Gain More Mana?

Havok1610

Havok1610

Ascalonian Squire

Join Date: Feb 2007

Ireland

None at the moment :(

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

Knightsaber Sith

Knightsaber Sith

Furnace Stoker

Join Date: Aug 2006

Few Fallen Heroes [FFH]

W/E

Well you could use a +5 energy mod, but other than that not really.

Tarun

Tarun

Technician's Corner Moderator

Join Date: Jan 2006

The TARDIS

http://www.lunarsoft.net/ http://forums.lunarsoft.net/

Would be awesome to see quests to add extra health/mana much like the extra 15 attribute point quest.

Knightsaber Sith

Knightsaber Sith

Furnace Stoker

Join Date: Aug 2006

Few Fallen Heroes [FFH]

W/E

^If they did that they'd probably have to rebalance. Make some skills cost more to cast to compensate.

Mars Dragonblade

Mars Dragonblade

Lion's Arch Merchant

Join Date: May 2006

Awesometon.

Ministry of Fate [MoF]

W/

+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 .

Kook~NBK~

Grotto Attendant

Join Date: Mar 2005

A little chalet outside Drok's

Natural Born Killaz

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.)

Tarun

Tarun

Technician's Corner Moderator

Join Date: Jan 2006

The TARDIS

http://www.lunarsoft.net/ http://forums.lunarsoft.net/

Quote:
Originally Posted by Knightsaber Sith
^If they did that they'd probably have to rebalance. Make some skills cost more to cast to compensate.
If a mana quest gave +10 extra mana, I don't believe it would be a big issue. As for health, I doubt an extra +250 would fly, but an extra +100 would probably be the highest reward that should be given.

Kuldebar Valiturus

Kuldebar Valiturus

Desert Nomad

Join Date: Nov 2006

Garden City, Idaho

The Order of Relumination (TOoR)

R/

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.

Antheus

Forge Runner

Join Date: Jan 2006

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.

gameshoes3003

gameshoes3003

Forge Runner

Join Date: Feb 2006

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.

Toutatis

Toutatis

Walking Wiki

Join Date: Nov 2006

Isle of Medication

Visitors from Aranna [VFA]

Me/E

Quote:
Originally Posted by gameshoes3003
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
Dervishes are able to reabsorb the magic from enchantments thanks to the Mysticism attribute - pump it to level 3 and above, and they start to regain energy as well as health when each enchantment ends on them (effectively reducing the energy cost of their enchantments in the long run)