Energizing Finale

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Echo. For 10...30...35 seconds, whenever a shout or chant ends on target non-spirit ally, that ally gains 1...2...2 Energy.

Echo. For 10...30...35 seconds, whenever a shout or chant ends on target non-spirit ally, that ally gains 1...2...2 Energy.

Concise description
Echo. (10...30...35 seconds.) Target ally gains 1...2...2 Energy whenever a shout or chant ends on that ally. Cannot target spirits.
Progression
Energy Gain
0
10
1
1
12
1
2
13
1
3
15
1
4
17
1
5
18
1
6
20
1
7
22
1
8
23
2
9
25
2
10
27
2
11
28
2
12
30
2
13
32
2
14
33
2
15
35
2
16
37
2
17
38
2
18
40
2
19
42
2
20
43
2
21
45
2

Acquisition

Skill trainers

Hero Usage

  • Heroes only use this skill in combat, will attempt to maintain it on as many party members as possible, and will use it even on party members that have full energy. Heroes will not refresh it on party members that already have the effect.
  • Usage priority: [verification requested]
    • The caster will prioritize themself when at low energy and not already subject to the effect;
    • The caster will then prioritize team members that have high investment in the attribute of their equipped main-hand weapon, whether they meet the requirement or not;
    • To break a tie, the caster will prioritize martial primary professions, regardless of weapon type, attribute, or investment;
    • Priority is not affected by the presence, use, or investment in shouts or chants on the recipient's skill bar.

Notes

Trivia