Health regeneration

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Health regeneration in Guild Wars is represented by the arrows or pips beside your characters current health on his/her Health Bar. For each pip of regeneration, your character receives 2 health per second.

Keep in mind that regeneration caps at +10 and degeneration at -10. So being under the effects of 3 skills giving you +4 regeneration will net you a total of +10 regeneration. However, if you are hexed for another -3 regeneration, the -3 is calculated before the cap is applied, so you will end up with +9 regeneration.

Skills do not count Health regeneration as healing (neither health degeneration as damage).

Contents

[edit] Automatic regeneration

Both playing characters and most NPCs will receive health regeneration when not in active combat. Players are considered 'not in active combat', while not currently losing health nor attacking or activating skills on enemies. A few examples are:

  • Any skills which sacrifice health will end automatic regeneration.
  • Carrying a weapon with a vampiric property will prevent automatic regeneration if no other effect counteracts the health loss. If any other effect brings health regeneration to 0 or more (i.e.: Fount Of Maguuma), the automatic health regeneration may start.
  • Activating healing skills that target yourself will not interfere with automatic regeneration.
  • Effects that increase health regeneration can offset conditions that cause health degeneration. If the balance of all such conditions is +0 or better, you will gain automatic regeneration.
  • Receiving non-zero damage, or attacking or activating a skill that targets an enemy will end automatic regeneration.

This means that characters can stay in the middle of a combat, attacked by many enemies, and still gain the automatic health regeneration as long as they do not take damage and do not activate skills that affect enemies.


For playing characters, automatic health regeneration begins with 1 pip of regeneration after a few seconds and will increase every few seconds to a max of 7 pips of regeneration (i.e. 14 health per second). This adds to any existing regeneration, so a character with a any other effect granting +3 health regeneration can get up to +10 just by not engaging in active combat.


For NPCs, regeneration exists in an per-case basis. Some NPCs have innate regeneration, others gain regeneration when passive like players do, others depend solely on skills to gain Health regeneration, while others doesn't have any kind of regeneration at all.

[edit] Related skills

[edit] Warrior Warrior

[edit] Ranger Ranger

[edit] Monk Monk

[edit] Necromancer Necromancer

[edit] Elementalist Elementalist

[edit] Assassin Assassin

[edit] Ritualist Ritualist

[edit] Paragon Paragon

[edit] Dervish Dervish

[edit] Any Norn rank

[edit] Any Deldrimor rank

[edit] Equivalent healing for given regen rate and duration

This table shows how much total healing a health regeneration of a certain duration and magnitude will provide.

Health gained with given regeneration
Duration +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
1 sec.2468101214161820
2481216202428323640
36121824303642485460
48162432404856647280
5102030405060708090100
61224364860728496108120
714284256708498112126140
8163248648096112128144160
91836547290108126144162180
1020406080100120140160180200
1122446688110132154176198220
1224487296120144168192216240
15306090120150180210240270300
183672108144180216252288324360
204080120160200240280320360400
2550100150200250300350400450500

[edit] Related articles