A little notation explanation should be given first:
Recycle: Term used to describe the total time a skill takes to go through its cycle, Cast+Recharge time. The skill doesn't begin recharging until it's done casting. Thus, recycle is the true indicator of it's frequency of use.
Casts/Minute: 60s / Recycle

Energy/Minute: This is calculated by giving the net energy per use of the spell, multiplied by Casts/Minute.
Energy Pips: This is probably the most useful number for someone just looking at the numbers for the first time. Those 4 > arrows on the energy bar of your monk, the pips? This is the calculated amount of pips you add on to your bar through the use of the spell. It's calculated by taking (Energy/Minute) / 60 * 3. For more information on energy pips, click here.
Energy Swing/Minute: This is going to be the same on all the spells except for Energy Drain. This statistic describes the net change in energy from one character or team to another character or team. In EDrain's case, it steals 8 energy from the opponent and returns 16 energy to the caster. The energy swing adds both the energy stolen and the energy gained.
Energy Swing Pips: This is the Energy Swing/Minute converted to energy pips. See above for explanation of the calculation.
EDrain1 9 or 10 Inspiration
Recycle: 20.89
Casts/Minute: 2.87218765
Energy/Minute: 31.59406415
Energy Pips: 1.579703207
Energy Swing/Minute: 54.57156534
Energy Swing Pips: 2.728578267
Drain Ench2 10 Inspiration
Recycle: 20.98
Casts/Minute: 2.85986654
Energy/Minute: 23.45090562
Energy Pips: 1.172545281
Energy Swing/Minute: 23.45090562
Energy Swing Pips: 1.172545281
PDrain2 10 Inspiration
Recycle: 20.305
Casts/Minute: 2.954937208
Energy/Minute: 48.4609702
Energy Pips: 2.42304851
Energy Swing/Minute: 48.4609702
Energy Swing Pips: 2.42304851
MoR2 10 Inspiration
Recycle: 20.9
Casts/Minute: 2.870813397
Energy/Minute: 37.89473684
Energy Pips: 1.894736842
Energy Swing/Minute: 37.89473684
Energy Swing Pips: 1.894736842
Inspired Hex2 10 Inspiration
Recycle: 20.9
Casts/Minute: 2.870813397
Energy/Minute: 17.79904306
Energy Pips: 0.889952153
Energy Swing/Minute: 17.79904306
Energy Swing Pips: 0.889952153
OoB (Unadjusted)3 10 Blood
Recycle: 12.57
Casts/Minute: 4.77326969
Energy/Minute: 53.46062053
Energy Pips: 2.673031026
Energy Swing/Minute: 53.46062053
Energy Swing Pips: 2.673031026
OoB (Adjusted)4 10 Blood
Recycle: 12.57
Casts/Minute: 4.77326969
Energy/Minute: 34.36754177
Energy Pips: 1.718377088
Energy Swing/Minute: 34.36754177
Energy Swing Pips: 1.718377088
Note, if you have any questions about these numbers, post here and I'll give further explanation.
1. Using Garbok's Cane & 20/20 cast/rech offhand (Wand & Offhand)
2. Assumed are Garbok's Cane & Chalice (single 20% cast, dual 20% recharge mods, +1 20% Inspiration) (Wand & Offhand)
3. Assumed are Gordac's Needle & Hook Blood (dual 20% recharge mods, +1 20% Blood) (Wand & Offhand)
4. Assumed is the same equipment as 3, but the numbers are adjusted to account for the energy cost associated with healing the sacrifice caused by OoB. I used a value of 4e for this cost.
Now, what do all those numbers mean? Well, not a whole lot if you don't put them in context. Let's first compare the different elites to each other on their own merit.
EDrainBenefitsDenies Enemy Energy Has the most efficient net energy swing Provides instant energy Low initial investment of energy Has no breakpoint at 10 Inspiration, allowing you to run 9 Inspiration to the same effect letting you free up some points for your other attributes. DrawbacksForces you to overextend your position sometimes 1s cast is susceptible to interruption, and being trained on a warrior Conditional upon the enemy being drained to actually have energy to drain Mantra of RecallBenefitsHighest energy return (outside of OoB where health sac is unconsidered) Provides another Enchantment to be removed by CoP, removing an additional 1 Hex & Condition, and a larger heal Cover enchantment for Divine Boon DrawbacksHigh intial energy cost 1s cast is susceptible to interruption, and being trained on a warrior Energy return is delayed Susceptible to being Stipped/Shattered/Drained when you don't need the energy, wasting the 10e intial investment, and wasting time it's recharging after it's removed. This also leads to easier exploitation of energy denial on the character with MoR Offering of BloodBenefitsHighest absolute energy return (not factoring in energy cost of healing the health sac) Very low .25s cast Instant energy DrawbacksHigh health sacrifice Energy efficiency is cut back by the cost of healing the sacrifice Time efficiency is cut back by the time it takes to heal the sacrifice.