Full: Create a level 1...5...6 spirit. For non-spirit creatures within its range, all skills cost 15 less Energy (minimum cost 10 Energy), and skills recharge 25% slower. This spirit dies after 1...25...31 seconds.
Concise: Creates a level 1...5...6 spirit (1...25...31 second lifespan). Skills cost 15 less Energy (minimum cost 10 Energy) and recharge 25% slower for creatures in range. Does not affect spirits.
Widely used by trap teams, paired with Quickening Zephyr, trappers have the ability to still receive Energizing Wind's energy decrease while Quickening Zephyr negates the recharge time penalty.
If a character is under the effect of both Energizing Wind and Quickening Zephyr, the most recently applied of the two effects (the one further to the right on the Effects Monitor) is calculated last for the purposes of Energy cost. This means that 10 and 15 Energy skills are cheaper with Energizing Wind applied last, while 25 Energy skills are cheaper if Quickening Zephyr is applied last.
The effects of Expertise are calculated after the effects of Energizing Wind. For example, if a Ranger with 10 Expertise uses a 25 Energy skill within the area of Energizing Wind, Energizing Wind will reduce the skill cost to 10 Energy, then Expertise will reduce the cost to 6 Energy.
This page was last edited on 7 December 2010, at 13:42.
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