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Actually this works a lot like mana. You have a recharge+resource cost, this resource is capped at a value (in this case 100), so you have to manage cooldown+resource cost. Even the regeneration over time exists in many MMOs, making this resource style not new in any sense. You have an example of resource deplete from mana shields from oldschool MMOs - a shield that protects the user from damage while depleting mana instead of HP.

In short, this is: heavy armor mid-melee range class with cooldowns+resource regeneration+resource degeneration mechanics, and its uniqueness that is legend-dependant utility skills, having a cooldown and reseting current resource amount to 50%. Partly new, partly old, and cool nonetheless, but worth noticing how comparable it is to other MMOs' classes. :) – Valento msg 21:23, 16 March 2015 (UTC)

Or you know, being identical to Energy--Relyk ~ talk < 21:34, 16 March 2015 (UTC)
That works if you've played original game. ;) – Valento msg 23:28, 16 March 2015 (UTC)

Energy regeneration[edit]

This page is missing very important, basic information such as how much energy per second one "pip" of regeneration/degeneration is, and the maximum amount of regeneration/degeneration. 21:33, 13 December 2015 (UTC)

Why Percentage?[edit]

For no reason, this seems to be 50% and 100% when the skills themselves use a flat number, so shouldn't the energy be 50 energy and 100 energy? removing the % from all equations? 20:54, 1 May 2016 (UTC)