Skills - Ether Lord
Guild Wars Guru
You can view this database entry at: http://www.guildwarsguru.com/skill/361-ether-lord/.
You may add your comments in this thread.
You may add your comments in this thread.
Axehilt
This skill is a reward in the A Belated Betrothel quest given by Tirzah in Seeker's Passage (Ascension).
Felbryn
Considering that 1 energy regeneration is only equivalent to 1 energy every 3 seconds, with 12 Inspiration this apparently steals 9 energy over 9 seconds from the target. That sounds easily much weaker than Energy Tap, even without the fact that you also lose all energy when casting Ether Lord. Is there any good way to use this skill?
yaynus
Think about it this way. The spell can be used when you need to cast a higher energy spell and you only have 5 energy. At that time you cast it on an enemy which doesn't just make them lose that 9 energy but also makes it hard for them to get it back. That 3 energy regeneration is also stacked onto the current 4 regeneration of the mesmer for a total of 7. Sounds like a decent skill to me.
yaynus
Well... Are there any skills that you do like?
Mercury Angel
Ether Lord is about energy deprivation, rather than stealing. Unlike some skills I could mention, it doesn't run out when the target reaches 0.
With Mantra of Recovery, you can actually keep this skill almost constantly on, and pretty much pin a target at 0 energy.
However, is that really worth it?
Keeping a target at perpetual 0 energy, but using all of your attention and resources just to do that?
Since it's probably a monk you're doing this to, why not suck them dry, and follow up with Shame for another 10-13 seconds of shutdown while your other skills recharge, instead of practically shutting down yourself as well?
If you're totally into energy denial, and you need another inspiration skill, then go ahead and grab this. It's not absolutely horrible, it's just highly conditional, and largely inefficient. Otherwise, I'd avoid it.
With Mantra of Recovery, you can actually keep this skill almost constantly on, and pretty much pin a target at 0 energy.
However, is that really worth it?
Keeping a target at perpetual 0 energy, but using all of your attention and resources just to do that?
Since it's probably a monk you're doing this to, why not suck them dry, and follow up with Shame for another 10-13 seconds of shutdown while your other skills recharge, instead of practically shutting down yourself as well?
If you're totally into energy denial, and you need another inspiration skill, then go ahead and grab this. It's not absolutely horrible, it's just highly conditional, and largely inefficient. Otherwise, I'd avoid it.
Zeru
This terrible for energy denial. You're crippling your own capabilities just for inefficient energy degen.
Take an echo/debil/serp q/tigers fury ranger if you want real single target energy denial.
Take an echo/debil/serp q/tigers fury ranger if you want real single target energy denial.
Kashrlyyk
That skill seems to be the blood ritual for mesmers!
Beoulve
I think this skill could have its uses if you had 0 energy, but if you werent a garbage mesmer, you shouldent have 0.
Disoblige
This is used to keep their health at 0 so you can spam them with mind wreck
Rajamic
Wouldn't really work well for that. Even at attribute 12, the enemy is only losing 1 mana per second (compared to their normal mana growth) for 9 seconds. Against a most mages, they are still gaining mana, though very slowly.
So say you target a warrior....nope nothing there, unless they managed to run their energy dry before or shortly after you cast this. Unless the Warrior is running a maintained enchantment, this spell will cause them to lose 3 mana instead of gaining 6. The loss of 3 mana won't likely take them to 0.
Might work on a Ranger, with how heavily energy dependant they are. But a Zealous string would be enough to counteract most of Ether Lord. Spirit Shackles does a much better job, lasts longer, and doesn't cost you all of your mana.
Even if you were to hit someone who was completely drained with Ether Lord and it prevented them from gaining mana, there are problems with using Mind Wrack. First, you'll need to wait over 2 seconds to have the mana to cast Wrack. Then Wrack has a 5 second recharge. You could get 2 Wracks in before Ether Lord wears off, 3 if you used an Echo, 4 if you used both Echoes. (By the time the Echoed Wracks get recharged, Ether Lord will have worn off, and the target will have >0 mana.)
So say you target a warrior....nope nothing there, unless they managed to run their energy dry before or shortly after you cast this. Unless the Warrior is running a maintained enchantment, this spell will cause them to lose 3 mana instead of gaining 6. The loss of 3 mana won't likely take them to 0.
Might work on a Ranger, with how heavily energy dependant they are. But a Zealous string would be enough to counteract most of Ether Lord. Spirit Shackles does a much better job, lasts longer, and doesn't cost you all of your mana.
Even if you were to hit someone who was completely drained with Ether Lord and it prevented them from gaining mana, there are problems with using Mind Wrack. First, you'll need to wait over 2 seconds to have the mana to cast Wrack. Then Wrack has a 5 second recharge. You could get 2 Wracks in before Ether Lord wears off, 3 if you used an Echo, 4 if you used both Echoes. (By the time the Echoed Wracks get recharged, Ether Lord will have worn off, and the target will have >0 mana.)
Disoblige
Ether Lord is a good way to keep monks from not able to heal as fast as you can do damage. Spam them with mind wreck always work for me in arenas. Backfire alone won't ensure you will kill the monk.
Zeru
Well mind wrack blows as badly as ether lord does. there are many better mes skills. Diversion, chaos storm, power block/spike/leak/drain, etc. Drop the trash ones.
Disoblige
i like killing the monk with my own hands than let my team kill them. You're build is how you prefer to play. Interrupting and sucking their energy is not my style.
Disoblige
It's about timing and when you use it. Mind wreck/ether is a situational skill for me to destroy those stupid monks. honesty, i don't use ether lord .
My Build ->
Oblivian FLesh
Armor Earth
Oblian flame
Mind wreck
Ether feast
My Build ->
Oblivian FLesh
Armor Earth
Oblian flame
Mind wreck
Ether feast
Zeru
Actually no it's not.
There are clearly better builds and clearly worse ones, same with styles of play. Mind wrack fits into the 'clearly worst category' because it is horribly conditional and the condition is something you have no idea about.
If you want to do poorly go ahead and think that playing style is all that matters. If you want to improve learn what stuff works and what doesn't and use the stuff that does.
Your 'build' needs serious help though considering about 2 of those skills are useful and 0 are useful on a mesmer.
There are clearly better builds and clearly worse ones, same with styles of play. Mind wrack fits into the 'clearly worst category' because it is horribly conditional and the condition is something you have no idea about.
If you want to do poorly go ahead and think that playing style is all that matters. If you want to improve learn what stuff works and what doesn't and use the stuff that does.
Your 'build' needs serious help though considering about 2 of those skills are useful and 0 are useful on a mesmer.
Celes Tial
Quote:
Originally Posted by Disoblige
i like killing the monk with my own hands than let my team kill them. You're build is how you prefer to play. Interrupting and sucking their energy is not my style.
Alright. And how would you kill a monk who heals faster than you can do damage without running out of energy?
Disoblige
I gave you only 5 skills to work with . there's like infinit ways to kill a monk- blackout , gale, backfire, energy drain, malaise, ignorance , power skills. those 5 skills i wrote is my fav routine.
This build is when you are playing competitive missions where you don't expect your team to have a monk.
This build is when you are playing competitive missions where you don't expect your team to have a monk.
Disoblige
Quote:
Originally Posted by Zeru
Actually no it's not.
There are clearly better builds and clearly worse ones, same with styles of play. Mind wrack fits into the 'clearly worst category' because it is horribly conditional and the condition is something you have no idea about.
If you want to do poorly go ahead and think that playing style is all that matters. If you want to improve learn what stuff works and what doesn't and use the stuff that does.
Your 'build' needs serious help though considering about 2 of those skills are useful and 0 are useful on a mesmer. It's an E/Me build where u can play around with it. You can add backfire , power leak, power spike and diversion against spell casters. Use iron mist , soothing smages, Ineptitude , and conjure phantasm against warriors. There's many ways u play with this build.
There are clearly better builds and clearly worse ones, same with styles of play. Mind wrack fits into the 'clearly worst category' because it is horribly conditional and the condition is something you have no idea about.
If you want to do poorly go ahead and think that playing style is all that matters. If you want to improve learn what stuff works and what doesn't and use the stuff that does.
Your 'build' needs serious help though considering about 2 of those skills are useful and 0 are useful on a mesmer. It's an E/Me build where u can play around with it. You can add backfire , power leak, power spike and diversion against spell casters. Use iron mist , soothing smages, Ineptitude , and conjure phantasm against warriors. There's many ways u play with this build.
Disoblige
There are build that has more cons than pros. The build I wrote had damage and protection. It's immune against magic/hex spell for 18 secs and gain +55 armor 1 minute. and you can deal tons of damage with in seconds. It won't survive a 4vs1 battle obviously, but i has more advantages than cons.
I won many long consecutive wins with this build and don't tell me it's not effective.
I won many long consecutive wins with this build and don't tell me it's not effective.
Eilana Sakage
I think it'd be nice to have to stack 3 regen on top of 4 because i'm an elementalist and my build includes alot of skills that if i cast them all at once (to quickly decimate an enemy) it'll drain my mana very quickly.
Not exactly horribly conditional i would say...but If I had 5 mana and all my spells had 10+ mana to cast, I'd definitely opt for this to regen a bit.
Not exactly horribly conditional i would say...but If I had 5 mana and all my spells had 10+ mana to cast, I'd definitely opt for this to regen a bit.
galkraft
I've used this skill a lot in PvP and I agree that this skill alone is way too gimped. Needs less energy penalty, or a longer duration, to be of any worth on the skillbar.
One thing i haven't tried, is Echo + this spell. What would happen if you cast this on two different people? or for that matter, twice on one person? Still a lot of maintenance to keep it useful.
One thing i haven't tried, is Echo + this spell. What would happen if you cast this on two different people? or for that matter, twice on one person? Still a lot of maintenance to keep it useful.
Nirconus Otreum
Use it for degeneration builds. Example:
1.Wither
2.Faintheartedness
3.Mantra of Persistence
4.Conjure Phantasm
5.Distortion
6.Malaise
7.Ether Lord
8.Resurrection Signet
This gives astounding HP and Energy degeneration through the battle.
1.Wither
2.Faintheartedness
3.Mantra of Persistence
4.Conjure Phantasm
5.Distortion
6.Malaise
7.Ether Lord
8.Resurrection Signet
This gives astounding HP and Energy degeneration through the battle.
arredondo
Ignore the critics. As always.
A great benefit of Ether Lord is that it gives you permission to spam high energy spells as a Mesmer. Since you'll be dipping to 0E anyway, you can approach your builds more boldly:
16 Domination
12 Inspiration
7 Fast Cast
Panic {E}: 25E
Diversion or Backfire: 10E or 15E
Archane Echo: 15E
Ether Lord: 5E
Power Leak:10E
Energy Tap: 5E
{defense}
{defense or utility in GvG}
This works well in larger fights becuase you get many opportunities to cast Panic on groups of enemies. They all get hexed for -2E and take 87 damage for 26 seconds anytime they use a Signet. This elite was made for Monk-hate, so cast it near healing ballers for the best effect, and the targets immediately lose two energy regen arrows. Your target tries to cast Remove Hex? Smack him with Power Leak and remove 26E from his mana pool instead. Cast Diversion/Backfire on him and then AE copy Ether Lord to change what was once +4E regen before Panic to -1E degen under Panic+EL.
You were near 0E anyway so it won't affect you much, but your new Monk enemy has less than half of his energy, is intimidated to cast because of Diversion (or Backfire) OR Panic's anti-Signet punishment, and he's suffering from -1E degen (from -5E hexes on him). You on the other hand are generating energy at a +7E rate. As soon as you hit 5E (almost immediately), cast your second Ether Lord on the other Panic'd neighbor to your target and now you have two enemies suffering under -5E of hexes while your energy is going up at an amazing +10E rate for nine seconds. Cast Energy Tap on this 2nd target followed by Diversion and now two Monks are gimped. Your energy is just fine... +40E after the energy bonus regen ends actually.
You'll soon have enough of energy to do it all again by the time your skills recharge, especially if you cast under one set of gear, then switch to your +15E/-1E set after the second EL is cast. I keep multi-Monks severely hurting for energy or force them to run away from battle. And almost everytime you can tell it's working well because they send all their evil buddies after you, lol. Just call your buddies in to protect you and you'll be fine.
For a "worthless" skill, I sure seem to get a lot of opposing players shutdown or running away when I use it. I'll send them to this site so they can be reminded that two Monks suffering from -1E degen instead of the normal +4E regen while their energy pool is being ganked is nothing to worry about.
A great benefit of Ether Lord is that it gives you permission to spam high energy spells as a Mesmer. Since you'll be dipping to 0E anyway, you can approach your builds more boldly:
16 Domination
12 Inspiration
7 Fast Cast
Panic {E}: 25E
Diversion or Backfire: 10E or 15E
Archane Echo: 15E
Ether Lord: 5E
Power Leak:10E
Energy Tap: 5E
{defense}
{defense or utility in GvG}
This works well in larger fights becuase you get many opportunities to cast Panic on groups of enemies. They all get hexed for -2E and take 87 damage for 26 seconds anytime they use a Signet. This elite was made for Monk-hate, so cast it near healing ballers for the best effect, and the targets immediately lose two energy regen arrows. Your target tries to cast Remove Hex? Smack him with Power Leak and remove 26E from his mana pool instead. Cast Diversion/Backfire on him and then AE copy Ether Lord to change what was once +4E regen before Panic to -1E degen under Panic+EL.
You were near 0E anyway so it won't affect you much, but your new Monk enemy has less than half of his energy, is intimidated to cast because of Diversion (or Backfire) OR Panic's anti-Signet punishment, and he's suffering from -1E degen (from -5E hexes on him). You on the other hand are generating energy at a +7E rate. As soon as you hit 5E (almost immediately), cast your second Ether Lord on the other Panic'd neighbor to your target and now you have two enemies suffering under -5E of hexes while your energy is going up at an amazing +10E rate for nine seconds. Cast Energy Tap on this 2nd target followed by Diversion and now two Monks are gimped. Your energy is just fine... +40E after the energy bonus regen ends actually.
You'll soon have enough of energy to do it all again by the time your skills recharge, especially if you cast under one set of gear, then switch to your +15E/-1E set after the second EL is cast. I keep multi-Monks severely hurting for energy or force them to run away from battle. And almost everytime you can tell it's working well because they send all their evil buddies after you, lol. Just call your buddies in to protect you and you'll be fine.
For a "worthless" skill, I sure seem to get a lot of opposing players shutdown or running away when I use it. I'll send them to this site so they can be reminded that two Monks suffering from -1E degen instead of the normal +4E regen while their energy pool is being ganked is nothing to worry about.
Saerden
If this skill wont receive a MAJOR buff before october 2nd 00.00 PST, one may as well delete it from the online database.
Tarot Ribos
To me, something is missing on this skill. It either needs to work doubly as long, or it needs to give greater regen/degen levels. In order to really be worth using over Energy Tap, it needs to give a signifigant amount more energy than the Tap. After all, you're giving up any remaining energy to use this. I'd love to see a 1-6 regen/degen level on this thing... that way, at the upper levels, you could actually drain energy off a caster instead of just supressing regen. At 9 seconds of that, you've get 18 energy... whoa. Okay. Maybe 6 is a little too high (as this matches the elite Energy Drain skill). But you get my point. It needs a SERIOUS buff.
big mr furious
I think this skill is better than alot of people feel it is. Spirit shackles is excelent for getting most warriors and rangers to 0 energy. Then again those are the two classes that don't need to use energy as much (perhaps ranger is an exception to that). Yet using spirit shackles agianst a good caster is inifective in my opinioun. They simply stop attacking. That way they are free to go about their buisness. So as for the energy degen ether lord is looking better, now when it comes to grabbing energy for yourself ether lord also has one advantige and that is that it doesn't steal the energy. The foe could be at 0 and you'll still get the 3 pips. It is a very situational skill but when used right i think it is great. I use it with energy tap so when the 7 pips gets me to 5 energy i go ahead and tap them (if they are a caster) this leaves them with very little energy, plus you can always use it as a shatter delusions target that pays for itself and makes the targets life alittle harder.
arredondo
Quote:
Originally Posted by Tarot Ribos
To me, something is missing on this skill. It either needs to work doubly as long, or it needs to give greater regen/degen levels. In order to really be worth using over Energy Tap, it needs to give a signifigant amount more energy than the Tap. After all, you're giving up any remaining energy to use this. I'd love to see a 1-6 regen/degen level on this thing... that way, at the upper levels, you could actually drain energy off a caster instead of just supressing regen. At 9 seconds of that, you've get 18 energy... whoa. Okay. Maybe 6 is a little too high (as this matches the elite Energy Drain skill). But you get my point. It needs a SERIOUS buff.
You've never had -5E of hexes on you with near 0 energy it seems, lol. As the caster you already get TEN energy regen with ease... you can't get more than that so why would you want it? The effect on the enemy is a strong casting cripple, and it can't be removed by focus switching since Panic and EL don't disappear at 0E.
BBoy_Manchild
i actually do really love this spell
even at lvl 12, you get +3 regen and they get -3 regen, so i set off a big chain of spells so when i have like 5-7 nrg left i cast this and get it all back really fast
even at lvl 12, you get +3 regen and they get -3 regen, so i set off a big chain of spells so when i have like 5-7 nrg left i cast this and get it all back really fast
Tarot Ribos
Okay, I don't know about the whole energy denial part (haven't tested the effects of that yet), but... yeah. +3 energy regen in random arena keeps me with plenty of energy to use.
Tried running a flare-based E/Me with 12 inspiration and 16 fire... holy crap. I gain nearly the cost of Flare back by the time I fire it off again with Fire Attunement active. I wasn't running out of energy, even with low energy storage points!
Okay, I was wrong about this skill. It is actually very good, provided your hex doesn't get removed. Still, I wouldn't mind a little longer duration... would it really hurt to have 12-inspiration E-Lord last 12 seconds? Single digit durations bug me...
Now it's time to test energy denial with this skill. Updates will come later.
Tried running a flare-based E/Me with 12 inspiration and 16 fire... holy crap. I gain nearly the cost of Flare back by the time I fire it off again with Fire Attunement active. I wasn't running out of energy, even with low energy storage points!
Okay, I was wrong about this skill. It is actually very good, provided your hex doesn't get removed. Still, I wouldn't mind a little longer duration... would it really hurt to have 12-inspiration E-Lord last 12 seconds? Single digit durations bug me...
Now it's time to test energy denial with this skill. Updates will come later.
IKnew
try using this with panic
http://www.guildwarsguru.com/skill/326-panic
http://www.guildwarsguru.com/skill/326-panic
Felbryn
Quote:
Originally Posted by Tarot Ribos
Tried running a flare-based E/Me with 12 inspiration and 16 fire... holy crap. I gain nearly the cost of Flare back by the time I fire it off again with Fire Attunement active. I wasn't running out of energy, even with low energy storage points!
.....
Yes, for taking Mesmer as your secondary, devoting 97 attribute points to inspiration magic, and constantly re-casting a short-duration, long-recycle hex (that makes you lose all mana when you cast it), you can regenerate mana almost as fast as you use it casting Flare.
But for comparison, consider that for your elite skill slot, you could activate Elemental Attunement as well as Fire Attunement, and regenerate mana *faster* than you use it in casting Flare. With a 45 second duration. And the bonus mana will scale up somewhat with the cost of the spells you cast.
Yes, for taking Mesmer as your secondary, devoting 97 attribute points to inspiration magic, and constantly re-casting a short-duration, long-recycle hex (that makes you lose all mana when you cast it), you can regenerate mana almost as fast as you use it casting Flare.
But for comparison, consider that for your elite skill slot, you could activate Elemental Attunement as well as Fire Attunement, and regenerate mana *faster* than you use it in casting Flare. With a 45 second duration. And the bonus mana will scale up somewhat with the cost of the spells you cast.
Xx Invictus xX
If I have 65 energy holding a +5 energy wand & a 12+15 -1 offhand and I use spells until I have 37 energy left when I switch to an empty weapon slot I will lose 32 energy from wand and offhand leaving me at 5 energy, which is enough to cast ether lord. I'm sitting at zero energy now so losing all energy doesnt do much... now i'm gaining +7 energy regen, switch back to your wand and offhand i should have 32 energy and now getting +6 energy regen while they are losing energy.