Energy management describes how a character using skills with an energy cost control its energy in order to ensure being able to use them. Adrenaline management is a similar concept but focus on adrenaline instead.
- Effects that provide a direct energy gain.
- Effects that provide extra energy regeneration.
- Effects that provide a reduction in energy cost.
Most energy management only triggers for a certain type of skill. Moreover, only stances, shouts and flash enchantment spells can be used instantly. Characters must otherwise choose between either attacking, casting a spell or use another kind of skill (such as traps, binding and nature rituals, chants, etc.).
Therefore the energy management solution you should use will mainly depend on the skills that you intend to bring on your skillbar. Relying on a primary attribute (in the case of dervishes, rangers, paragons and necromancers especially) is also important since it can save a skill slot (that would otherwise be used for energy management) and allow for Bar compression.
- 1 Energy conservation
- 2 Energy when attacking
- 3 Energy when casting spells
- 4 Energy on other types of other skills
- 5 Direct energy gain
- 6 Energy management from other sources
- 7 Energy gain when being the target of attacks, spells, etc.
- 8 See also
- 9 External links
Before any use of skill or investment in a primary attribute, energy conservation plays an important point in energy management, especially in PvP. Examples of good energy conservation would be avoiding skills that cost 15 or 25 energy, putting points in certain primary attributes, favoring adrenaline skills and signets, weapon swapping (most notably to avoid energy denial), and saving powerful energy-expensive skills for only when needed (e.g. not using Meteor Shower on an enemy that would die to Flare or wanding).
With a decent energy regeneration, low energy skills (typically 1 or 5 energy skills unless spamming) or even no energy skills such as signets or adrenaline skills shouldn't drain your energy pool to the point of having to use energy management. However keep in mind that usually the cheaper a skill is, the higher the recharge time or the weaker the effect will be.
Energy when attacking
Permanent energy gain
Zealous weapons can provide an energy refund on hit, especially when using weapons with a fast attack speed, daggers with a high dagger mastery investment (due to the chance to double strike) and scythe (since those can strike several enemies). Using skills allowing to strike several foes at the same time, such as Whirlwind Attack increase the energy gained that way. Some skills mimick the energy gain on hit effect of zealous weapons : such skills are Marksman's Wager, Scavenger's Focus, Warrior's Endurance, Weapon of Fury, Zealous Renewal and Zealous Vow. In the case of assassins most notably, increasing Critical Strikes and using the skill Critical Eye will provide energy gain on critical hits (while also increasing the chance to inflict them).
Expertise provide a global reduction of the energy cost of attack skills. Expert Focus further reduces the cost of bow attack skills. Way of the Empty Palm negates the cost of dual and offhand attacks.
One-time energy gain
Prepared Shot provide energy gain when under a preparation, Zealous Sweep (when hitting at least two foes not counting any other effect), Radiant Scythe, Auspicious Blow, Knee Cutter, Body Shot, all types of Lotus skills (requires either lead attack, dual attack, being enchanted, a hexed or knock-downed target), Counterblow (warrior only), Weapon of Renewal (used by an ally on you), Critical Strike (assassins only)
Flourish can also be used (even by non-primary warriors having at least 3 attack skills on recharge). Though it resplenishes few energy by itself for non-warriors, it also recharges all attack skills, allowing you to use one of the aforementionned skills twice in a row.
Energy when casting spells
Permanent energy gain
Channeling, Aura of restoration, Ether Renewal, Elemental Lord and Arcane Zeal cause energy gain when using spells. Channeling is the only not tied to Energy Storage or Mysticism and therefore can be used by non-primary elementalist or dervishes, but it requires having foes in range to be effective which means exposing your character. Lyssa's Aura is an interesting option, providing energy regeneration and renewing itself each time the user casts a spell, however it takes an elite skill slot.
Cultist's Fervor reduces the cost of necromancer spells. Healer's Covenant reduces the cost of Healing Prayer spells.Selfless Spirit reduces the cost of spells that target an ally. The different attunements (fire, earth, water and air) reduce the cost of the spells of their respective elemental attribute. Elemental Attunement and Master of Magic, while reducing the cost of all type of elemental spells, are only effective when used by primary elementalists. Divine Spirit (monk only) reduces the cost of monk spells, however it can only be active 1/3 of the time.
One-time energy gain
Auspicious Incantation will refund you with 110~200% of your next spell's energy cost, only increasing this skill's recharge by 10~5s. This synergizes especially well with Arcane Echo and allows casters to use a powerful spell twice in a row, especially in PvE. Glyph of Lesser Energy is an alternative which can be used by any profession (even though the skill belongs to Energy Storage, the primary attribute of Elementalist) and reduces the cost of the next two spells used by a character. Glyph of Energy can also be used, especially due to its ability to prevent overcast, but is better used by primary elementalists.
In addition to energy managements skills for spells, Signet of Corruption is a PvE-only skill which works great for energy management if using hexes, especially those affecting all foes in an area of effect. Anguished Was Lingwah is rather meant for ritualists and reduces the cost of ritualist hexes only.
In addition to energy managements skills for spells, Meditation cause energy gain when an enchantment ends on the user. Air of Enchantment reduces the energy cost of enchantments on the enchanted ally.
In addition to energy managements skills for spells and enchantment spells,Mysticism specifically reduces the energy cost of those skills. As a result, Pious Renewal and Zealous Renewal at high rank in mysticism will refund more energy than their cost and can as such be used as a way to resplenish a dervish's energy pool.
In addition to energy managements skills for spells, Ritualists have plethora of skills in order to reduce the cost of their Binding Rituals (Attuned Was Songkai,Soul Twisting) as well as energy management skills based on sprits (Reclaim Essence,Spirit Channeling), some of which become more interesting the more spirits you control (Signet of Creation, Signet of Spirits (PvP)). Skills such as Spirit Siphon,Essence Strike, Channeled Strike,Clamor of Souls or Offering of Spirit are still available to ritualist and non-ritualist professions.
Expertise also reduces the cost of those skills.
See also energy on creature creation,
In addition to energy managements skills for spells, Blessed Signet is available to monks.
Weapon and Item Spells
In addition to energy managements skills for spells, Renewing Memories and Wielder's Zeal can be used by primary ritualists to reduce the cost of these skills. Caretaker's Charge, Clamor of Souls and Soothing Memories also trigger energy gain if holding an item.
Energy on other types of other skills
Expertise specifically reduces the energy cost of those skills.
For ranger shouts, see above.
Shouts affecting several allies are better used by Paragons, since their Leadership will grant them energy. Energizing Chorus will provide energy to every party member for their next shout or chant. Energizing Finale will provide very minor energy on shouts/chant ends on a single target.
While it may sounds strange to use energy management with signets, this can allow to use more energy expensive skills on the same bar. Skills that can trigger energy gain on signets are Scribe's Insight, an enchantment that grant energy each time a signet is used, and Lyric of Zeal, a chant that will grant every party member in earshot energy with their next signet.
Symbolic Celerity can allow mesmers to use energy-management signets such as Glowing Signet, Signet of Lost Souls or Castigation Signet, with much more efficience that they could otherwise do due to the use of the Fast Casting attribute. Additionnally, Keystone Signet will recharge all signets.
Masochism (PvP) (necromancers mainly) is the only skill to cause energy gain on health sacrifice.
Boon of Creation (ritualists) is the only skill to cause energy gain on creature creation
Energizing Wind is the only skill to reduce the cost of all skills in its range, of 15energy (skills cannot cost less than 10). However the Nature Ritual has 5s casting time and last 33s for a recharge of 60s, making it difficult to use in combat.
Direct energy gain
General energy gain
Inspiration Magic is an unavoidable attribute since it is based around managing energy. Ether Signet, Ether Lord most notably will provide a direct energy gain if you energy is low. Waste Not, Want Not is another good option, especially if using knock downs and/or AoE in PvE since it will prevent foes from attacking and using skills. Assassin's Promise is a powerful elite hex spell able to both recharge all your skills and provide you a high energy gain if the hexed target dies before it expires. Leader's Zeal, Eremite's Zeal (even without a teardown skill) can be used as efficient energy management skills, even at low investment in Motivation and Wind Prayers. Offering of Blood and Offering of Spirit (even without a spirit nearby) can be used to turn health into energy, but take an elite slot. Castigation Signet provide energy management and damage if used against an attacking foe, but requires investment in smiting prayers. Bringing a pet and using either Scavenger Strike or Ferocious Strike is good for energy management, but requires an investment in Beast Mastery and is better used by rangers due to expertise.
The primary attribute is often home to the best energy gain skills : Ritualists have access to Energetic Was Lee Sa and Spirit Channeling, Elementalists have access to Ether Prism, For necromancers the primary attribute Soul Reaping and Reaper's Mark will also provide you energy provided foes (and allies in Soul Reaping's case) die. In addition to the Soul Reaping's energy gain, Angorodon's Gaze if suffering from a condition (can be triggered on self-inflicted condition) and Signet of Lost Souls can be used by necromancers if their foe is under 50% health. Foul Feast is a potent cure against condition users but the energy return is generally not high enough to make it an efficient energy management skill : it can however be used to get the condition required for Angorodon's Gaze. Paragons can make use of Glowing Signet to get a net energy gain provided their foe is burning. The four elementalist spells Glowing Gaze, Glowing Ice, Glowstone and Shock Arrow cause energy gain based on the Energy Storage attribute if the target is respectively burning, affected by a Water Magic hex spell, suffers from weakness or cracked armor (each of these conditions being easily meet using skills of the appropriate attribute).
Defender's Zeal can be used as a good energy management and cover hex skill in PvE, especially in hard mode, however it takes an elite slot.
Second Wind can be used by non-elementalist professions, and one can quickly build the overcast needed for its effect by repetively canceling it, however most professions cannot bear having too much overcast. The same goes for Ether Prodigy, which also bears the threat of health loss and loss of all enchantments.
Delayed energy gain, such as those from Mantra of Recall and Signet of Recall are generally considered inefficient for energy management due to the difficulty to coordinate the energy gain with the use of other skills.
Star Burst can be used for energy management, but you need to hit several foes in melee range and even like that the energy refund is low. Mind Blast can be used for energy management, but you need to have more energy than your foe.
A few mesmer skills can steal energy from foes, usually this requires to either interrupt a chant or spell or cast a hex that will cause spells or attacks to fail. Such skills are Power Drain, Leech Signet, Power Leech Tease, Spirit of Failure, Shame and Guilt.
Avatar of Lyssa will cause energy stealing from all nearby foes on dervish enchantment loss.
A few skills mimick the energy stealing effect : Energy Tap, Energy Drain, Drain Delusions (requires a mesmer hex) will cause a minor energy loss on a foe and return you an amount of energy based on how much energy was lost that way.
Situational energy gain
Drain Enchantment only works against foes using enchantments ; you will encounter this type of opponent fairly often so this is almost an unconditional energy gain skill. Hex Eater Signet works similarly well against foes using hexes.
Essence Bond is a very powerful energy management bond if using a tank (the tank can also use it on himself).
Song of Power can be used to quickly resplenish the energy of your allies but requires them not to use skills : therefore this skill is more suited used by human teams, between groups or waves of foes. Well of Power is similar in that heroes/henchmen can't detect the presence of a ward, but it also requires a fresh corpse.
Inspired Hex, Revealed Hex, Revealed Enchantment, Inspired Enchantment can prove to be extremely effective if used to remove a monster hex or enchantment, since the skill will instantly recharge and you'll have gain energy and hex/enchantment removal at the same time.
Smooth Criminal will always provide 5 energy at rank 5 or higher in the asura title track, along with the possibility to randomly steal a foe's spell, which can be useful against foes using dangerous spells (i.e. AoE damaging spells). However, for the sole purpose of energy management other skills are usually better.
Consume Corpse will provide net energy gain as well as health gain, but only works by exploiting a fresh corpse and requires death magic 6 or higher to actually return energy. It can still be used in areas with a lot of corpses, such as the Jade Quarry.
Energy management from other sources
A handful of skills allow one (mainly Monks, Paragons, Ritualists, Elementalists and Necromancers) to provide energy for allies. A character serving this function is sometimes referred to as a battery. Among the skills, Blood is Power (and its non-elite version Blood Ritual) shines as one of the most efficient one, having given birth to the BiP archetype, along with Balthazar's Spirit which is often used on tanks to allow them to maintain energy. Succor is another possible bond to provide additional energy for characters using little to no spells. However, skills such as Energy Boon, Aria of Zeal, Zealous Anthem, "The Power Is Yours!", "Never Give Up!" or Weapon of Fury can also be used to support one or several team members with energy.
Energy gain when being the target of attacks, spells, etc.
The mesmer mantras (earth,lightning, frost, flame) and the ranger stance Storm Chaser will give the user energy whenever hit by the appropriate elemental damage : this can be forced-triggered by using Stone Striker to convert all incoming damage to earth damage, or by using Greater Conflagration and/or Winter.
Melandru's Resilience will provide energy and health regeneration for each hex or condition on you.
- A list of skills, giving their net energy gain per second :here.
- Continuous effects dependant on the number of times they are triggered : here.
- Battery skills : here