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{{Energizing Wind}} |
{{Energizing Wind}} |
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− | <noinclude> <!-- the noinclude is important; do not remove it --> |
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− | == Progression == |
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− | {{progression top|attrib=[[Beast Mastery]]}} |
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− | {{progression main|effect=Level|1|2|2|3|3|4|5|5|6|6|7|8|8|9|9|10|11|11|N/A|N/A |
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− | }} |
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− | {{progression main|effect=Duration|30|38|46|54|62|70|78|86|94|102|110|118|126|134|142|150|158|166|N/A|N/A |
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− | }} |
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− | {{progression bottom}} |
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== Acquisition == |
== Acquisition == |
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− | '''[[Skill |
+ | '''[[Skill Trainer]]s''': |
⚫ | |||
− | *None |
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⚫ | |||
⚫ | |||
+ | **[[Dakk]] ([[Ember Light Camp]]) |
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⚫ | |||
+ | *[[Factions]] |
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⚫ | |||
− | *[[ |
+ | **[[Michiko]] ([[Kaineng Center]]) |
− | [[ |
+ | *[[Nightfall]] |
− | *[[ |
+ | **[[Baram]] ([[The Kodash Bazaar]]) |
+ | |||
⚫ | |||
+ | *[[Nightfall]] |
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+ | **[[Warden of Whispers (The Kodash Bazaar)|Warden of Whispers]] ([[The Kodash Bazaar]]) |
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'''[[Signet of Capture]]''': |
'''[[Signet of Capture]]''': |
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+ | *[[Prophecies]] |
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− | *[[Cella the Hooded]] ([[North Kryta Province]]) |
+ | **[[Cella the Hooded]] ([[North Kryta Province]]) |
− | *[[Tree of Renewal]] ([[D'Alessio Seaboard ( |
+ | **[[Tree of Renewal]] ([[D'Alessio Seaboard (mission)|D'Alessio Seaboard]]/[[Divinity Coast (mission)|Divinity Coast]]) |
− | *[[Tree of Solitude]] ([[Nebo Terrace]]) |
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− | *[[ |
+ | **[[Tree of Solitude]] ([[Nebo Terrace]]) |
+ | **[[Melp the Harpooner]] ([[Watchtower Coast]]) |
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== Notes == |
== Notes == |
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+ | * Widely used by trap teams, paired with [[Quickening Zephyr]], trappers have the ability to still receive Energizing Wind's energy decrease while Quickening Zephyr negates the recharge time penalty. |
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− | * Skills that originally cost 5 energy continue to cost 5 energy. The "minimum cost 10 energy" only applies to skills above 10 energy that would be reduced below this limit. |
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+ | * If a character is under the effect of both Energizing Wind and [[Quickening Zephyr]], the most recently applied of the two effects (the one further to the right on the [[Effects Monitor]]) is calculated last for the purposes of Energy cost. This means that 10 and 15 Energy skills are cheaper with Energizing Wind applied last, while 25 Energy skills are cheaper if Quickening Zephyr is applied last. |
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+ | * The effects of [[Expertise]] are calculated after the effects of Energizing Wind. For example, if a Ranger with 10 Expertise uses a 25 Energy skill within the area of Energizing Wind, Energizing Wind will reduce the skill cost to 10 Energy, then Expertise will reduce the cost to 6 Energy. |
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+ | ==Related articles== |
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⚫ | |||
− | [[ |
+ | *[[Modify energy cost skills quick reference]] |
+ | *[[Modify recharge time skills quick reference]] |
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+ | *[[Nature Ritual skills quick reference]] |
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[[Category:Nature Rituals]] |
[[Category:Nature Rituals]] |
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+ | [[Category:Beast Mastery skills]] |
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− | |||
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− | <!-- DO NOT ADD ANYTHING BELOW THIS LINE --> |
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− | </noinclude> <!-- the /noinclude is important; do not remove it --> |
Latest revision as of 14:00, 5 May 2011
Skill details
Energizing Wind | ||||||||||||
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Full: Create a level 1...5 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 seconds.
Concise: Creates a level 1...5 spirit (1...25 second lifespan). Skills cost 15 less Energy (minimum cost 10 Energy) and recharge 25% slower for creatures in range. Does not affect spirits.
Beast Mastery | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Level | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 6 | 6 | 6 | 7 | 7 | 7 | 8 |
Duration | 1 | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 17 | 19 | 21 | 23 | 25 | 27 | 29 | 31 | 33 | 35 | 37 | 39 | 41 |
Acquisition
Notes
- Widely used by trap teams, paired with Quickening Zephyr, trappers have the ability to still receive Energizing Wind's energy decrease while Quickening Zephyr negates the recharge time penalty.
- If a character is under the effect of both Energizing Wind and Quickening Zephyr, the most recently applied of the two effects (the one further to the right on the Effects Monitor) is calculated last for the purposes of Energy cost. This means that 10 and 15 Energy skills are cheaper with Energizing Wind applied last, while 25 Energy skills are cheaper if Quickening Zephyr is applied last.
- The effects of Expertise are calculated after the effects of Energizing Wind. For example, if a Ranger with 10 Expertise uses a 25 Energy skill within the area of Energizing Wind, Energizing Wind will reduce the skill cost to 10 Energy, then Expertise will reduce the cost to 6 Energy.