Energy management
From Guild Wars Wiki
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.
[edit] Passive energy management
Passive energy management refers to making a build which in normal use conserves sufficient energy by lowering energy output. This can be done with equipment, strategy, and choosing skills 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, putting points in most primary attributes, favouring adrenaline 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 are those that provide a direct energy gain, those that provide extra energy regeneration, and those that have no immediate effect but will provide or preserve energy under specific conditions, either a limited or unlimited number of times.
A list of such skills, giving their net energy gain per second, 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] Energy management for others
A few skills allow one (mainly Paragons and Necromancers) to provide energy for allies. A character serving this function is sometimes referred to as a battery.
See a list of skills that provide energy to allies.

