Exhaustion-10 energy is reduced for your maximum energy, this appears as greyed out, and no energy can be recovered beyond this limit. This energy handicap recovers at a rate of 1 energy pip, or 1 energy every one second.
I am not suggesting to get rid of it, in fact, I think it balances things out pretty well. However, the consistent recovery based on no other factors can really cause an imbalance. Lets say I'm running a warder build with obsidian flame, earthquake, and shockwave. In the beginning, everything is fine, I manage to kill a fleeing target or two with obsidian flame, I interrupt a spike with earthquake. However, if the battle doesn't end quickly, my energy is going to get exhausted out and I can't do anything, its like a soul reaping necro without energy management in a stale mate GvG, not fun. You could say, "haha n00b, manage your energy better, but how can I if the recovery rate never changes and there is ONE skill in the game the prevents exhaustion. For the other classes, then energy cost being jacked up can just be recovered with energy management skills, but I dont have room in my build for glyph of energy (the one exhaustion prevention skill) if I have ether prodigy. For this reason, a less than useful skill that causes exhaustion when I already have an exhaustion causing skill on my skillbar is discarded, immediately, without question. For a necro or warrior, its fine. I can bring a self heal to counter sacrifices, or reduce my maximum health. With warrior I could equip a furious weapon or bring to the limit/"for great justice". For ele, the one skill is an elite, so I can't bring that, and equipment means nothing.
1.More Exhaustion Counters
Glyph of Energy {E}-5/1/15-Glyph-No attribute
For 15 seconds, your next spell costs 25 less energy to cast and does not cause exhaustion.
Well, the only skill that prevents exhaustion, but its an elite, so why not tune it down into a non elite form and make it usable?
Glyph of Power-5/1/30-Glyph-No Attribute
For 15 seconds, your next spell does not cause exhaustion.
Thats it. No other effects, and it would still see a lot of play (well, at least I know I'd use it when prodigy gets stripped 3+ times in 30 seconds). It costs a skill slot, but allows you to bring another exhaustion skill into combat without having any effect on your exhaustion total. Another option would be a straight exhaustion clear on prevention skill.
Aura of Power {E}-10/2/30-Enchantment-Energy Storage
For 15...51 seconds, you cannot suffer from exhaustion, however any time you would have suffered from exhaustion, this skill is disabled for any additional 5 seconds.
Seems balanced, a complete exhaustion prevention that allows you to recover any previous exhaustion during its duration. However, the more you abuse it, the less effecient it becomes.
Arcane Cleansing-15/2/5-Spell-Energy Storage
All exhaustion is cleared. For each point of exhaustion removed, this skill is disabled for an additional 3...1 seconds. This skill causes exhaustion.
So basically, after the 2 second activation, all of your exhaustion is removed, however the more that is cleared, the less you can use this skill. In addition, its 15 energy and 2 second cast leave it vulnrable to interrupts, making it unwise to get a full grey bar and use this. The exhaustion caused by this skill would be removed, however causing it to have at least a 15 second recharge. If it gets interrupted, you can try again in 5 seconds, however you just lost 15 energy and this skill will take an additional 10 seconds to recharge for each failure.
2.Recovery Variations
So, I have 84 energy, 40 energy of that is greyed out, you may argue that I have no problem, after all, due to energy storage, I have 44 energy left.
Dead Wrong.
In this case I am using more exhaustion than I am recovering, so soon I will be left with nothing. If I really need to squeeze some blinding flashes out there and my prodigy keeps getting stripped upon casting, there is nothing to do except keep trying or just sit and wait for the 4 natural regen to take its 11 seconds giving me 15 energy. Unless it's a short RA/TA battle, having 2+ exhaustion skills would be a waste considering I will only be able to ever use 1 every 30 seconds without being exhausted. Energy storage isn't helping (unless its RA/TA), and that 30 extra energy goes fast.
So, why not make it so that recovery is based upon the maximum energy level at the time? If, lets say, exhaustion recovers at a rate of 1% of your maximum energy per second, it would have two effects.
First, energy storage would have a point (wow, thats something I thought I'd never say

Second, it would give a use to 15/-1 weapons (another ironic phrase). Lets say I'm at the point of having 30 unexhausted energy and 25 current energy. I could care less about my current energy, because if I don't do something soon, I will hit the maximum cap due to exhaustion and be regaining energy much slower. So, I switch to my 30/-2 set, and I have the regen of a warrior, however my exhaustion recovery is boosted by almost 1 pip.
3.Variation in Exhaustion Amounts
Picture this, me casting obsidian flame on a full health monk fleeing from some angry fully adrenaline charged warriors. What did I do? Just cause a minor annoyance with no major significance except alerting other monks to our plan, yet I just lost 10 maximum energy. Result: Full health monk with protective spirit, guardian, and reversal of fortune on him, happly running away to heal land.
Now picture this, me using gale or mind freeze on the same fleeing monk followed by the same full charged warriors. What did I do? Leave the monk lying on the ground for 3 seconds watching -114 (fierce blow), -104 (eviscerate), etc.. Result: Dead monk, me gaining 40 balthazzar faction.
Picture this, a full spike team on a stage of 3 in 3,2,1, spike, and me running up and using shock on one of them. What did I do? End up in the middle of the enemy team 2 aggro circles away from the monk and I just shut down 1 spiker. Result: Dead teammate, dead ele.
Now picture this, me using earthquake in the same situation. What did I do? Knock down 2-3 people and add some minor pressure (assuming no ward of stability) Result: Failed spike
As you can see, in each instance, one skill vastly overpowered the other. However this is not always the case
Picture this, a fleeing target with 25% health running back to his monks for heals with no one chasing him. Lets say I cast obsidian flame, it gets through, however the monks have already gotten protective spirit and reversal of fortune on him. A minute later, another close to death target is fleeing, I try the same tactic. This time it gets through, and the enemy is dead. Result: 20 exhaustion with one dead target.
Now picture this, me bringing gale in the same situation. Assuming no one is chasing him, he just ends up knocked on the ground with monks running toward him. Result: Me with 10 exhaustion and a knocked down but full health enemy.
Picture this. Me facing the previous spike team with 3 shock wars. During the spike, they all use shock on different targets. The next time they attempt the spike, the process repeats. Soon, however everyone will be exhausted. Result: Failed spike, soon to be dead spikers, however if they aren't dead soon enough, we lose.
Now picture this, 1 warder with earthquake on his bar. 2 seconds before the spike, he starts casting earthquake. It ends directly in the middle of the spike, causing everyone to fail. The next spike, earthquake isn't recharged, so they manage to kill a teammate, no big deal, and the next spike is interrupted. However, after that, the ele is out of energy and cannot continue. Result: We lose
Once again, the same skills are used, but in a different manner. In each case, the more spammable skill overpowered the one, heavy duty, skill. Yet, after a while, exhaustion will accumulate to the point where, once again, the heavy duty skill wins.
For this reason, skills shouldn't always have the same exhaustion cost. Gale, being much more conditional, but always devastating at the right time will end up being a better choice than obsidian flame, which requires taking a chance. For this reason, obsidian flame needs to be used more to be effective, and it is, but will end up exhausting you twice as fast as simply galing someone at the right time. Same with shock and earthquake. Shock is much more effective at first due to its low energy cost and recharge, until it exhausts you more than earthquake. If the exhaustion costs were changed so that I could use several exhaustion skills as much as others, it would be much more balanced.
This could also add a form of progression to skills that have none, ex.
Gale-10/1/5-Spell-Air Magic
Target foe is knocked down for 3 seconds. This skill causes 15...9 points of exhaustion.
Well, uhhhh, yup, thats it.