions, either a limited or unlimited number of times.

A list of such skills can be found here. This list omits indirect skills with unlimited uses, often the most powerful sort, as the return is impossible to calculate, being dependant on the number of times they are triggered. Those skills are listed here.

[edit] Emangement for others

A few skills allow one to provide energy for allies. These are mostly limited to Paragons and Necromancers. A character serving this function is sometimes refred to as an battery.

There is a list of these skills here.

[edit] Notes

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