From GuildWiki
| Persistence of Memory
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Full: For 5...17 seconds, whenever a spell you cast is interrupted, that spell is instantly recharged.
Concise: (5...17 seconds.) Your interrupted spells recharge instantly.
| Fast Casting | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21
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| Duration
| 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16
| 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26
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[edit] Acquisition
Skill Trainers:
Hero Skill Trainers:
- Persistence of Memory also negates the extra recharge time added by skills like Distracting Shot.
- This skill does not prevent interruption. Instead, it makes the interrupted spell immediately available for recasting. Keep in mind, however, that the Energy spent on the interrupted spell — as well as the time casting it — are still wasted.
- Unless you need another stance, consider using Mantra of Resolve instead of this for general-purpose interrupt protection: the cost penalty from the Mantra is usually less than the cost of having to cast the spell twice (or more).
- The best use for this skill may be to protect low energy spells with long recharge.
[edit] Trivia
[edit] Related articles