Recharge

Skill recharge time (noted by the icon in game) is the amount of time it takes a skill to become available after being used. Once a skill is activated or interrupted it begins recharging for a period equal to its recharge time. Skills cannot be used while recharging. The skill button on the Skill Bar is darkened, and brightens in a clockwise motion indicating when the skill can be activated again. A skill with no recharge time will be ready to use again immediately after activation. Note that although Resurrection Signet and the various celestial skills have no recharge, they do not recharge normally. Once used, they will only recharge if a player receives a Morale Boost. Receiving a Morale Boost will recharge all of a player's skills.

Cancelling activation of a skill by moving or pressing the cancel action button, unlike interruption, does not start the recharge timer and the skill will be immediately ready to use again, though energy spent on the skill is lost. You cannot cancel adrenal attacks mid-swing in this manner.

Skills such as Diversion or Distracting Shot which refer to "disabling" other skills for periods of time simply mean to add the stated amount of time to the recharge timer.

Skills and weapon modifiers cannot cumulatively reduce recharge times by more than 50%. However, any single skill can reduce recharge times by more than 50%.

Related skills
These skills automatically recharge other skills:


 * Flourish
 * Determined Shot, Oath Shot
 * Keystone Signet, Mantra of Signets
 * Glyph of Renewal
 * Assassin's Promise, Moebius Strike
 * Soul Twisting

These skills decrease recharge times:
 * Quickening Zephyr, Serpent's Quickness
 * Mantra of Inscriptions, Mantra of Recovery
 * Ritual Lord, Weapon of Quickening, Ghostly Haste
 * [[image:Monster skill.jpg|15px]] Chimera of Intensity, "Killroy Stonekin"

These skills increase recharge times:
 * Energizing Wind
 * Diversion
 * Glyph of Sacrifice

These skills duplicate other skills to avoid recharge times:
 * Echo
 * Arcane Echo