From GuildWiki
| Spirit Channeling
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Full: For 10 seconds, you gain +1...5 Energy regeneration but suffer -5 Health degeneration. When Spirit Channeling ends, you gain 100 Health if you are within earshot of a spirit.
Concise: (10 seconds.) You have +1...5 Energy regeneration. You have -5 Health degeneration. End effect: you are healed for 100 if you are within earshot of a spirit.
| Spawning Power | 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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| Energy Regeneration
| 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5
| 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 8 | 8
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[edit] Acquisition
Signet of Capture:
- Using this costs the caster 100 health total before the healing kicks in.
- Switching to a +20% longer enchantment weapon while casting can grant you another two seconds. This could add as much as +4 additional energy gain and -20 additional health lost.
- This spell synergizes well with the spirit Rejuvenation, as it will completely catch up the life degeneration caused to the caster each second.
[edit] Energy gain
This presumes Spirit Channeling is cast as often as possible (activation + recharge time) before any activation/recharge time modifiers.
| Spawning Power Attribute | 0–1 | 2 | 5 | 8 | 11 | 14–16
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| Energy Gained by Caster | 3.33 | 6.66 | 10 | 13.33 | 16.66 | 20
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| Net Energy Gain | -1.66 | 1.66 | 5 | 8.33 | 11.66 | 15
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| Energy Gain/Second | -0.05 | 0.05 | 0.16 | 0.28 | 0.38 | 0.5
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| Energy Gain/Second w/20%enchanting mod | -0.03 | 0.06 | 0.192 | 0.336 | 0.456 | 0.6
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[edit] Related skills
[edit] Related articles