Warrior Skills[ | ]
Bonetti's Defense [edit]
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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. |
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Prophecies | |||||||||||||
Counterattack [edit]
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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. |
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Nightfall | |||||||||||||
Flourish [edit]
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Elite Skill. All of your attack skills become recharged. You gain 2...6...7 Energy for each skill recharged by Flourish. |
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Prophecies | |||||||||||||
Warrior's Endurance [edit]
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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. |
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Prophecies | |||||||||||||
Wary Stance [edit]
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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. |
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Prophecies |
To compensate for lack of energy regeneration and having elite energy management skills, many Warrior skills are instead fueled by adrenaline.
Ranger Skills[ | ]
Body Shot [edit]
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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. |
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Eye of the North | |||||||||||||
Energizing Wind [edit]
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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. |
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Core | |||||||||||||
Expert Focus [edit]
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Preparation. For 24 seconds, your bow attack skills cost 1...2...2 less Energy and deal 1...8...10 extra damage. |
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Eye of the North | |||||||||||||
Marksman's Wager [edit]
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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. |
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Prophecies | |||||||||||||
Melandru's Resilience [edit]
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Elite Stance. For 8...18...20 seconds, you gain +4 Health regeneration and +1 Energy regeneration for each condition and hex you are suffering. |
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Prophecies | |||||||||||||
Prepared Shot [edit]
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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. |
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Nightfall | |||||||||||||
Storm Chaser [edit]
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Stance. For 8...18...20 seconds, you move 25% faster, and you gain 1...4...5 Energy whenever you take elemental damage. |
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Core |
In addition to skills that provide energy, Rangers have Expertise which reduces the cost of many skills
Monk Skills[ | ]
Air of Enchantment [edit]
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Elite Enchantment Spell. For 4...9...10 seconds, enchantments cast on target other ally cost 5 less Energy (minimum 1 Energy). |
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Factions | |||||||||||||
Blessed Signet [edit]
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Signet. For each enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 3...20...24 Energy in this way. |
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Core | |||||||||||||
Divine Spirit [edit]
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Enchantment Spell. For 1...11...14 seconds, Monk spells cost you 5 less Energy to cast. (Minimum cost: 1 Energy.) |
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Prophecies | |||||||||||||
Selfless Spirit [edit]
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Enchantment Spell. For 15...20 seconds, spells you cast that target another ally cost 3 less Energy. |
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Factions | PvE only |
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Signet of Devotion [edit]
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Signet. Heal target ally for 14...83...100 Health. |
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Core | |||||||||||||
Signet of Rejuvenation [edit]
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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. |
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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[ | ]
Blood is Power [edit]
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Elite Enchantment Spell. For 10 seconds, target other ally gains +3...5...6 Energy regeneration. |
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Core | |||||||||||||
Blood Ritual [edit]
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Enchantment Spell. For 8...13...14 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. |
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Prophecies | |||||||||||||
Consume Corpse [edit]
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Spell. Exploit a random target. You teleport to that corpse's location and gain 25...85...100 Health and 5...17...20 Energy. |
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Prophecies | |||||||||||||
Cultist's Fervor [edit]
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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. |
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Factions | |||||||||||||
Offering of Blood [edit]
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Elite Spell. You gain 8...18...20 Energy. |
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Prophecies | |||||||||||||
Reaper's Mark [edit]
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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. |
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Nightfall | |||||||||||||
Signet of Corruption [edit]
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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). |
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Factions | PvE only |
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Signet of Lost Souls [edit]
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Signet. If target foe is below 50% Health, you gain 10...82...100 Health and 1...8...10 Energy. |
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Nightfall | |||||||||||||
Well of Power [edit]
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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. |
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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[ | ]
Auspicious Incantation [edit]
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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. |
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Factions | |||||||||||||
Channeling [edit]
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Enchantment Spell. For 8...46...56 seconds, whenever you cast a spell, you gain 1 Energy for each foe in the area. |
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Prophecies | |||||||||||||
Drain Enchantment [edit]
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Spell. Remove an enchantment from target foe. If an enchantment is removed, you gain 8...15...17 Energy and 40...104...120 Health. |
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Core | |||||||||||||
Energy Drain [edit]
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Elite Spell. Target foe loses 2...8...9 Energy. You gain 3 Energy for each point of Energy lost. |
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Core | |||||||||||||
Energy Tap [edit]
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Spell. Target foe loses 4...6...7 Energy. You gain 2 Energy for each point of Energy lost. |
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Core | |||||||||||||
Ether Signet [edit]
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Signet. If you have less than 5...9...10 Energy, gain 10...18...20 Energy. |
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Factions | |||||||||||||
Inspired Enchantment [edit]
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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. |
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Prophecies | |||||||||||||
Inspired Hex [edit]
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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. |
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Prophecies | |||||||||||||
Lyssa's Aura [edit]
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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. |
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Factions | |||||||||||||
Mantra of Earth [edit]
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Stance. For 30...78...90 seconds, whenever you take earth damage, the damage is reduced by 26...45...50% and you gain 2 Energy. |
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Core | |||||||||||||
Mantra of Flame [edit]
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Stance. For 30...78...90 seconds, whenever you take fire damage, the damage is reduced by 26...45...50% and you gain 2 Energy. |
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Core | |||||||||||||
Mantra of Frost [edit]
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Stance. For 30...78...90 seconds, whenever you take cold damage, the damage is reduced by 26...45...50% and you gain 2 Energy. |
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Core | |||||||||||||
Mantra of Lightning [edit]
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Stance. For 30...78...90 seconds, whenever you take lightning damage, the damage is reduced by 26...45...50% and you gain 2 Energy. |
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Core | |||||||||||||
Mantra of Recall [edit]
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Elite Enchantment Spell. For 20 seconds, you gain no benefit from it. You gain 10...22...25 Energy when Mantra of Recall ends. |
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Prophecies | |||||||||||||
Power Drain [edit]
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Spell. If target foe is casting a spell or chant, that skill is interrupted and you gain 1...25...31 Energy. |
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Core | |||||||||||||
Revealed Enchantment [edit]
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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. |
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Factions | |||||||||||||
Revealed Hex [edit]
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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. |
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Factions |
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[ | ]
Air Attunement [edit]
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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. |
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Core | |||||||||||||
Earth Attunement [edit]
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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. |
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Core | |||||||||||||
Elemental Attunement [edit]
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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. |
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Core | |||||||||||||
Energy Boon [edit]
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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. |
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Factions | |||||||||||||
Ether Prism [edit]
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Elite Skill. For 3 seconds, all damage you take is reduced by 75%. When Ether Prism ends, you gain 5...17...20 Energy. |
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Nightfall | |||||||||||||
Ether Prodigy [edit]
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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. |
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Prophecies | |||||||||||||
Ether Renewal [edit]
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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. |
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Prophecies | |||||||||||||
Fire Attunement [edit]
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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. |
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Core | |||||||||||||
Glowing Gaze [edit]
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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. |
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Nightfall | |||||||||||||
Glowing Ice [edit]
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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. |
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Eye of the North | |||||||||||||
Glowstone [edit]
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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. |
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Nightfall | |||||||||||||
Glyph of Energy [edit]
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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. |
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Prophecies | |||||||||||||
Glyph of Lesser Energy [edit]
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Glyph. For the next 15 seconds, your next 2 spells cost 10...16...18 less Energy to cast. |
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Core | |||||||||||||
Master of Magic [edit]
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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. |
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Nightfall | |||||||||||||
Mind Blast [edit]
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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. |
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Nightfall | |||||||||||||
Shock Arrow [edit]
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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. |
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Factions | |||||||||||||
Water Attunement [edit]
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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. |
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Core |
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[ | ]
Assassin's Promise [edit]
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Elite Hex Spell. For 5...13...15 seconds, if target foe dies, you gain 5...17...20 Energy and all your skills are recharged. |
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Factions | |||||||||||||
Black Lotus Strike [edit]
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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. |
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Factions | |||||||||||||
Critical Eye [edit]
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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. |
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Factions | |||||||||||||
Critical Strike [edit]
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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. |
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Factions | |||||||||||||
Falling Lotus Strike [edit]
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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. |
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Eye of the North | |||||||||||||
Golden Lotus Strike [edit]
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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. |
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Factions | |||||||||||||
Lotus Strike [edit]
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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. |
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Eye of the North | |||||||||||||
Way of the Empty Palm [edit]
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Elite Enchantment Spell. For 5...17...20 seconds, off-hand and dual attacks cost no Energy. |
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Factions | |||||||||||||
Way of the Lotus [edit]
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Enchantment Spell. For 20 seconds, the next time you hit with a dual attack skill, you gain 5...17...20 Energy. |
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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[ | ]
Attuned Was Songkai [edit]
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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. |
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Factions | |||||||||||||
Essence Strike [edit]
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Spell. Target foe is struck for 15...51...60 lightning damage. If any spirits are within earshot, you gain 1...7...9 Energy. |
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Factions | |||||||||||||
Offering of Spirit [edit]
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Elite Spell. Gain 8...15...17 Energy. If any spirits are within earshot, you do not sacrifice Health. |
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Nightfall | |||||||||||||
Reclaim Essence [edit]
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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. |
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Nightfall | |||||||||||||
Spirit Channeling [edit]
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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. |
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Factions | |||||||||||||
Spirit Siphon [edit]
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Spell. The spirit closest to you loses all Energy. You gain 15...43...50% of that Energy. |
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Factions | |||||||||||||
Soothing Memories [edit]
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Spell. Target ally is healed for 10...82...100 Health. If you are holding an item, you gain 3 Energy. |
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Factions | |||||||||||||
Wielder's Zeal [edit]
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Elite Enchantment Spell. For 10...26...30 seconds, whenever you cast a weapon spell on an ally, you gain 1...4...5 Energy. |
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Nightfall |
Ritualists have many energy management skills that rely on spirits, weapon spells, or bundles.
Paragon Skills[ | ]
"Never Give Up!" [edit]
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Shout. All allies within earshot and below 75% Health gain 1...8...10 Energy. |
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Nightfall | |||||||||||||
"The Power Is Yours!" [edit]
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Elite Shout. For 3 seconds, all allies within earshot gain 0...1...1 Energy regeneration. |
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Nightfall | |||||||||||||
Aria of Zeal [edit]
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Chant. For 10 seconds, the next time each ally within earshot uses a spell, that ally gains 1...5...6 Energy. |
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Nightfall | |||||||||||||
Energizing Chorus [edit]
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Chant. For 10 seconds, the next shout or chant used by each ally within earshot costs 3...6...7 less Energy. |
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Nightfall | |||||||||||||
Energizing Finale [edit]
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Echo. For 10...30...35 seconds, whenever a shout or chant ends on target non-spirit ally, that ally gains 1 Energy. |
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Nightfall | |||||||||||||
Glowing Signet [edit]
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Signet. If target foe is Burning, you gain 5...13...15 Energy. |
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Nightfall | |||||||||||||
Leader's Zeal [edit]
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Skill. For each nearby ally, you gain 2 Energy (maximum 8...11...12 Energy). |
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Nightfall | |||||||||||||
Lyric of Zeal [edit]
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Chant. For 10 seconds, the next time each ally within earshot uses a signet, that ally gains 1...7...8 Energy. |
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Nightfall | |||||||||||||
Song of Power [edit]
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Chant. For 5...17...20 seconds, each ally within earshot gains 4 Energy regeneration until that ally uses a skill. |
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Nightfall | |||||||||||||
Zealous Anthem [edit]
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Chant. For 10 seconds, the next time each ally within earshot uses an attack skill, that ally gains 1...7...8 Energy. |
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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[ | ]
Arcane Zeal [edit]
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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). |
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Nightfall | |||||||||||||
Attacker's Insight [edit]
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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. |
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Nightfall | |||||||||||||
Meditation [edit]
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Enchantment Spell. Lose all adrenaline. For 20 seconds, you gain 1...3...4 Energy every time an enchantment on you ends. |
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Nightfall | |||||||||||||
Pious Renewal [edit]
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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. |
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Nightfall | |||||||||||||
Zealous Renewal [edit]
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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. |
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Nightfall | |||||||||||||
Zealous Sweep [edit]
|
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. |
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Eye of the North | |||||||||||||
Zealous Vow [edit]
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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. |
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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).