Feb 23, 2007, 01:14 AM // 01:14 | #1 |
Ascalonian Squire
Join Date: Feb 2007
Location: Ireland
Guild: None at the moment :(
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Gain More Mana?
Hey Guys,
This is my first post, I'm relatively new to GW, and I was wondering is there anyway to get more mana, it's currently at 24, and I think its a bit low. Any help will be appreciated. Thanks in advance! -Havok |
Feb 23, 2007, 01:17 AM // 01:17 | #2 |
Furnace Stoker
Join Date: Aug 2006
Guild: Few Fallen Heroes [FFH]
Profession: W/E
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Well you could use a +5 energy mod, but other than that not really.
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Feb 23, 2007, 01:19 AM // 01:19 | #3 |
Technician's Corner Moderator
Join Date: Jan 2006
Location: The TARDIS
Guild: http://www.lunarsoft.net/ http://forums.lunarsoft.net/
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Would be awesome to see quests to add extra health/mana much like the extra 15 attribute point quest.
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Feb 23, 2007, 01:24 AM // 01:24 | #4 |
Furnace Stoker
Join Date: Aug 2006
Guild: Few Fallen Heroes [FFH]
Profession: W/E
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^If they did that they'd probably have to rebalance. Make some skills cost more to cast to compensate.
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Feb 23, 2007, 01:34 AM // 01:34 | #5 |
Lion's Arch Merchant
Join Date: May 2006
Location: Awesometon.
Guild: Ministry of Fate [MoF]
Profession: W/
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+5 energy weapon mods.
Radiant [wiki]inscription[/wiki]s for armour (for Nightfall only if you have it). Attunement runes, which can be bought in any campaign abd used on any armour. You can add both a Radiant inscription and an Attunement rune to each part of your armour, but they give more or less energy depending on what part of armour they're added to. Visit www.guildwiki.org for more info. Hope this helps . |
Feb 23, 2007, 02:40 AM // 02:40 | #6 |
Grotto Attendant
Join Date: Mar 2005
Location: A little chalet outside Drok's
Guild: Natural Born Killaz
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Welcome to GW. If you're playing Prophecies, you can get Gladiator's armor. That'll help a bit. (Be wary of using elementalist's skills as a W/E, they can do quite a power drain.)
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Feb 23, 2007, 03:07 AM // 03:07 | #7 | |
Technician's Corner Moderator
Join Date: Jan 2006
Location: The TARDIS
Guild: http://www.lunarsoft.net/ http://forums.lunarsoft.net/
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Feb 23, 2007, 03:15 AM // 03:15 | #8 |
Desert Nomad
Join Date: Nov 2006
Location: Garden City, Idaho
Guild: The Order of Relumination (TOoR)
Profession: R/
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There are many weapons and mods that can increase your mana, usually at the cost of some regen.
Many of my PvE characters have close 60 <can't remember exact amount> energy. |
Feb 23, 2007, 03:53 AM // 03:53 | #9 |
Forge Runner
Join Date: Jan 2006
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It's completely irrelevant how much energy you have.
It's how you manage it that's important. Why is 24 too low? A warrior with adrenal skills has little use for energy. A warrior spamming healing breeze (or trying to) will have problems. Then again, even an ele with 100+ energy can deplete it in 3 or 4 casts, especially with interrupts. |
Feb 23, 2007, 04:12 AM // 04:12 | #10 |
Forge Runner
Join Date: Feb 2006
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In each class there is some kind of energy management to them. Generally it's based off it's primary attribute.
Warriors and Paragons use Adrenaline over energy, and also when the paragon uses chants and stuff, it gets energy back according to the leadership attribute. Then the warrior has Strength to increase armor penetration to essentially increase damage so less skills are needed to be used to kill stuff faster. Rangers' skills cost less energy than the base because of Expertise (attribute) which lowers the cost of skills. The Elementalist gets a whoppin' energy storage which really boosts your energy up. The Mesmer itself has a bunch of energy regeneration skills and they can all cast fast so you get that energy faster. The Monk has Divine Favor to help with healing so it doesn't have to use as many spells to heal. The Ritualist has spirits to do some work for them. Also the Ritualists' Spawning Power keeps the spirits in longer therefore saving it more energy. The Necromancer sacrifices health in trade of cheaper energy costs. Also it has Soul Reaping which gives you energy for each thing that dies according to your attribute. The Assassin has Critical Strikes to increase damage (well by raising chance of a critical hit)so less skills are needed. The Dervish................. well..... I haven't played as one yet so I don't know yet. All I know is that they have lots of long lasting enchantments which helps them in the long run saving some energy. Yeah... Hope that explains something. |
Feb 23, 2007, 09:33 AM // 09:33 | #11 | |
Walking Wiki
Join Date: Nov 2006
Location: Isle of Medication
Guild: Visitors from Aranna [VFA]
Profession: Me/E
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