Ether lord
Eaimirth Etaivella
I have thought about it, and is there a use for ether lord?
It sucks as energy renewal.
It sucks at denidal.
It is a hex.
It has a super long recharge.
It is conditional.
The only use for it that I can think of (besides a cover hex, rofl) is that to counter out ether prodigy (why the hell you would want to lose the energy idk, seems like a good trade off to keep it imo.)
It denies too little, gains too little...even if it was a signet it would suck. Please help me if I'm wrong, but this seems like a mesmer's mending.
It sucks as energy renewal.
It sucks at denidal.
It is a hex.
It has a super long recharge.
It is conditional.
The only use for it that I can think of (besides a cover hex, rofl) is that to counter out ether prodigy (why the hell you would want to lose the energy idk, seems like a good trade off to keep it imo.)
It denies too little, gains too little...even if it was a signet it would suck. Please help me if I'm wrong, but this seems like a mesmer's mending.
LightningHell
Mending is better. At least I use it in my 55 Ele. 
I wouldn't know. Try putting it on a Warrior. Never tried.

I wouldn't know. Try putting it on a Warrior. Never tried.
tafy69
its good for e-denial, 20 second recharge isnt too long
Lots of teams use it in conjunction with panic
Lots of teams use it in conjunction with panic
LightningHell
Good for E-Denial? Are you serious?
At the most, you drain them for 9 and you gain 9 energy. At the cost of your whole energy pool. AND assuming they don't strip it.
At the most, you drain them for 9 and you gain 9 energy. At the cost of your whole energy pool. AND assuming they don't strip it.
rii
A level 14 energy burn takes 10 energy every 20 seconds... ether lord takes 9 energy every 20 seconds.... say what?
The loose all energy is the main part of this which is turd - i dont see why that cant be removed... would give malaise/wither something to play with if you ever thought it was worth it.
The loose all energy is the main part of this which is turd - i dont see why that cant be removed... would give malaise/wither something to play with if you ever thought it was worth it.
Banebow
While I don't use the skill that often, you should not just be looking at the amount drained. Energy burn will drain 10 energy compared to 9 from ether lord, yes, but ether lord does not drain energy, rather, it prevents the energy from coming back. While a monk has a window of oppurtunity to cast OoH before you use an energy burn, he will never get that chance while hexed with ether lord.
Used in conjunction with panic and a signet-heavy e-denial build, you could definitely have some fun.
Used in conjunction with panic and a signet-heavy e-denial build, you could definitely have some fun.
Francis Demeules
Migraine(E) + Malaise + Ether lord
Wither(E) if you have a necro in your team
sorry I mean Panic and not Migraine
Wither(E) if you have a necro in your team
sorry I mean Panic and not Migraine
Yukito Kunisaki
Stopping energy from coming back is always good if you're not on the recieving end...
Fear Me! anyone? [spam spam spam.]
Fear Me! anyone? [spam spam spam.]
DieInBasra
You could always focus swap to prevent you from loseing all of your energy. Just save it for the end of your surge-burn cycle, focus swap, cast it, swap back.
Dragannia
I love Ether Lord. Cast it when you're on 5 energy, give someone degen, then use E-Drain or E-Tap to get a chunk back.
LouAl
Quote:
Originally Posted by rii
A level 14 energy burn takes 10 energy every 20 seconds... ether lord takes 9 energy every 20 seconds.... say what?
The loose all energy is the main part of this which is turd - i dont see why that cant be removed... would give malaise/wither something to play with if you ever thought it was worth it. Just wanted to point out that at lvl 14 burn does -10e and at LVL 14 ether lord also does -10e
I don't really like ether lord, but I wanted to make sure the comparison was fair with both at the same attribute lvl.
The loose all energy is the main part of this which is turd - i dont see why that cant be removed... would give malaise/wither something to play with if you ever thought it was worth it. Just wanted to point out that at lvl 14 burn does -10e and at LVL 14 ether lord also does -10e
I don't really like ether lord, but I wanted to make sure the comparison was fair with both at the same attribute lvl.
The_Janitor
I use this spell with my energy denial build, works like a charm.
Sap their energy and slap this baby on and stop them from regenerating. Lather, rinse, repeat.
Sap their energy and slap this baby on and stop them from regenerating. Lather, rinse, repeat.
Eaimirth Etaivella
Worthless against a monk, as it is a hex...
-Also since when have mesmers focused on removing energy from other classes (you could try a mesmer, but that is just stupid as they have the best hex removal in the game.)
-Also since when have mesmers focused on removing energy from other classes (you could try a mesmer, but that is just stupid as they have the best hex removal in the game.)
DieInBasra
Hexes are useless? News to me.
I don't really understand your second point. Looks to me like you're saying mesmer aren't for edenial...
I don't really understand your second point. Looks to me like you're saying mesmer aren't for edenial...
LightningHell
Well, yes, you can focus swap...
The Real Roy Keane
I've never tried it, but couldn't you switch to a -energy offhand, cast Ether Lord, then switch back to your energy staff/focus, leaving your primary energy pool unscathed?
LightningHell
Yes, you can.
EDIT: By the way, I think Eaimirth is a PvE-er who doesn't care much about the PvP world.
EDIT: By the way, I think Eaimirth is a PvE-er who doesn't care much about the PvP world.
Avarre
Quote:
You lose all remaining energy to cast it, if etherlord is removed quickly (often the case) you've basically lost 5 + the regenned while casting amount for no gain. If the team you're fighting has more than one person with hex removal, lord is too weak to be used.
On the only healer/hex remover it's fairly levelling, however.
minor
ether lord is an ok hex/ energy drain, but there are better options in pvp world.It does stop 10 energy just like surge or burn, but it doesn't do the 80 damage that they do.As already stated you lose all energy so you have to be low on energy to use reasonably, which makes it not spamable as soon as it comes up and stops it from being a "great" skill.
LouAl
Quote:
Originally Posted by Francis Demeules
Migraine(E) + Malaise + Ether lord
Wither(E) if you have a necro in your team
sorry I mean Panic and not Migraine I think that is a cool idea (panic, not migraine
) and you could top it off, after a quick focus swap, with a parasitic bond, or mind wrack or something else...just to keep E lord on that much longer.
Wither(E) if you have a necro in your team
sorry I mean Panic and not Migraine I think that is a cool idea (panic, not migraine

Francis Demeules
Quote:
Originally Posted by LouAl
I think that is a cool idea (panic, not migraine
) and you could top it off, after a quick focus swap, with a parasitic bond, or mind wrack or something else...just to keep E lord on that much longer.
With an inspiration weapon set, this shouldnt be a problem. If I remember correctly, Ether lord does -4/+4 for 10-11seconds at lvl 16 inspiration, right?

LouAl
Nah, I think it caps out at -3/+3 clear until you get to attb lvl 19 and then it hits -4/+4, but at 16 it would last 10 seconds so you'd be looking at a 10e gain/loss, providing it stays for its duration
Francis Demeules
Quote:
Originally Posted by LouAl
if we say -3/+3 for 10 sec, then......
You receive a +3 E regen. (Total of +7) The target suffer -3 (-1 warriors, 0 Rangers and +1 Casters) We put Panic and Malaise with for a -4 E degen (-2 warriors, -1 Rangers and 0 Casters) A Total of -7 E degen (-5 Warriors, -4 Rangers and -3 Casters) Team with a necro with Wither, Total of -9 E Degen (-7 Warriors, -6 Rangers and -3 Casters)
-7 Energy degen alone and -9 Energy degen when teamed with a necro for 10 seconds who has Wither.
For 10 seconds
The Warriors will suffer a -7 E degen
The Rangers will suffer a -6 E degen
The Casters will suffer a -5 E degen
LouAl
looks cool, remember tho that malaise and wither will end when their energy hits 0. Not that it will really matter because they will still have Panic on for a while 
So, your casting order would be Panic, Malaise, Lord, *focus swap,* mind wrack
and your Necro team mate would get Wither on about the time as you get Panic on...
If you also fit shame and power leak in there it would be lots of fun

So, your casting order would be Panic, Malaise, Lord, *focus swap,* mind wrack
and your Necro team mate would get Wither on about the time as you get Panic on...
If you also fit shame and power leak in there it would be lots of fun

Francis Demeules
Quote:
Originally Posted by LouAl
looks cool, remember tho that malaise and wither will end when their energy hits 0. Not that it will really matter because they will still have Panic on for a while 
So, your casting order would be Panic, Malaise, Lord, *focus swap,* mind wrack
and your Necro team mate would get Wither on about the time as you get Panic on...
If you also fit shame and power leak in there it would be lots of fun
We'll see them when they got Mind Wrack. But we cant MW after because they will stay at 0. That my point from here, Wastrel Worries. They cant do anything except maybe signet every 20-30 seconds to remove it but that all.

So, your casting order would be Panic, Malaise, Lord, *focus swap,* mind wrack
and your Necro team mate would get Wither on about the time as you get Panic on...
If you also fit shame and power leak in there it would be lots of fun

LouAl
That works, I was more thinking of MW as a cover for all those hexes...but the WW wound definately be better dmg once they are at 0 and staying there. But after Lord ends and you only have Panic running, MW becomes an option again.
Hmmm, I didn't realize that recharge on Malaise was so fast. You could keep that on as many people as you want (as long as you can afford the hlth degen)
Hmmm, I didn't realize that recharge on Malaise was so fast. You could keep that on as many people as you want (as long as you can afford the hlth degen)
Eaimirth Etaivella
And we could do the same thing w/o ether lord...
Avarre
Quote:
Originally Posted by Francis Demeules
For 10 seconds
The Warriors will suffer a -7 E degen
The Rangers will suffer a -6 E degen
The Casters will suffer a -5 E degen Meaning casters lose a total of 10 x (5x0.33) = 16.6 energy
Orrrr we could just use 2 dom spells and get a higher result in 2 seconds, with a stronger followup. Unless you intend to hit them with this when they're already low... which is useless, as it won't drain to negative values.
Francis Demeules
Quote:
Originally Posted by Avarre
Meaning casters lose a total of 10 x (5x0.33) = 16.6 energy
Orrrr we could just use 2 dom spells and get a higher result in 2 seconds, with a stronger followup. Unless you intend to hit them with this when they're already low... which is useless, as it won't drain to negative values. By they will stay at 0 energy during a certain time.
I tested with 16 inspiration where the break point is
lvl 14 max I can say for 10 sec -3/+3
Orrrr we could just use 2 dom spells and get a higher result in 2 seconds, with a stronger followup. Unless you intend to hit them with this when they're already low... which is useless, as it won't drain to negative values. By they will stay at 0 energy during a certain time.
I tested with 16 inspiration where the break point is
lvl 14 max I can say for 10 sec -3/+3
Avarre
With energy burning build using mind wrack, they'll be kept near a 0 energy value and take significant damage, using only one character, whereas this setup requires two.
It works, but that doesn't say much. Panic is a good skill, but the main use is for the mass energy degen, complete devastation of noncaster classes, etc. Lord can't be applied to multiple targets... and as I've already mentioned, doesn't do wonders to your own energy if removed, especially if you're using Panic.
Also, it depends on your target... CoP will tear this asunder, with veil up its a quick 3 (4 if the monk uses guardian first) hexes removed -> all of the ones you applied
It works, but that doesn't say much. Panic is a good skill, but the main use is for the mass energy degen, complete devastation of noncaster classes, etc. Lord can't be applied to multiple targets... and as I've already mentioned, doesn't do wonders to your own energy if removed, especially if you're using Panic.
Also, it depends on your target... CoP will tear this asunder, with veil up its a quick 3 (4 if the monk uses guardian first) hexes removed -> all of the ones you applied

Francis Demeules
Quote:
Originally Posted by Avarre
Also, it depends on your target... CoP will tear this asunder, with veil up its a quick 3 (4 if the monk uses guardian first) hexes removed -> all of the ones you applied
Then you must trick the monks to put these skills.

Banebow
Quote:
Originally Posted by Avarre
Meaning casters lose a total of 10 x (5x0.33) = 16.6 energy
They will lose 10 * (9 * 0.33) = 29.7 energy, not 16.6. Don't forget to include energy that is not gained from natural regen. They will not physicaly be at, say, 10 energy if they had a 40 max, but they will have lost 16.6 and not gained back another 13.1.
I prefer the current e-denial of surge, burn, and SoW myself, and I think it is more effective than this. But mass lower regen could be a possible thing to consider.
I prefer the current e-denial of surge, burn, and SoW myself, and I think it is more effective than this. But mass lower regen could be a possible thing to consider.
Francis Demeules
I prefer to be original than follow the same routine or popular builds like this old E-Denial. I try to make these skills who players think "useless" to " something useful". One of my goal, which its difficult for many reasons, make Keystone Signet useful with a build that could work at least. But its a bit off topic.
Build teamed with a necro (not tested so I dont know if it works well or not but its just a guest)
Mesmer
Rez signet
Diversion
Panic (E)
Ether lord
SoW
E Burn
Mind Wrack
(Support skill/Energy management because I dont considerate E Lord as an E M)
Necro
Wither (E)
Malaise
Rez sig
(Others for support)
Th reason why I put Diversion..... Disable monks skills when you try to put these hexes on targets. These Hexes can work like WW, react the target and use a skill in his/her face then re-use these skills again after they're recharged.
Build teamed with a necro (not tested so I dont know if it works well or not but its just a guest)
Mesmer
Rez signet
Diversion
Panic (E)
Ether lord
SoW
E Burn
Mind Wrack
(Support skill/Energy management because I dont considerate E Lord as an E M)
Necro
Wither (E)
Malaise
Rez sig
(Others for support)
Th reason why I put Diversion..... Disable monks skills when you try to put these hexes on targets. These Hexes can work like WW, react the target and use a skill in his/her face then re-use these skills again after they're recharged.
Yukito Kunisaki
The idea I like, but sadly, most 'pro' players still scoff at the idea of Wither and Malaise due to their unethical [lol] approach with @ 0 e. it ends... [gah]
I can imagine how devastating they'd be with good curses levels. If Focus Swapping wasn't an issue [and forcing them to do it throughout the game actually hampered them] then i'd consider it but as of yet, the anti-energy curses skills are usually laughed at...
I can imagine how devastating they'd be with good curses levels. If Focus Swapping wasn't an issue [and forcing them to do it throughout the game actually hampered them] then i'd consider it but as of yet, the anti-energy curses skills are usually laughed at...

Peewee
good for e denial, cos it may stop a monk from casting for that extra 9 seconds. Dont tell me that is useless. its only 5nrg, so i would cast it when i have no little nrg left, to make the sacrifice small as possible. like many skills, those that think it has no use proberly dont use it effectively in the first place. Agrueing that you lose your entire nrg reserve is really besides the point, as if you use it correctly it can pick you up from near to no energy, and drain the enemy as well. If for some bizarre reason your questioning its merits as a skill you use as a base for a build, then yes, its crap, in the same way that using a practised stance with a trapper is crap....
Francis Demeules
Quote:
Originally Posted by Peewee
good for e denial, cos it may stop a monk from casting for that extra 9 seconds. Dont tell me that is useless. its only 5nrg, so i would cast it when i have no little nrg left, to make the sacrifice small as possible. like many skills, those that think it has no use proberly dont use it effectively in the first place. Agrueing that you lose your entire nrg reserve is really besides the point, as if you use it correctly it can pick you up from near to no energy, and drain the enemy as well. If for some bizarre reason your questioning its merits as a skill you use as a base for a build, then yes, its crap, in the same way that using a practised stance with a trapper is crap....
The Builds I gave earlier was not to make E lord the main spell but a way to show its effectivness in a E Degen build
Dragannia
Monks are at near zero energy all the time anyway, and a good monk has Divine Boon. Hit Ether Lord when they're below five energy, and presto! Zero energy regen.
LightningHell
I'm leaving this topic. Officially.
Avarre
Quote:
Originally Posted by Banebow
Quote: Originally Posted by Dragannia Monks are at near zero energy all the time anyway, and a good monk has Divine Boon. Hit Ether Lord when they're below five energy, and presto! Zero energy regen Have you ever played against or as a boon monk? Presto, focus swap, contemplation of purity
Quote:
Originally Posted by Peewee
as if you use it correctly it can pick you up from near to no energy, and drain the enemy as well.
It gives you an additional 1 energy per second. You lose 5 + 2 (regenned during casting approximately) + whatever above 5 you had, to regain 10 energy (not counting the natural +4) at 16 inspiration. The net gain is practically nil. The only possible use is to try to keep a target at low energy, however hex removal isn't hard to come by (as mentioned above) unless you cover the hex. Which is hard when you've removed all your energy.
Banebow
Quote:
Originally Posted by Avarre
I'm counting direct loss of energy from the amount the target has when hexes were applied... 16.6 is correct.
Which is what I said in my post. But if you want the full amount of energy denied, than 29.7 is the correct number.
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