From GuildWiki
test
Skill details
For 10...20 seconds, you gain 3 Energy each time you hit with a melee attack. Warrior's Endurance cannot raise your Energy
above 10...22.
Strength |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
Duration |
10 |
11 |
12 |
13 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
26 |
27 |
Energy Ceiling |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
21 |
22 |
23 |
24 |
25 |
26 |
27 |
28 |
29 |
30 |
[edit] Acquisition
Signet of Capture:
- This skill provides a viable alternative to Adrenaline based skills,
as you will receive three energy per hit (or four with a Zealous weapon upgrade), which
can be used both to gain large quantities of energy to fuel skills
of your secondary profession, or to reduce the cost of most warrior
attack
skills to a mere two energy each, as nearly all energy-based
Warrior skills cost five energy. When choosing between this skill
and Flourish, skill
recharges are the deciding factor, as both skills have immense
energy gain.
- Warrior's Endurance is preferred by some dagger-wielding
Warrior/Assassins, and is a very effective means of energy
management, as opposed to Flourish.
- Consider using this skill with a Zealous Scythe, enabling you to gain up to as 12 energy
with each swing of your weapon (assuming you constantly hit three
targets with each attack, this is roughly equivalent to 20 pips of
energy regeneration). However, be wary of this skill's energy
ceiling.
[edit] Related skills