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The primary attribute of most professions allows secondary sources of energy besides natural regeneration. Examples are a [[Necromancer]]'s [[Soul Reaping]] attribute, an [[Assassin]]'s [[Critical Strikes]] attribute, etc. |
The primary attribute of most professions allows secondary sources of energy besides natural regeneration. Examples are a [[Necromancer]]'s [[Soul Reaping]] attribute, an [[Assassin]]'s [[Critical Strikes]] attribute, etc. |
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β | Unlike Health, Energy regenerates even while in combat and players have a natural regen of +2 pips that does not increase naturally. As with Energy capacity, Energy regeneration can be increased via certain armor pieces. [[Warrior]] and [[Paragon]] armor sets provide no extra Energy regeneration, [[Ranger]] sets provide a +1 bonus, and all other professions ([[Necromancer]], [[Mesmer]], [[Elementalist]], [[Monk]], [[Ritualist]], [[Dervish]] |
+ | Unlike Health, Energy regenerates even while in combat and players have a natural regen of +2 pips that does not increase naturally. As with Energy capacity, Energy regeneration can be increased via certain armor pieces. [[Warrior]] and [[Paragon]] armor sets provide no extra Energy regeneration, [[Ranger]] sets provide a +1 bonus, and all other professions ([[Necromancer]], [[Mesmer]], [[Elementalist]], [[Monk]], [[Ritualist]], [[Dervish]] and [[Assassin]]) get a +2 bonus from their armor. Thus, Warriors and Paragons have an energy regeneration of +2, Rangers of +3, and all other professions +4. |
Some enchantments require energy degeneration to maintain, often referred to as "[[upkeep]]". Some items combine Energy bonuses at the cost of energy degeneration. |
Some enchantments require energy degeneration to maintain, often referred to as "[[upkeep]]". Some items combine Energy bonuses at the cost of energy degeneration. |