Energy management/table2
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Attunements[edit]
Air Attunement- Air Magic skills only
Earth Attunement- Earth Magic skills only
Fire Attunement- Fire Magic skills only
Water Attunement- Water Magic skills only
Elemental Attunement- Elemental spells only
Attuned Was Songkai- Spells and Binding Rituals
Renewing Memories- Weapon and Item spells
Absolute cost reduction[edit]
Expert Focus- Bow attack skills only
Healer's Covenant- Healing Prayer spells only
Divine Spirit- Monk spells only
Air of Enchantment- Enchantments cast on one target other ally only
Cultist's Fervor- Necromancer spells only, causes Bleeding for 10 seconds when a spell is cast
Soul Twisting- Binding Rituals only
Gain on use[edit]
Ether Renewal- Whenever you cast a spell, dependent on number of enchantments
Channeling- 1 energy for each foe in the area
Wielder's Zeal- Whenever you cast a weapon spell
Boon of Creation- Whenever you create a creature
Masochism (PvP)- Whenever you sacrifice health
Scribe's Insight- Whenever you use a signet
Weapon of Fury- Whenever target ally attacks
Warrior's Endurance- Whenver you attack, not above a certain amount of energy
Critical Eye- On a Critical Hit
Arcane Zeal- Whenever you cast a spell, dependent on number of enchantments
Zealous Vow- Whenever you attack, gives energy degeneration on self
Zealous Renewal - Whenever you attack, gives energy degeneration on self
Marksman's Wager- Whenever you hit, lose energy if miss
Scavenger's Focus- Whenever you strike a foe suffering from a condition
Attack response[edit]
Mantra of Earth- When you take Earth damage
Mantra of Flame- When you take Fire damage
Mantra of Frost- When you take Cold damage
Mantra of Lightning- When you take Lightning damage
Essence Bond- Whenever target ally takes physical or elemental damage
Balthazar's Spirit - Target ally gain when he takes damage
Bonetti's Defense When you Block an attack
Steady Stance When you would be knocked down
Storm Chaser When you take elemental damage
Other[edit]
Spirit of Failure- When target foe misses with an attack (Note: also hexes with miss chance)
Power Leech- When target foe tries to cast a spell
Second Wind- Dependent on how much exhaustion you have
Assassin's Promise- Energy gain when target dies
Energizing Wind- Decreases energy cost by 15 for all skills whilst in effect
Energizing Finale- Whenever a shout or chant ends on target non-spirit ally
Tease- Interrupts target foe- if target foe is interrupted then you steal energy from all foes in the area