GuildWars Wiki
mNo edit summary
Line 23: Line 23:
 
== Notes ==
 
== Notes ==
 
* 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.
 
* 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.
  +
  +
* 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.
   
 
==Related articles==
 
==Related articles==

Revision as of 21:26, 17 December 2006

Skill details
Energizing Wind
Energizing Wind
Campaign: Core Ranger
Profession: Ranger
Attribute: Beast Mastery
Type: Nature Ritual
    15 Energy 5 Activation 60 Recharge

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

Skill Trainers:

Hero Skill Trainers:

Signet of Capture:

Notes

  • 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.
  • 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.

Related articles