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[Tennessee Ernie Ford]

Tennessee Ernie Ford 2,385 edits since 28 January 2009

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User:Tennessee Ernie Ford/Shortcuts/Energy Management (PvE)

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Contents

[edit] Overview

Energy Management refers to any method used by a player to ensure they have enough energy to invoke skills with impunity. This article presents methods for managing energy specific to PvE.

Managing energy is much like balancing a checkbook: easier if you start with a large balance and tough when you try to spend more than you earn.

 [[Energy Generated] - [Energy Consumed] <= [Base Energy]

[edit] Covered in This Article

The player can control each part of the equation, although the techniques for doing so differ drastically depending on the character's primary and secondary professions. Since there Guild Wars, like real life, offers no free lunch, each conservation tactic comes with a cost. This article discusses each aspect of the energy budget, the tools for managing each aspect, and the trade-offs the player needs to make to support them.

  • Managing Base Energy: Casters have more options for improving their default maximum energy than do other professions, but players will that they can never have enough.
  • Managing Energy Generation: again, casters have more options and some of these come at relatively little cost to a character's overall build.
  • Budgeting Energy Consumption:
  • Other Conservation Techniques:

[edit] Assumptions Made in This Article

To simplify discussion, the article assumes that players are familiar with the game's basic mechanics and that characters:

  • Have enough money to fund skills and kit;
  • Have access to max equipment (either directly or via trade);
  • Have unlocked all training-area skills for their profession;
  • Can unlock or cap at least 2-3 other relevant skills.

[edit] Managing Base Energy

[edit] Overview

A character's primary profession determines both their maximum base of energy and the number of tools the character has to modify it.

[edit] Equipment

A caster can easily add 44 energy to their base at the expense of any other armor upgrades and a handful of useful weapon upgrades.

Item Base Energy Impact Costs/Trade-offs/Opportunity Costs
Rune of Attunement Energy +2 (up to +10) Cost little gold, but limit other runic upgrades.
Radiant Insignia Energy +X (up to +10) About 800Gold, but limits other insignias.
Weapon Bonus Max +12 Not available to non-casters unless they nerf their primary skills.
Foci Max +12 Not available to non-casters unless they nerf their primary skills.

[edit] Attributes

[edit] Skills

[edit] Other

[edit] Managing Energy Generation

[edit] Overview

Both the character's primary and secondary professions determine the default rate of energy regeneration and the number of tools the character has to modify it.

[edit] Equipment

[edit] Attributes

[edit] Skills

[edit] Other

[edit] Managing Energy Consumption

[edit] Overview

In theory, every character has the same options to manage the consumption of energy: the fewer high-cost skills you use, the more energy you have. In practice, however, professions affect these choices, too. After all, a caster who has to stop casting spells is not a team's best asset while a warrior who depends on spells (rather than adrenaline-based skills) is also underwhelming.

[edit] Equipment

[edit] Attributes

[edit] Skills

[edit] Other

[edit] Other Conservation Techniques

[edit] Overview

[edit] Equipment

[edit] Attributes

[edit] Skills

[edit] Other