Energy

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The energy bar.
Energy is the main resource used to pay skill costs.

Contents

[edit] Maximum energy

All professions, regardless of level, have an innate capacity of 20 energy, and 2 pips of energy regeneration. This can be increased using armor, weapons, or in the case of elementalists, attributes. Nearly all professions' basic armor provides extra energy, and this level can be further increased using Runes of Attunement and Radiant Insignias.

[edit] Basic armor

Profession Additional regeneration Additional energy Total regeneration Total energy
Warrior +0 0 +2 20
Ranger +1 5 +3 25
Dervish +2 +4
Assassin
Paragon +0 10 +2 30
Elementalist +2 +4
Monk
Mesmer
Necromancer
Ritualist

[edit] Weapons

Item Maximum energy bonus
Inherent Prefix Suffix Inscription
Martial weapon - - - +5
Staff +10 +5 - +5 (conditional)
+15 (-1 energy regeneration)
Wand - - - +5 (conditional)
+15 (-1 energy regeneration)
Focus item +6 (unconditional)
+12 (with attribute requirement)
- - +15 (-1 energy regeneration)
Shield - - - -

Energy Storage, the Elementalist's primary attribute, can also increase maximum Energy by 3 per attribute rank. Maximum energy can also be increased by a Morale Boost and some skills and blessings.

Exhaustion and Death Penalty decrease characters' maximum energy.

[edit] Energy regeneration and degeneration

Energy regeneration, also known as energy recovery, is the rate at which a character regains energy. Each pip of Energy regeneration generates 1 Energy every 3 seconds. All characters have a base Energy regeneration of 2, that may be modified by each profession's armor as described above.

Some weapons and focus items cause energy degeneration as a drawback of their bonuses. Some Enchantments also cause Energy degeneration in the form of an Upkeep cost, which must be paid in order to maintain them.

Anything that changes maximum energy levels will also have an effect on current energy levels - in this way, it is possible for characters to have negative energy, although the UI will still indicate 0 energy. Energy will continue to regenerate at the same rate while it is below 0. This mechanic can be used to avoid energy denial.

Though the conditions are rarely met, there is a regeneration/degeneration cap of 10 for energy. Although there is generally no additional penalty for energy degeneration beyond 10 pips, if you are maintaining enchantments, having 11 or more pre-cap energy degeneration will cause you to lose maintained enchantments until your pre-cap degeneration is brought down to 10.

Some skills also provide additional energy regeneration or degeneration.

[edit] Energy-related skills

[edit] Maximum Energy

Elementalist

Ritualist

Dervish

[edit] Regeneration

Ranger

Monk

Necromancer

Mesmer

Elementalist

Ritualist

Paragon

[edit] Degeneration

Necromancer

Mesmer

Dervish

[edit] Energy gain

Warrior

Ranger

Monk

Necromancer

Mesmer

Elementalist

Assassin

Ritualist

Paragon

Dervish

Asura rank

[edit] Energy loss

[edit] on self

Warrior

Ranger

Monk

Necromancer

Mesmer

Elementalist

Assassin

[edit] on foe

Warrior

Ranger

Necromancer

Mesmer

[edit] Cost modifiers

[edit] increasing

[edit] decreasing

Ranger

Monk

Necromancer

Elementalist

Assassin

Ritualist

Paragon

Dervish

[edit] Upkeep

These skills cause one energy degeneration to the caster while kept active, but can be ended at any time by the caster.

Monk

Assassin

[edit] Maximum possible energy

It is possible for an elementalist to reach 143 maximum energy without using any skills, consumables, or title effects; by utilizing every +10 energy consumable and every +1 attribute consumable, it is possible to reach 225 energy.

Maximum Energy Possible
Source Energy
Base 20 energy
10 class armor energy bonus
+30
Rank 12 Energy Storage
Energy Storage Headgear
Rune of Superior Energy Storage
(Total Rank 16)
+48
5 Radiant Insignias +8
4 Runes of Attunement +8
Wand, 15 energy inscription +15
12 inherent energy Focus
w/ 15 energy inscription
+27
Total
Total Possible 136
10% Morale Boost 143
With Energy Boon 186

[edit] Notes

  • The "Seize the Day" inscription required for the maximum energy increase on the wand, and the "Live for Today" inscription required for the maximum energy increase on the focus item both incur a -1 energy regeneration, and many spell casters are unwilling to give up half the natural regeneration for these increases.
  • A possible alternative is to use a one-handed martial weapon (i.e. spear) in combination with the focus item, and use the "I have the power!" inscription, as this gives the increase of 5 energy with no conditional requirements.