GuildWiki has been locked down: anonymous editing and account creation are disabled. Current registered users are unaffected. Leave any comments on the Community Portal.

Energy management skills

From GuildWiki
Jump to: navigation, search

Warrior Skills[edit | edit source]

Bonetti's Defense.jpg Bonetti's Defense Stance. For 5...10...11 seconds, you have a 75% chance to block melee and projectile attacks. You gain 5 Energy for each successful melee attack blocked. Bonetti's Defense ends if you use a skill.
    8 Adrenaline.png    
Prophecies   Can be obtained through a quest
Counterattack.jpg Counterattack Melee Attack. If this attack hits, you strike for +5...29...35 damage. If you hit an attacking foe, you gain 2...5...6 Energy.
    5 Energy.png   6 Recharge.png
Nightfall    
Flourish.jpg Flourish Elite Skill. All of your attack skills become recharged. You gain 2...6...7 Energy for each skill recharged by Flourish.
    5 Energy.png 1 Activation.png 8 Recharge.png
Prophecies    
Warrior's Endurance.jpg Warrior's Endurance Elite Skill. For 5...29...35 seconds, you gain 3 Energy each time you hit with a melee attack. Warrior's Endurance cannot raise your Energy above 10...22...25.
    5 Energy.png   30 Recharge.png
Prophecies    
Wary Stance.jpg Wary Stance Stance. For 1...5...6 seconds, you block any attack skills used against you. For each successful block, you gain adrenaline and 5 Energy. Wary Stance ends if you use a skill.
    10 Energy.png   10 Recharge.png
Prophecies    

To compensate for lack of energy regeneration and having elite energy management skills, many Warrior skills are instead fueled by adrenaline.

Ranger Skills[edit | edit source]

Body Shot.jpg Body Shot Bow Attack. If this attack hits, you deal +5...17...20 damage. If it hits a foe with Cracked Armor, you gain 5...9...10 Energy.
    5 Energy.png   8 Recharge.png
Eye of the North    
Energizing Wind.jpg Energizing Wind Nature Ritual. 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.
    15 Energy.png 5 Activation.png 60 Recharge.png
Core    
Expert Focus.jpg Expert Focus Preparation. For 24 seconds, your bow attack skills cost 1...2...2 less Energy and deal 1...8...10 extra damage.
    10 Energy.png 2 Activation.png 12 Recharge.png
Eye of the North    
Marksman's Wager.jpg Marksman's Wager Elite Preparation. For 18 seconds, you gain 5...9...10 Energy whenever your arrows hit, but lose 10 Energy whenever your arrows fail to strike.
    5 Energy.png 2 Activation.png 24 Recharge.png
Prophecies    
Melandru's Resilience.jpg Melandru's Resilience Elite Stance. For 8...18...20 seconds, you gain +4 Health regeneration and +1 Energy regeneration for each condition and hex you are suffering.
    5 Energy.png   15 Recharge.png
Prophecies    
Prepared Shot.jpg Prepared Shot Elite Bow Attack. If this attack hits, you strike for +10...22...25 damage. If you are under the effects of a preparation, you gain 1...7...9 Energy.
    5 Energy.png   6 Recharge.png
Nightfall    
Storm Chaser.jpg Storm Chaser Stance. For 8...18...20 seconds, you move 25% faster, and you gain 1...4...5 Energy whenever you take elemental damage.
    10 Energy.png   20 Recharge.png
Core   Can be obtained through a quest

In addition to skills that provide energy, Rangers have Expertise which reduces the cost of many skills

Monk Skills[edit | edit source]

Air of Enchantment.jpg Air of Enchantment Elite Enchantment Spell. For 4...9...10 seconds, enchantments cast on target other ally cost 5 less Energy (minimum 1 Energy).
    5 Energy.png ¼ Activation.png 8 Recharge.png
Factions    
Blessed Signet.jpg Blessed Signet Signet. For each enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 3...20...24 Energy in this way.
        2 Activation.png 10 Recharge.png
Core   Can be obtained through a quest
Divine Spirit.jpg Divine Spirit Enchantment Spell. For 1...11...14 seconds, Monk spells cost you 5 less Energy to cast. (Minimum cost: 1 Energy.)
    10 Energy.png ¼ Activation.png 60 Recharge.png
Prophecies   Can be obtained through a quest
Selfless Spirit.jpg Selfless Spirit Enchantment Spell. For 15...20 seconds, spells you cast that target another ally cost 3 less Energy.
    5 Energy.png ¼ Activation.png 45 Recharge.png
Factions PvE
only
 
Signet of Devotion.jpg Signet of Devotion Signet. Heal target ally for 14...83...100 Health.
        2 Activation.png 5 Recharge.png
Core    
Signet of Rejuvenation.jpg Signet of Rejuvenation Signet. Heal target ally for 15...63...75. If target ally is casting a spell or attacking, that ally is healed for an additional 15...63...75 Health.
        1 Activation.png 8 Recharge.png
Factions    

Monk skills don't provide much energy management, except through signets which do not cost energy. There are a few skills that reduce energy cost for a period of time. Their primary attribute Divine Favor will make all their heals stronger, thus making a primary monk more energy efficient than a secondary using the same skills. Often monks will use a secondary profession for energy management.

Necromancer Skills[edit | edit source]

Blood is Power.jpg Blood is Power Elite Enchantment Spell. For 10 seconds, target other ally gains +3...5...6 Energy regeneration.
33% Sacrifice.png 1 Energy.png ¼ Activation.png  
Core    
Blood Ritual.jpg Blood Ritual Enchantment Spell. For 8...13...14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.
17% Sacrifice.png 5 Energy.png 2 Activation.png 2 Recharge.png
Prophecies   Can be obtained through a quest
Consume Corpse.jpg Consume Corpse Spell. Exploit a random target. You teleport to that corpse's location and gain 25...85...100 Health and 5...17...20 Energy.
    10 Energy.png 1 Activation.png  
Prophecies    
Cultist's Fervor.jpg Cultist's Fervor Elite Enchantment Spell. For 5 seconds and 3 seconds longer for every rank of Soul Reaping, your Necromancer spells cost -1...4...5 Energy to cast, but you suffer from Bleeding for 10 seconds each time you cast a Necromancer spell.
    5 Energy.png 1 Activation.png 25 Recharge.png
Factions    
Offering of Blood.jpg Offering of Blood Elite Spell. You gain 8...18...20 Energy.
20% Sacrifice.png 1 Energy.png ¼ Activation.png 15 Recharge.png
Prophecies    
Reaper's Mark.jpg Reaper's Mark Elite Hex Spell. For 30 seconds, target foe suffers -1...4...5 Health degeneration. If that foe dies while hexed with Reaper's Mark, you gain 5...13...15 Energy.
    5 Energy.png 1 Activation.png 15 Recharge.png
Nightfall    
Signet of Corruption.jpg Signet of Corruption Signet. Target foe and all nearby foes take 20...30 damage. For each affected foe suffering from a condition or hex, you gain 2 Energy (maximum 12...20 Energy).
        1 Activation.png 20 Recharge.png
Factions PvE
only
 
Signet of Lost Souls.jpg Signet of Lost Souls Signet. If target foe is below 50% Health, you gain 10...82...100 Health and 1...8...10 Energy.
        ¼ Activation.png 8 Recharge.png
Nightfall    
Well of Power.jpg Well of Power Elite Well Spell. Exploit nearest corpse to create a Well of Power at that location. For 8...18...20 seconds, allies within the area of Well of Power gain +1...5...6 Health regeneration and +2 Energy regeneration.
    5 Energy.png 1 Activation.png 15 Recharge.png
Prophecies    

In addition to skills that provide energy, Necromancers have Soul Reaping which provides energy on deaths. Many Necromancer energy management skills benefit allies instead of the caster.

Mesmer Skills[edit | edit source]

Auspicious Incantation.jpg Auspicious Incantation Enchantment Spell. For 20 seconds, the next spell you cast is disabled for an additional 10...6...5 seconds, and you gain 110...182...200% of that spell's Energy cost.
    5 Energy.png 1 Activation.png 25 Recharge.png
Factions    
Channeling.jpg Channeling Enchantment Spell. For 8...46...56 seconds, whenever you cast a spell, you gain 1 Energy for each foe in the area.
    5 Energy.png 1 Activation.png 15 Recharge.png
Prophecies   Can be obtained through a quest
Drain Enchantment.jpg Drain Enchantment Spell. Remove an enchantment from target foe. If an enchantment is removed, you gain 8...15...17 Energy and 40...104...120 Health.
    5 Energy.png 2 Activation.png 20 Recharge.png
Core   Can be obtained through a quest
Energy Drain.jpg Energy Drain Elite Spell. Target foe loses 2...8...9 Energy. You gain 3 Energy for each point of Energy lost.
    5 Energy.png 1 Activation.png 30 Recharge.png
Core    
Energy Tap.jpg Energy Tap Spell. Target foe loses 4...6...7 Energy. You gain 2 Energy for each point of Energy lost.
    5 Energy.png 2 Activation.png 30 Recharge.png
Core   Can be obtained through a quest
Ether Signet.jpg Ether Signet Signet. If you have less than 5...9...10 Energy, gain 10...18...20 Energy.
        1 Activation.png 45 Recharge.png
Factions    
Inspired Enchantment.jpg Inspired Enchantment Spell. Remove an enchantment from target foe and gain 3...13...15 Energy. For 20 seconds, Inspired Enchantment is replaced with the enchantment removed from target foe.
    10 Energy.png 1 Activation.png  
Prophecies Duplicate of Revealed Enchantment Can be obtained through a quest
Inspired Hex.jpg Inspired Hex Spell. Remove a hex from target ally and gain 4...9...10 Energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.
    5 Energy.png 1 Activation.png  
Prophecies Duplicate of Revealed Hex Can be obtained through a quest
Lyssa's Aura.jpg Lyssa's Aura Elite Enchantment Spell. For 10 seconds, you have +0...4...5 Energy regeneration. This enchantment reapplies itself every time you cast a spell on a foe.
    5 Energy.png 1 Activation.png 30 Recharge.png
Factions    
Mantra of Earth.jpg Mantra of Earth Stance. For 30...78...90 seconds, whenever you take earth damage, the damage is reduced by 26...45...50% and you gain 2 Energy.
    10 Energy.png   20 Recharge.png
Core   Can be obtained through a quest
Mantra of Flame.jpg Mantra of Flame Stance. For 30...78...90 seconds, whenever you take fire damage, the damage is reduced by 26...45...50% and you gain 2 Energy.
    10 Energy.png   20 Recharge.png
Core   Can be obtained through a quest
Mantra of Frost.jpg Mantra of Frost Stance. For 30...78...90 seconds, whenever you take cold damage, the damage is reduced by 26...45...50% and you gain 2 Energy.
    10 Energy.png   20 Recharge.png
Core   Can be obtained through a quest
Mantra of Lightning.jpg Mantra of Lightning Stance. For 30...78...90 seconds, whenever you take lightning damage, the damage is reduced by 26...45...50% and you gain 2 Energy.
    10 Energy.png   20 Recharge.png
Core   Can be obtained through a quest
Mantra of Recall.jpg Mantra of Recall Elite Enchantment Spell. For 20 seconds, you gain no benefit from it. You gain 10...22...25 Energy when Mantra of Recall ends.
    10 Energy.png 1 Activation.png 30 Recharge.png
Prophecies    
Power Drain.jpg Power Drain Spell. If target foe is casting a spell or chant, that skill is interrupted and you gain 1...25...31 Energy.
    5 Energy.png ¼ Activation.png 20 Recharge.png
Core    
Revealed Enchantment.jpg Revealed Enchantment Spell. Remove an enchantment from target foe and gain 3...13...15 Energy. For 20 seconds, Revealed Enchantment is replaced with the enchantment removed from target foe.
    10 Energy.png 1 Activation.png  
Factions Duplicate of Inspired Enchantment  
Revealed Hex.jpg Revealed Hex Spell. Remove a hex from target ally and gain 4...9...10 Energy. For 20 seconds, Revealed Hex is replaced with the hex that was removed.
    5 Energy.png 1 Activation.png  
Factions Duplicate of Inspired Hex  

Mesmer energy management tends to be more active, requiring casting of other spells (Lyssa's Aura) or interaction with an enemy(Energy Drain, Power Drain).

Elementalist Skills[edit | edit source]

Air Attunement.jpg Air Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the skill whenever you use Air Magic.
    10 Energy.png 1 Activation.png 30 Recharge.png
Core   Can be obtained through a quest
Earth Attunement.jpg Earth Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Earth. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Earth Magic.
    10 Energy.png 1 Activation.png 30 Recharge.png
Core   Can be obtained through a quest
Elemental Attunement.jpg Elemental Attunement Elite Enchantment Spell. For 25...53...60 seconds, you are attuned to Air, Fire, Water, and Earth and gain +1...2...2 to these attributes. You gain 50% of the base Energy cost of the skill each time you use magic associated with any of these elements.
    10 Energy.png 1 Activation.png 20 Recharge.png
Core    
Energy Boon.jpg Energy Boon Elite Enchantment Spell. For 36...55...60 seconds, Energy Boon raises the maximum Health of you and target ally by 1...3...3 for each point of your respective maximum Energy. When this enchantment is first applied, you and your target gain 1...10...12 Energy. You gain an additional 1 Energy for every 2 points you have in Energy Storage.
    10 Energy.png 1 Activation.png 20 Recharge.png
Factions    
Ether Prism.jpg Ether Prism Elite Skill. For 3 seconds, all damage you take is reduced by 75%. When Ether Prism ends, you gain 5...17...20 Energy.
    5 Energy.png   25 Recharge.png
Nightfall    
Ether Prodigy.jpg Ether Prodigy Elite Enchantment Spell. Lose all enchantments. For 8...18...20 seconds, you gain +6 Energy regeneration. When Ether Prodigy ends, you lose 2 Health for each point of Energy you have.
10 Overcast.png 5 Energy.png 1 Activation.png 5 Recharge.png
Prophecies    
Ether Renewal.jpg Ether Renewal Elite Enchantment Spell. For 5...17...20 seconds, each time you cast a spell, you gain 1...3...4 Energy and 5...17...20 Health for each enchantment on you.
    10 Energy.png 1 Activation.png 30 Recharge.png
Prophecies    
Fire Attunement.jpg Fire Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Fire. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Fire Magic.
    10 Energy.png 1 Activation.png 30 Recharge.png
Core   Can be obtained through a quest
Glowing Gaze.jpg Glowing Gaze Spell. Target foe takes 5...41...50 fire damage. If that foe is on Fire, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage.
    5 Energy.png 1 Activation.png 8 Recharge.png
Nightfall    
Glowing Ice.jpg Glowing Ice Spell. Target foe is struck for 5...41...50 cold damage. If that foe is under the effects of a Water Magic hex, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage.
    5 Energy.png 1 Activation.png 8 Recharge.png
Eye of the North    
Glowstone.jpg Glowstone Spell. Send a projectile that strikes for 5...41...50 earth damage if it hits. If this spell hits a weakened foe, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage.
    5 Energy.png ¾ Activation.png 7 Recharge.png
Nightfall    
Glyph of Energy.jpg Glyph of Energy Elite Glyph. Your next 1...3...3 spells do not cause Exhaustion and cost 10...22...25 less Energy to cast. Your elemental attributes are increased by 1...2...2.
    5 Energy.png 1 Activation.png 25 Recharge.png
Prophecies    
Glyph of Lesser Energy.jpg Glyph of Lesser Energy Glyph. For the next 15 seconds, your next 2 spells cost 10...16...18 less Energy to cast.
    5 Energy.png 1 Activation.png 30 Recharge.png
Core   Can be obtained through a quest
Master of Magic.jpg Master of Magic Elite Enchantment Spell. For 1...49...61 seconds, all of your elemental attributes are set to 8...13...14, and your elemental spells return 30% of their Energy cost.
    5 Energy.png 1 Activation.png 10 Recharge.png
Nightfall    
Mind Blast.jpg Mind Blast Elite Spell. Target foe is struck for 15...51...60 fire damage. If you have more Energy than target foe, you gain 1...7...8 Energy.
    5 Energy.png 1 Activation.png 2 Recharge.png
Nightfall    
Shock Arrow.jpg Shock Arrow Spell. Send out a shocking arrow that flies swiftly toward target foe, striking for 5...41...50 lightning damage. If Shock Arrow strikes a foe with cracked armor, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Shock Arrow has 25% armor penetration.
    5 Energy.png 1 Activation.png 8 Recharge.png
Factions    
Water Attunement.jpg Water Attunement Enchantment Spell. For 36...55...60 seconds, you are attuned to Water. You gain 1 Energy plus 30% of the base Energy cost of the skill each time you use Water Magic.
    10 Energy.png 1 Activation.png 30 Recharge.png
Core   Can be obtained through a quest

The primary attribute of Elementalists is Energy Storage which provides +3 energy per rank, allowing Elementalists to have large energy pools. In addition, skills like the attunements provide energy back on spells.

Assassin Skills[edit | edit source]

Assassin's Promise.jpg Assassin's Promise Elite Hex Spell. For 5...13...15 seconds, if target foe dies, you gain 5...17...20 Energy and all your skills are recharged.
    5 Energy.png ¾ Activation.png 45 Recharge.png
Factions    
Black Lotus Strike.jpg Black Lotus Strike Lead Attack. If it hits, Black Lotus Strike strikes for +10...27...31 damage. If target foe is suffering from a hex, you gain 5...11...13 Energy.
    10 Energy.png   6 Recharge.png
Factions    
Critical Eye.jpg Critical Eye Skill. For 10...30...35 seconds, you have an additional 3...13...15% chance to land a critical hit when attacking. You gain 1 Energy whenever you score a critical hit.
    5 Energy.png   30 Recharge.png
Factions   Can be obtained through a quest
Critical Strike.jpg Critical Strike Dual Attack. Must follow an off-hand attack. If it hits, this attack strikes for +10...26...30 damage, results in a critical hit, and you gain 1...3...3 Energy.
OffHand required.png   5 Energy.png   6 Recharge.png
Factions    
Falling Lotus Strike.jpg Falling Lotus Strike Off-Hand Attack. Must strike a knocked-down foe. If it hits, you strike for +15...31...35 damage and gain 1...10...12 Energy.
    5 Energy.png   12 Recharge.png
Eye of the North    
Golden Lotus Strike.jpg Golden Lotus Strike Lead Attack. If it hits, this attack strikes for +5...17...20 damage. If you are under the effects of an enchantment, you gain 5...7...8 Energy.
    5 Energy.png   5 Recharge.png
Factions    
Lotus Strike.jpg Lotus Strike Off-Hand Attack. Must follow a lead attack. If it hits, this attack strikes for +10...22...25 damage and you gain 5...17...20 Energy.
LeadAttack required.png   10 Energy.png   12 Recharge.png
Eye of the North    
Way of the Empty Palm.jpg Way of the Empty Palm Elite Enchantment Spell. For 5...17...20 seconds, off-hand and dual attacks cost no Energy.
    5 Energy.png ¼ Activation.png 10 Recharge.png
Factions    
Way of the Lotus.jpg Way of the Lotus Enchantment Spell. For 20 seconds, the next time you hit with a dual attack skill, you gain 5...17...20 Energy.
    5 Energy.png ¼ Activation.png 20 Recharge.png
Factions    

The primary attribute of Assassins is Critical Strikes which provides energy on critical hits. Skills that improve attack speed and critical hit chance can improve their energy management.

Ritualist Skills[edit | edit source]

Attuned Was Songkai.jpg Attuned Was Songkai Elite Item Spell. Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells and binding rituals cost -5...41...50% of the base Energy to cast.
    10 Energy.png 2 Activation.png 60 Recharge.png
Factions    
Essence Strike.jpg Essence Strike Spell. Target foe is struck for 15...51...60 lightning damage. If any spirits are within earshot, you gain 1...7...9 Energy.
    5 Energy.png 1 Activation.png 8 Recharge.png
Factions    
Offering of Spirit.jpg Offering of Spirit Elite Spell. Gain 8...15...17 Energy. If any spirits are within earshot, you do not sacrifice Health.
17% Sacrifice.png 5 Energy.png ¼ Activation.png 15 Recharge.png
Nightfall    
Reclaim Essence.jpg Reclaim Essence Elite Spell. All of your spirits die. You gain 5...17...20 Energy and all of your Binding Rituals are recharged if a spirit died in this way.
    5 Energy.png 1 Activation.png 30 Recharge.png
Nightfall    
Spirit Channeling.jpg Spirit Channeling Elite Enchantment Spell. For 12 seconds, you have +1...5...6 Energy regeneration. When you cast this spell, you gain 3...10...12 Energy if you are within earshot of a spirit.
    5 Energy.png 1 Activation.png 30 Recharge.png
Factions    
Spirit Siphon.jpg Spirit Siphon Spell. The spirit closest to you loses all Energy. You gain 15...43...50% of that Energy.
    5 Energy.png ¼ Activation.png 3 Recharge.png
Factions    
Soothing Memories.jpg Soothing Memories Spell. Target ally is healed for 10...82...100 Health. If you are holding an item, you gain 3 Energy.
    5 Energy.png ¾ Activation.png 4 Recharge.png
Factions    
Wielder's Zeal.jpg Wielder's Zeal Elite Enchantment Spell. For 10...26...30 seconds, whenever you cast a weapon spell on an ally, you gain 1...4...5 Energy.
    10 Energy.png 1 Activation.png 10 Recharge.png
Nightfall    

Ritualists have many energy management skills that rely on spirits, weapon spells, or bundles.

Paragon Skills[edit | edit source]

"Never Give Up!".jpg "Never Give Up!" Shout. All allies within earshot and below 75% Health gain 1...8...10 Energy.
    5 Energy.png   15 Recharge.png
Nightfall    
"The Power Is Yours!".jpg "The Power Is Yours!" Elite Shout. For 3 seconds, all allies within earshot gain 0...1...1 Energy regeneration.
    4 Adrenaline.png    
Nightfall    
Aria of Zeal.jpg Aria of Zeal Chant. For 10 seconds, the next time each ally within earshot uses a spell, that ally gains 1...5...6 Energy.
    10 Energy.png 2 Activation.png 20 Recharge.png
Nightfall    
Energizing Chorus.jpg Energizing Chorus Chant. For 10 seconds, the next shout or chant used by each ally within earshot costs 3...6...7 less Energy.
    4 Adrenaline.png 1 Activation.png  
Nightfall    
Energizing Finale.jpg Energizing Finale Echo. For 10...30...35 seconds, whenever a shout or chant ends on target non-spirit ally, that ally gains 1 Energy.
    10 Energy.png 1 Activation.png 5 Recharge.png
Nightfall    
Glowing Signet.jpg Glowing Signet Signet. If target foe is Burning, you gain 5...13...15 Energy.
        ¼ Activation.png 20 Recharge.png
Nightfall    
Leader's Zeal.jpg Leader's Zeal Skill. For each nearby ally, you gain 2 Energy (maximum 8...11...12 Energy).
    5 Energy.png   12 Recharge.png
Nightfall    
Lyric of Zeal.jpg Lyric of Zeal Chant. For 10 seconds, the next time each ally within earshot uses a signet, that ally gains 1...7...8 Energy.
    6 Adrenaline.png 1 Activation.png 5 Recharge.png
Nightfall    
Song of Power.jpg Song of Power Chant. For 5...17...20 seconds, each ally within earshot gains 4 Energy regeneration until that ally uses a skill.
    25 Energy.png 1 Activation.png 30 Recharge.png
Nightfall    
Zealous Anthem.jpg Zealous Anthem Chant. For 10 seconds, the next time each ally within earshot uses an attack skill, that ally gains 1...7...8 Energy.
    10 Energy.png 1 Activation.png 20 Recharge.png
Nightfall    

In addition to skills that provide energy, Pargons have Leadership which provides energy for allies affected by shouts and chants. Using adrenaline-based shouts and chants gives a Paragon plenty of energy.

Dervish Skills[edit | edit source]

Arcane Zeal.jpg Arcane Zeal Elite Enchantment Spell. For 10 seconds, whenever you cast a spell, you gain 1 Energy for each enchantment on you (maximum 1...6...7 Energy).
    10 Energy.png 1 Activation.png 5 Recharge.png
Nightfall    
Attacker's Insight.jpg Attacker's Insight Flash Enchantment Spell. For 3...9...10 seconds, you have a 50% chance to block while attacking. When this enchantment ends you inflict Weakness on all adjacent foes for 3...13...15 seconds.
    10 Energy.png   10 Recharge.png
Nightfall    
Meditation.jpg Meditation Enchantment Spell. Lose all adrenaline. For 20 seconds, you gain 1...3...4 Energy every time an enchantment on you ends.
    10 Energy.png ¼ Activation.png 20 Recharge.png
Nightfall    
Pious Renewal.jpg Pious Renewal Elite Flash Enchantment Spell. For 8 seconds, nothing happens. When this enchantment ends, Pious Renewal is recharged and you gain 0...4...5 Energy and 0...24...30 Health.
    5 Energy.png   8 Recharge.png
Nightfall    
Zealous Renewal.jpg Zealous Renewal Flash Enchantment Spell. All nearby foes take 5...25...30 holy damage. For 5...21...25 seconds, you have -1 Energy regeneration and gain 1 Energy whenever you hit a foe. If this enchantment ends prematurely, you gain 1...4...5 Energy.
    5 Energy.png   10 Recharge.png
Nightfall    
Zealous Sweep.jpg Zealous Sweep Scythe Attack. If this attack hits, you deal +5...17...20 damage. You gain 3 Energy and 1 strike of adrenaline for each foe you hit.
    5 Energy.png   10 Recharge.png
Eye of the North    
Zealous Vow.jpg Zealous Vow Elite Enchantment Spell. For 20 seconds, you have -3 Energy regeneration, and you gain 1...5...6 Energy every time you hit with an attack.
    5 Energy.png ¼ Activation.png 12 Recharge.png
Nightfall    

The primary attribute of Dervishes is Mysticism which grants energy and health on enchantments ending. In addition, energy management skills for Dervishes rely on attacking the enemy (Zealous Scythe, Zealous Vow) or enchantments (Arcane Zeal, Pious Renewal).