Talk:Endurance

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Energy cost of skills[edit]

moved from Talk:Dark_Pact

The energy and recharge are based on the characters level so they shouldnt be noted --87.193.135.219 10:01, 25 August 2010 (UTC)

They should be noted, but on another way. I guess its better to list it like the damage tables on the GWW. Of course we first need more info (game release =D) for such a thing. -- Cyan User Cyan Light sig.jpg 10:15, 25 August 2010 (UTC)
Wrong place but very interesting question. IMO, a GWW-styled table is not the way to go for energy in GW2. It's very likely that the energy cost of all skill will increase at each level-up so the exact cost of each skill doesn't really count. What's really important is to be able to compare skills together. People will certainly want to know which skill is cheap and which skill costs a lot of energy to cast. Knowing that a skill costs exactly 100 energy, or 110, or 120, will be less important. If you look at screenshots of newly created lvl 47 charrs, you'll see that their skills cost either 111, 222 or 333 energy. I think this might be an indication that skills cost is in fact a simple multiple of a given "energy unit" that depends on your level. In my example, the "energy unit" would be 111 and skills would cost either 1, 2 or 3 "units". IMO, the really useful information is here: people will want to know if their skills costs 1 unit, 2 units or more to cast. They won't care about the exact "222" value. Chriskang 12:48, 25 August 2010 (UTC)
The "unit" idea sounds good; do we have anything else that supports it? We need to make sure it's consistent across professions, character levels, skills, and skill levels. — Raine Valen User Raine R.gif 14:59, 8 Sep 2010 (UTC)
I wanted to know exactly that, and I'm confident that I've pinned down how energy costs work. The energy cost of a skill is a set percentage of your "base energy," which is your energy minus the energy you gain from your Willpower attribute. At the same level, Elementalists, Necromancers, and Rangers have equal base energy. I'm guessing all other professions will too, for simplicity's sake. The percentages I've found so far are 0.5%, 0.75%, 3%, 5%, 7%, 10%, 12%, 15%, 20%, and 50%. My research page has all the supporting data. --Emelend 21:13, 27 September 2010 (UTC)

Percentages[edit]

I've noted on new skill pages that they are including a cost based on percentages. It's how every skill works right now? It makes sense since the loose of willpower as atribute and to avoid the scaling numbers, but has it been oficially confirmed to work this way? I'm just interested on seeing where because I think is a good thing. Lokheit 15:28, 26 June 2011 (UTC)

Skills no longer cost Energy[edit]

Wait...what? Energy now seems to be only a limiting factor for dodging/evading. This looks like it's going to be...interesting. ~Ekko (talk) 02:28, 16 August 2011 (UTC)

im wondering how there going to change the skills(change wat they use to)--Angelkiss User IcyyyBlue Elementalist Blue.png 02:52, 16 August 2011 (UTC)
+30 seconds recharge per skill...:S Nah, nothing that drastic.-- Shew 03:19, 16 August 2011 (UTC)
My guess would be that time becomes the resource--casting and recharge times would play a really big role in a post-energy game. Elementalists would have to consider trade-offs between long and short casting spells and managing their cooldowns, for example. This has sort of been a trend in WoW (and probably other MMOs) for a while now, where mana in combat is pretty much a non-issue for anything that's not a healer (although other resources do still matter), but it will be cool to see a game where energy explicitly has no effect on skills.
In other news, I really want to watch the Gamescom demo footage. ~Ekko (talk) 04:01, 16 August 2011 (UTC)
Do you think this will be permanent? Because they are changing things alot so I'm wondering if this will last till the release. Elonwolf 11:09, 16 August 2011 (UTC)
This really confuses me. Energy is only for dodge now? If all other skills don't use energy now.....will Warriors still have adrenaline? The demo article already says the Thief's initiative will be changed. What is...I don't...(has aneurism).--Will Greyhawk 17:12, 16 August 2011 (UTC)
The Theifs initiative has been reverted back to what it initially was, or to put it in terms of the demo before gamescom, the skills cost more initiative but recharge at the rate of 1 per second. Warriors will still have adrenaline, it's a completely different mechanic.Headache 19:54, 16 August 2011 (UTC)
I guess this is what we get for trying to document a game that's not finished yet. ~Ekko (talk) 20:45, 16 August 2011 (UTC)
As long as I get my mesmer, they can change the game as often as they want. But back on topic, we now have a long blue energy bar on the UI dedicated to dodging? Sounds like a waste of space. --Xu Davella 05:33, 17 August 2011 (UTC)
Total speculation on my part but my sense is - after having removed energy from the skill-activation equation - they didn't quite know what to do with it. But they weren't ready to completely dispense with it either. So it came down to, "Hmm...what to do with the energy bar? Well, Gamescom is coming up in a few days (or weeks as the case may have been) and we don't have time to do a full revamp of the game's energy dynamic at the moment. Let's just link it to the dodge ability for now and then we'll figure out what to do with it later." Using it for dodging and only dodging may be just a place holder/temporary limbo until they figure out what they really want to use energy for (if anything).
Otherwise, it just seems kind of pointless to limit the dodging ability based on energy. If the goal of unlinking energy from skills was to break free of the constraints that an energy system imposes, then why turn around and re-impose it on the dodge ability?
One of ArenaNet's over-arching goals appears to be to get people up and running in the game quickly, to have lots of fun, and remove what have historically been barriers to accomplishing these tasks. Removing energy from skill activation is in perfect alignment with this goal; allow players to use skills as much as the cool down and cast times will permit without having to also worry about energy costs on top of that.
In other words, encourage more skill use, not less (due to worrying about energy management). It's the removal of an artificial constraint that detracts from actually playing the game and I applaud them for it. But to turn around and then re-apply that limitation to another game mechanic (dodge) is going in the exact opposite direction of that broader vision. That's why I think we'll see even more changes to the energy mechanic as the game's development progresses or even the complete elimination of energy altogether (which I would be perfectly happy with). Guild Wars 3 perhaps 19:47, 19 August 2011 (UTC)
Footage points out that dodging is extremely cheap. If you need to dodge enough times for you to run out of energy, you might want to try a different approach instead. I am sure dodging is not expensive enough to ever be discouraged in use. - Infinite - talk 19:51, 19 August 2011 (UTC)
Exactly. Which makes tying the energy bar to the dodge ability irrelevant. If it's unlikely a player would ever exhaust their energy bar using dodge, then there's no point in giving it an energy cost to begin with. That's why my sense is this move on their part is just temporary until Gamescom is over. Then they return to full-time development and can give the energy dynamic more attention. Guild Wars 3 perhaps 20:13, 19 August 2011 (UTC)
A large factor is that they want to put more emphasis on fighting tactics, and less on grind. Limiting your dodge ability causes you to use it more tactfully. They could do many things to ensure this...energy, recharge, initiative. It's all the same mindset. --Moto Saxon 20:00, 19 August 2011 (UTC)

Capped[edit]

Recorded my endurance refill with Vigor and Vigor + Bowl of Orrian Truffle and Meat Stew and no change - endurance regen is indeed capped at 200%. Adding to article 87.195.101.155 13:08, 23 April 2013 (UTC)

I think your finding is that "the speed of normal endurance regeneration over time can be at most doubled, for example via the Vigor boon". (Since there are other mechanics such as traits and skills which can fill up the endurance bar in large chunks or even instantly). So a "cap of 10% per second" is technically not precise unless you add more info. It should probably be mentioned on the Vigor page as well. --Alad 18:10, 23 April 2013 (UTC)

Related Traits[edit]

Shouldn't traits that give vigor be in the related traits sectionMaresh19 (talk) 04:29, 23 May 2013 (UTC)

They can found at the article about vigor. Mediggo (talk) 04:40, 23 May 2013 (UTC)
I know they can but this is about giving endurane and vigor gives endurance, if i was to come to this page in hopes of finding some endurance related traits id expect those to be on here....Maresh19 (talk) 19:19, 23 May 2013 (UTC)

Feedback 2017/11/06[edit]

Thinking "Might makes right" warrior trait also belongs on the list, since it restores endurance by a flat amount. Also because I see thief dagger auto 2 also made it, so if that is how meticulous we are then why not. --85.218.175.253 23:39, 5 November 2017 (UTC)

Foods are missing[edit]

Foods that are increasing the endurance regeneration like "Bowl of Orrian Truffle and Meat Stew" are missing from the main page 188.194.176.251 10:34, 28 July 2018 (UTC)

They are listed on Foods which apply Might on Dodge, that's included in the article. --Txonä Atan - (talk) 14:28, 28 July 2018 (UTC)

Feedback 2023/09/13[edit]

The introduction states that "... Mirage elite specialization lowers the cap to 50 in PvP game modes", which is no longer true as of the last balance patch.