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== Acquisition ==
 
== Acquisition ==
 
'''[[Signet of Capture]]''':
 
'''[[Signet of Capture]]''':
*[[Snapjaw Windshell]] ([[Archipelagos]]) ([[Maishang Hills]])
+
*[[Snapjaw Windshell]] ([[Archipelagos]])
 
[[Category:Elementalist skills (Factions)]]
 
   
 
== Notes ==
 
== Notes ==
  +
* You gain energy from the overcast caused by activating this skill.
* This skill is obviously much more powerful when used on [[Primary profession|primary]] [[Elementalist]]s with high [[Energy Storage]], because you can afford a relatively large amount of [[exhaustion]] without it being debilitating.
 
  +
* You can quickly build up overcast to a useful amount by activating and [[cancel]]ing this skill a few times; however, allowing overcast to exceed half of your maximum energy will only provide diminishing returns.
* The first time this is activated, if the caster doesn't have any exhaustion from other skills, this skill will only provide nine energy, due to recovery from exhaustion during the two second activation time (which only nets +4 total). Repeated castings increase this amount.
 
* Increasing exhaustion to more than half of total energy ends is fairly wasteful, as more energy is gained than the maximum energy. In general, it is often best to aim at keeping your exhaustion between 1/3 and 1/2 of your total energy.
 
* Equipping items with +15 energy/-1 energy regeneration does not help in the long run when using Second Wind to maximum effect. One pip of energy regeneration provides more energy than raising your maximum energy by 15 for Second Wind (if used in a sustainable manner). One pip of energy regeneration every 30s provides 10 energy, while Second Wind provides only 7.5 energy every 30s (presuming you are maintaing 50% exhaustion in either case).
 
* Second Wind has a two second activation time, longer (and notably more [[interrupt]]able) than similar skills such as {{E}}[[Energy Boon]], {{E}}[[Ether Prodigy]], {{Me}}[[Mantra of Recall]], or {{N}}[[Offering of Blood]].
 
* Comparing only energy gained to other energy management skills, Second Wind starts outperforming them at about 35 exhaustion (where it provides exactly +1 energy per second when cast every thirty seconds). In order to use Second Wind efficiently, it is best to have at least 70 maximum energy.
 
* A major advantage of Second Wind is its flexibility. You can continually adjust how much exhaustion is tolerable against current energy needs.
 
* A major disadvantage of Second Wind is how much exhaustion is required to really benefit from it. Recovering from 35 exhaustion takes 115 seconds. This may require entering future battles with lower than maximum energy, or long waits between battles.
 
 
==Energy Gain==
 
This presumes Exhaustion is maintained at the level shown (and Second Wind is cast once every thirty seconds).
 
 
   
 
;Energy gain
  +
To illustrate energy management effects, the following table presumes Second Wind is cast every 15 seconds (fully recovering from 5 points of overcast requires 15 seconds per activation) and that the minimum overcast is maintained at the amount shown to reach the desired net energy gain:
 
<div align="center">
 
<div align="center">
{| border=1 cellspacing=0 style="background-color:#EEEEEE; border: solid black 1px; border-collapse:collapse;" width="40%"
+
{| border=1 cellspacing=0 style="background-color:#EEEEEE; border: solid black 1px; border-collapse:collapse;" width="50%"
   
! '''Maintained [[Exhaustion]]''' !! width = "8%" | 10 !! width = "8%" | 20 !! width = "8%" | 30 !! width = "8%" | 40 !! width = "8%" | 50 !! width = "8%" | 60
+
! '''Maintained [[Overcast]]''' !! width = "8%" | 10 !! width = "8%" | 20 !! width = "8%" | 30 !! width = "8%" | 40 !! width = "8%" | 50 !! width = "8%" | 60
 
|- align = "center"
 
|- align = "center"
| '''[[Energy]]''' || 10 || 20 || 30 || 40 || 50 || 60
+
| '''Net [[Energy]] Gain''' || 5 || 15 || 25 || 35 || 45 || 55
 
|- align = "center"
 
|- align = "center"
| '''Net Energy Gain''' || 5 || 15 || 25 || 35 || 45 || 55
+
| '''Energy Gain/Second''' || 0.34 || 1.00 || 1.66 || 2.34 || 3.00 || 3.66
|- align = "center"
 
| '''Energy Gain/Second''' || 0.17 || 0.5 || 0.83 || 1.17 || 1.5 || 1.83
 
 
|}
 
|}
 
</div>
 
</div>
   
== Related Skills ==
+
==Related articles==
  +
*[[Gain/Lose energy skills quick reference]]
*{{E}}[[Energy Boon]]
 
  +
*{{E}}[[Ether Prodigy]]
 
  +
[[de:Zweite Chance]]
*{{N}}[[Offering of Blood]]
 
*{{Me}}[[Mantra of Recall]]
 

Latest revision as of 11:03, 6 December 2012

Skill details
Second Wind
Second Wind
Campaign Factions Elementalist
Profession Elementalist
Attribute Unlinked
Type Elite Spell
5 Overcast 5 Energy 1 Activation 5 Recharge

Full: You gain 1 Energy and 5 Health for each point of Overcast. You lose all enchantments.

Concise: You gain 1 Energy and 5 Health for each point of Overcast. You lose all enchantments.

Acquisition[ | ]

Signet of Capture:

Notes[ | ]

  • You gain energy from the overcast caused by activating this skill.
  • You can quickly build up overcast to a useful amount by activating and canceling this skill a few times; however, allowing overcast to exceed half of your maximum energy will only provide diminishing returns.
Energy gain

To illustrate energy management effects, the following table presumes Second Wind is cast every 15 seconds (fully recovering from 5 points of overcast requires 15 seconds per activation) and that the minimum overcast is maintained at the amount shown to reach the desired net energy gain:

Maintained Overcast 10 20 30 40 50 60
Net Energy Gain 5 15 25 35 45 55
Energy Gain/Second 0.34 1.00 1.66 2.34 3.00 3.66

Related articles[ | ]