Energy management/table2

From Guild Wars Wiki
Jump to: navigation, search

Attunements[edit]

  1. Air Attunement Air Attunement- Air Magic skills only
  2. Earth Attunement Earth Attunement- Earth Magic skills only
  3. Fire Attunement Fire Attunement- Fire Magic skills only
  4. Water Attunement Water Attunement- Water Magic skills only
  5. Elemental Attunement Elemental Attunement- Elemental spells only
  6. Attuned Was Songkai Attuned Was Songkai- Spells and Binding Rituals
  7. Renewing Memories Renewing Memories- Weapon and Item spells

Absolute cost reduction[edit]

  1. Expert Focus Expert Focus- Bow attack skills only
  2. Healer's Covenant Healer's Covenant- Healing Prayer spells only
  3. Divine Spirit Divine Spirit- Monk spells only
  4. Air of Enchantment Air of Enchantment- Enchantments cast on one target other ally only
  5. Cultist's Fervor Cultist's Fervor- Necromancer spells only, causes Bleeding for 10 seconds when a spell is cast
  6. Soul Twisting Soul Twisting- Binding Rituals only

Gain on use[edit]

  1. Ether Renewal Ether Renewal- Whenever you cast a spell, dependent on number of enchantments
  2. Channeling Channeling- 1 energy for each foe in the area
  3. Wielder's Zeal Wielder's Zeal- Whenever you cast a weapon spell
  4. Boon of Creation Boon of Creation- Whenever you create a creature
  5. Masochism (PvP) Masochism (PvP)- Whenever you sacrifice health
  6. Scribe's Insight Scribe's Insight- Whenever you use a signet
  7. Weapon of Fury Weapon of Fury- Whenever target ally attacks
  8. Warrior's Endurance Warrior's Endurance- Whenver you attack, not above a certain amount of energy
  9. Critical Eye Critical Eye- On a Critical Hit
  10. Arcane Zeal Arcane Zeal- Whenever you cast a spell, dependent on number of enchantments
  11. Zealous Vow Zealous Vow- Whenever you attack, gives energy degeneration on self
  12. Zealous Renewal Zealous Renewal - Whenever you attack, gives energy degeneration on self
  13. Marksman's Wager Marksman's Wager- Whenever you hit, lose energy if miss
  14. Scavenger's Focus Scavenger's Focus- Whenever you strike a foe suffering from a condition

Attack response[edit]

  1. Mantra of Earth Mantra of Earth- When you take Earth damage
  2. Mantra of Flame Mantra of Flame- When you take Fire damage
  3. Mantra of Frost Mantra of Frost- When you take Cold damage
  4. Mantra of Lightning Mantra of Lightning- When you take Lightning damage
  5. Essence Bond Essence Bond- Whenever target ally takes physical or elemental damage
  6. Balthazar's Spirit Balthazar's Spirit - Target ally gain when he takes damage
  7. Bonetti's Defense Bonetti's Defense When you Block an attack
  8. Steady Stance Steady Stance When you would be knocked down
  9. Storm Chaser Storm Chaser When you take elemental damage

Other[edit]

  1. Spirit of Failure Spirit of Failure- When target foe misses with an attack (Note: also hexes with miss chance)
  2. Power Leech Power Leech- When target foe tries to cast a spell
  3. Second Wind Second Wind- Dependent on how much exhaustion you have
  4. Assassin's Promise Assassin's Promise- Energy gain when target dies
  5. Energizing Wind Energizing Wind- Decreases energy cost by 15 for all skills whilst in effect
  6. Energizing Finale Energizing Finale- Whenever a shout or chant ends on target non-spirit ally
  7. Tease Tease- Interrupts target foe- if target foe is interrupted then you steal energy from all foes in the area