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For giving a target ALL of its energy back, I'd expect a little more. I'd suggest raising the damage per energy regained to a maximum of 5 but setting a max amount of damage ~150 so that elementalists don't get pulverized.

Yeah 1-5 (aligned with 0-16pts) damage per energy would be good, and more like a cap of 250. Most healing skills go over 15 health per energy (at least to be considered viable), and monks can go far above double that amount. Many people would be overjoyed by getting their energy fully recharged without getting a serious scratch on them. I mean take a look at the ELITE OoB, and that's garbage energy gained compared to this.-- 00:59, 21 July 2007 (UTC)
Lol, Talking to yourself? =D Vengeance Signet 00:50, 21 July 2007 (UTC)
no, just forgot to sign (forgot that there's a reason to sign when you're unregistered. Oh and lastly... who the hell came up with that name? Since when does an aneurysm give you a revitalized mind? or energy, or whatever.-- 01:01, 21 July 2007 (UTC)
I think this is a skill focusing more on PvE. There it's harmless to give an enemy his energy back, and the damage would be very useful given how large the enemies' energy poll is. Erasculio 01:34, 21 July 2007 (UTC)
The idea behind this skill is if you don't finish the target off you most likely hurt yourself, it has some insane damage potential but you can't have more then oen person spike with it, but catching a monk in his 15 set and killing him with this is huge because when a monk dies in a 15 set life sucks. ~Izzy @-'---- 01:54, 21 July 2007 (UTC)
So this is just the opposite of all e-burn skills? This skill could be really deadly (if it had a little more kick) or the only skill in the game that can save the other team if used in-correctly. Thats quite a chance you have to take, if you don't kill the player you make him stronger. I don't think the risk is worth the reward with this skill yet. Sven 03:58, 21 July 2007 (UTC)
I don't see the reason for a 5 sec recharge - you'll use it once, and then it'll be likely you'll have to wait more than 5 sec before using it again because you need to wait for your foe's energy to go down. Maybe make the energy return scale down with domination? 04:53, 21 July 2007 (UTC)
I don't think this is ever going to be used on a monk because the cost of them not dying is horrendous (particularly if they're in their high energy sets). I agree with the other posters that a higher damage scale is needed to make this interesting. Errr 12:22, 21 July 2007 (UTC)
This skill has a really big risk. It may be good for e-denial builds, but like others have said, if this skill doesn't kill them, then you've effectively wasted all of that time you would have spent denying that target of energy. However, if you're using this skill for the sole confidence that the target will cast spells with a full energy bar, then that just makes them more suspectable for interruption - though that's really going out on a limb, and it's not energy efficient for the caster of this spell. :)
I see this skill in use for high PvP; used in heavy e-denial groups. The energy regain would be beneficial when you have the assurance that the target has energy for you to deny^^. E-surge spike with Aneurysm and then E-Burn can kill targets quickly... eh I dunno - good concept though, I like how the name matches the effect of the skill as well. Besides, you can always catch a person using skills like Rebirth or Resurrect, and that would be fun to see, assuming you'll kill the target before they get healed.(Terra Xin 01:13, 22 July 2007 (UTC))
I agree with this. Currently this spell can be deadly against Elementalists, but so so against others casters. Slighty increasing the numbers (so that having a minor rune of domination would be useful, currently Aneurysm is just another mesmer spell that secondary can use as good than primary, yeah way to go for helping primary mesmers in PvE...) to 4 for 13 in domi and maybe 5 for 15 in domi, and on the other hand put a cap on the damage (why not 140 like for the new Ele spell, Energy Blast ?). (Trouveur 09:29, 23 July 2007 (UTC))
The cap would need to be higher than 140. You can only use this once on a target within a period of time and it takes some work to get into a situation where it can be used. You still have to babysit your target to try and stop them from slipping in any e-management before you cast this. I would hope that a damage cap raises with higher domination attribute. 50...202...240?--Redfeather 09:38, 23 July 2007 (UTC)

I would suggest a fixed 5 damage per energy and have attribute scale the max damage cap. Lightblade 22:19, 23 July 2007 (UTC)

I was just wondering that it could be nice for (and after) something like an Energy Burn/Surge spike... 16:34, 24 July 2007 (UTC)

1...5 damage per energy gained at L15 Domination with a 200 damage cap sounds great for this skill. You can double the recharge too if you wish to not have it spike so hard so fast without MoRecovery. These changes will allow it to see some play. Too bad we can't test a buffed version of the skill before the final rolls out.

arredondo 17:42, 25 July 2007 (UTC)

I'd really rather see the energy you give capped like what i suggested below, so that it acts more as a reverse EBurn that you can use more often but with the downside of helping the enemy's energy instead of limiting it, than having big damage with a high cap. I don't really like 200 damage spikes ideas, and i think that refilling an enemy's energy bar is really a huge, huge downside that risks to never let it see play. Capping the energy you give instead to something like 5..10..11 while doing 8 damage per energy they gained makes for a smaller nuke, but one that can be quite useful to mess around with a low energy target alternating Mind Wrack, ESurge/EBurn, Aneurism, etc. to leave them at low energy gaining some and losing some over and over and taking good damage in the process. Refilling an enemy's bar to full is EXTREMELY bad if you don't manage to score a kill, and in organized PvP at least scoring a kill is never a sure deal as long as there's a monk left. Patccmoi 22:02, 26 July 2007 (UTC)
Because refilling a foe's energy bar is often bad (except with MoRecovery Power Return... you aren't letting a caster spend his energy) the damage should be impressive. 200 seems like a lot but Impale does as much (1HP left of course) as well as Grenth's Balance (HIGHLY conditional -250 spike that never kills). So if 1..4..5 max 200 HP stats are too strong, maybe 180 max is fair (Aftershock range), but I think it should hurt a lot if you give back 35E-40E.
Any less than that for balance reasons makes me lean towards your reverse Energy Burn idea. Instead of a cap directly on damage to an enemy, you have a cap on the energy given to an enemy and you increase the damage per unit. I can be happy with that too since if you can't spike hard with it, the alternative of lower pressure damage matched with a good recharge and low energy cost should work well too. arredondo 16:54, 27 July 2007 (UTC)
The reverse Energy Burn idea would make this spell more useful. I can see people trying out this spell, the way it is now, a couple of times, and not bothering with it again. The only good thing it has going for it now is that every profession can try it at full power and shatter their previous misconceptions about this being overpowered. --Redfeather 17:25, 27 July 2007 (UTC)
I cannot imagine anyone even bothering to use this skill. The only thing I can imagine this being useful against is someone who use Holy Wrath and you do not encounter those often. I would definetely not going to recharge my foe's energy back to full for just 3 damage per energy. Change this to a hex skill that boost the foe's maximum energy by 10-25 energy so that you can burn off their energy even when their reserves hit 0. It may take them quite some time before they have energy again. This may encourage people bringing skills that increase energy regeneration of allies. --Shadetz X 05:31, 29 July 2007 (UTC)

As a mesmer player myself I see this skill very orignal, and it seems to open up more possibilities at making a skillbar. For example an energy burn mesmer (e-drain, e-burn/surge, power leak, drain delusions etc.) puts up Mind Wrack, drains the energy until it hits 0 and mind wrack triggers, uses this and repeats. No need to wait for your opponent to regain his/her energy. It could work as a fuel for e-burn and -surge.

The only way I can see this skill ever being used is for it to be the exact opposite of e-burn with its current cost, cast time and recharge.--SiDima 19:07, 3 August 2007 (UTC)

Maybe not exactly the same! After all this gives energy instead of taking it. :O --Redfeather 00:22, 4 August 2007 (UTC)
This+Atrophy+Arcane Echo+Energry Surge+Energy Burn+Energy Surge+This = Confused Caster~Nittle Grasper
If you spam this under MoR you can get 80 AI damage every 2.5 sec which would come at the cost at filling the opponents ebar. Of course this would need some testing but I doubt it would be overpowered.--SiDima 21:18, 6 August 2007 (UTC)

I say Target foe gains 15-10 energy and loses 5-12 heatlh for each point gained. That way you aren't totally filling the enemy back up, it will have effect on monsters and deals a good amount of damage. Max damage for it would be 120 and they would only gain 10 energy (which is still a lot). Then make it cost 10-15 energy(not sure) and have it recharge 25 seconds and 2 second cast time. Then it actually has some combinations worth using. You could use energy burn because it would almost guartee dmg and they don't gain any energy (maybe 2 at most)-- 19:36, 19 August 2007 (UTC)


Considering how some HM bosses seem to have unlimited energy, I can see this having some use... Sirocco 05:02, 21 July 2007 (UTC)

If they have unlimited energy, doesn't that mean they always have very little to lose? :P --Ufelder 06:07, 21 July 2007 (UTC)
I would really love to have some more informations on the way this skill will work in PvE. In PvP it can be good somehow but dunno if it will see much use except maybe punishing elementalists and monks trying to use their 15e set. -- 10:02, 21 July 2007 (UTC)
Well, I said "seem". They don't really have infinite energy... do they? :S Sirocco 12:30, 21 July 2007 (UTC)
I doubt they have infinite energy. The real problem is how their mechanics work - if they just have a very large energy poll, this skill is going to be great. If they have a common energy poll but all skills cost only 1 energy, this is going to be useless. I think some testing is necessary. Erasculio 13:29, 21 July 2007 (UTC)
Monsters get +1 energy regen, thats the only real energy advantage they get, other then super high attribs which could reduce energy or give them higher pools depending on the attribute. ~Izzy @-'---- 19:13, 24 July 2007 (UTC)

There could be some skill and strategy to using Aneurysm effectively in PvE. It won't do much damage against the first one or two monsters in a group, what with their +1 energy regeneration and five-second life spans, but it might have a bigger impact on subsequent monsters who've had time to use up their energy. Hard Mode mobs in particular can quickly burn through all their energy (with a little help). I'm not that comfortable with the idea of giving a hard mode mob all it's energy back - in some circumstances it could go very wrong - but this skill might just work. I enjoy playing a mesmer for their high-risk, high-reward, skilful skills, so I'm looking forward to trying Aneurysm out. Also, if I was the type of player who got a kick out of getting my party wiped, Aneurysm could be useful there too. Wayward

I suppose adding a bonus like "... plus 1 additional damage point per energy gained for each x levels that target foe's level exceeds 20." (with x being 3 or 4) is out of the question. Xelonir 15:11, 27 July 2007 (UTC)

Regardless of skill balance, this is one of my favorite GWEN skills as it fits risk-and-rewards system. Servant of Kali 00:18, 25 August 2007 (UTC)

I've used this skill just fine in PvP- Energy Surge,Energy Burn,Ether Feast,Energy Tap,Aneurysm,+Other skills-- worked out fine-- 01:05, 4 April 2008 (UTC)


Such a situational skill I don't see a reason to even have a recharge, but oh well. Edit: The more I think of this the more I feel it will be lack luster. One would have to babysit a target just to properly gauge whether this skill will do much. Otherwise it's just helping the opponent in the end.--Redfeather 05:10, 21 July 2007 (UTC)

Obviously this would go in on a energy denial bar to finish off a low opponent. --Xeeron 10:14, 21 July 2007 (UTC)
Yeah, I'd be using it with e-denial skills. But I stink at babysitting to gauge an opponents energy pool, so I'd have to bring Mind Wrack to give me an idea of when to use this, otherwise I'd know to be getting less damage than an Energy Burn with my luck. --Redfeather 12:47, 21 July 2007 (UTC)
Even if it doesn't finish them off, chances are all your energy denial skills have recharged and you can repeat all over again! I reckon this skill could be very fun for your Domination Mesmer (as long as, like you said, you can babysit). - Dorsk 15:46, 21 July 2007 (UTC)
Except then you've got an energy denial build which doesn't deny energy (in fact the reverse)... Errr 17:10, 21 July 2007 (UTC)

I think the skill should have 1/4 casttime and no recharge. Would make it superfast and dunno... very dynamic and accurate. The skill does also heavily rely on playerskill (calculating the energy of a target, knowing when a deathblow would be possible etc). The Skill would probably not be effective in pure spikeskills, because the skill is way to conditional.

It would suck if you cast this on someone enchanted with protective spirit. x.X Maybe add dazed or hexed so they their next spells take longer to cast or easily interuptable? -- Hopefulaltruist 22:03, 4 August 2007 (UTC)
You just have to shatter or use Feedback. It's a mesmer skill so it does require some thinking before use ^^ - IH 22:15, 4 August 2007 (UTC)


What if the other guy has exhaustion? And what if you time it to work with that one elite that gives you huge energy regen but you take a bunch of damage for each point of energy you have when it ends... 08:50, 21 July 2007 (UTC)

I wonder that too: does Exhaustion get used when calculating the damage from this skill? -- CoRrRan (CoRrRan / talk) 12:09, 21 July 2007 (UTC)
Because Exhaustion reduces your max energy limit, you should only take damage up to the limit to where the exhaustion is... that's how it 'should' work, exhaustion overrides all other forms of energy gain... (Terra Xin 01:16, 22 July 2007 (UTC))

I think the real value of this skill is in catching a foe rezed by means other than a rez sig since that returned player can have very little energy depending on the rez skill used. Lets not forget there are some very annoying PvE monsters that rez up their dead.

It only fills up to the exhaustion point. ~Izzy @-'---- 19:14, 24 July 2007 (UTC)
the previous statement is not true. i was just in a pvp where i had exhaustion of 1mp max, embarrsingly. i took 120 dmg from aneurism. 16:34, 17 February 2011 (UTC)
Confirmed. The foe takes damage up to max energy without recovering the exhausted part, allowing you to spam Aneurysm repeatedly. See here. Suburbanlion 04:54, 8 August 2011 (UTC)
A bit late, but Izzy's statement is correct albeit in an odd context; the energy gained from Aneurysm fills up to the exhaustion point, but the damage is calculated with maximum energy. Figured someone needed to point that out, even though it should have been obvious in the first place. - Infinite - talk 12:55, 15 December 2011 (UTC)

Min/Max Potential[edit]

This is just a guess but casting Anyeurism on a completely energy drained opponent could yield 45 to 579 damage depending on how much their max energy is. For the minimum I took a warrior's energy pool with a -5 energy weapon, and for the maximum I took a E/D with all the fixens to reach the highest max energy normally possible.

Of course casting on an opponent you don't know is completely drained could yield as little as 0 damage! woot!

I would suggest changing the range to 1-5 and capping it at something worthy of a spike that requires the target to be drained of energy and recharges them to max. Damage uncapped can beat the tar out of a rez'd ele easily. --Redfeather 14:15, 21 July 2007 (UTC)

All of the resurrection skills that return an elementalist to life with less than 200 health also return a lot less than max energy. A typical elementalist will have 70-80 max energy, thus if they are at full energy they'll take ~210-240 damage from Aneurysm. If they're at, say, 25% max energy (from Resurrection Signet), they'll take ~50-60 damage, hardly enough to "beat the tar" out of them. The closest you could get would be with Restore Life, which at 15 attribute restores 65% life and 90% energy - even for an elementalist that only had 400 health (for who knows what reason), they still res with 260 health, and take around 210 damage. And that's with worst-case conditions (not to mention, 15 points of healing prayers and Restore Life is a rather bad combo for PvP). Go to Aiiane's Talk page (Aiiane - talk - contribs) 14:24, 21 July 2007 (UTC)

I'm not sure if you are calculating damage right Aiiane. The less energy a person has and the greater their max, The more damage Anyeurism will do to them. --Redfeather 14:29, 21 July 2007 (UTC)

Ugh, can you tell I just woke up. However, I'm still fairly sure that in most cases the damage isn't enough to really destroy an elementalist, unless you're using something like Resurrect. Go to Aiiane's Talk page (Aiiane - talk - contribs) 14:36, 21 July 2007 (UTC)
Maybe you are right. I don't play an ele, but I was only thinking about ways it could be abused. Plus I want it to do a little more damage on average, but not have an unacceptable maximum. --Redfeather 16:34, 21 July 2007 (UTC)

Ok so I think the only practical situation where this could be really good is when someone reses someone with flesh of my flesh, and they died in their high energy set, on an ele with 11 spec that could be 96 max and they get 8 back from a mesmer with flesh of my flesh, so someone could turn and do 264 damage to you and you only have 250 life, but someone could prot you, before that easily which is common to do, or throw any heal at all. In general I think this skill has extremely narrow use it's fun and could make for some funny stories but I hardly think it could be considered too good :) ~Izzy @-'---- 19:26, 24 July 2007 (UTC)

It is such a niche skill. I bet everyone will try it out and give up. Reminds me of Signet of Illusions. Although the FC affect on signets helped that one. --Redfeather 23:28, 24 July 2007 (UTC)
So Izzy... does this mean you're planning to buff it? Cause i fully agree with your summary, it could make funny stories, but nobody would actually use it anywhere competitive. Against anyone good, they'd go on low energy set against edenial, and then the max you can do (except maybe to an Ele) is something like 70-80 damage. Which is really, really bad as you likely refilled MORE energy than you got damage for if they were in negative energy, and 70-80 damage is hardly a finishing move. I'd rather see this be a reverse Energy Burn but with offensive stats (5/1/5 being great). Something like 'refill up to 5..10..11 energy to target foe and deal 8 points of damage for every point of energy restored'. This would mean you give them up to 11E for up to 88 damage. Seems like a fair tradeoff for 5/1/5. Basically a reversed Energy Burn that can allow for some combos like Mind Wrack->ESurge->Aneurysm->EBurn. Messing around with someone's energy, doing pretty big damage in the process, but not actually refilling their bars. Patccmoi 21:12, 25 July 2007 (UTC)
^ That would be so cool Pat (except the recharge would have to be double me thinks). I have a feeling though that regardless of how the community feels about the new skills, they are set in stone. --Redfeather 22:44, 25 July 2007 (UTC)
Why would it be overpowered at 5/1/5? I mean, you're giving them huge energy for it. Lightning Strike deals 70 damage on casters for 5/1/5. This would deal slightly more, armor ignoring damage true, but you GIVE them energy. Spamming it mindlessly would hurt your team more than the damage you do, so i don't see the recharge as being any problem. I'd honestly think it'd be fine at 5/1/0. You can't spam on the same guy forever to take him down (he has a max energy too! And when you reach it, you'd do 0), and refilling a guy's energy bar is extremely bad unless you actually score a kill in the process, but monks tend to be very good at making that hard. But at 5/1/0 the fun thing is that if someone is hurt bad by something like an EBurn-Mind Wrack combo, a few Aneurysm in a row could finish him off if they don't save him fast (but if they do, you gave the guy 20-30E to use on your team... bad Mesmers would actually help the other team a lot with that). And in PvE, it would be a great combo with stuff like Spirit Shackles to allow Mesmers to nuke down targets. I think that my suggestion would make Aneurysm a viable skill, but also very player skill depedant because of how bad Mesmers would risk using it too much. A cheap, low recharge, decent damage skill is tempting to spam when you don't consider the energy you're giving in the process, which imo would balance the skill much, much more than the recharge Patccmoi 00:35, 26 July 2007 (UTC)
Flippity floo. I didn't take into consideration the energy return to the enemy. But sadly, I doubt they will make it do that. At least not until seeing how people think about it after it's gone live for a while. :( --Redfeather 01:28, 26 July 2007 (UTC)
I like this idea ! Would be great in PvE without unbalancing PvP. (Trouveur 10:59, 26 July 2007 (UTC))
Yeah, Patccmoi's suggestion would make it fun for both PvP and PvE. It would make e-denial on many enemies in PvE actually useable. I know that sounds insane, but it would! I could put spirit shackles on a melee enemy and launch this off every time it recharges. :D --Redfeather 17:00, 26 July 2007 (UTC)
Maybe it's just me but I like the way it is, instead of a reverse e-burn. More unpredictability and more fun. But like Arredondo suggests, the damage could be changed from 1..3..3 to 1..4..5 with a max damage cap of 200 with the 5/1/5 stats. Would definitely make it a bit more than niche. So if you donate 20 energy back to the target you do 100 damage. The 20 energy you donated can be used to do a lot more than 100 damage back to your team if you're not careful though. And I really don't see a point in a recharge time for this spell, because the energy gain is a fair tradeoff for the damage you do already.
Increasing the damage and capping the energy gain sounds okay, but I don't like the idea of capping the damage while leaving the energy gain uncapped. -- Gordon Ecker 21:58, 27 July 2007 (UTC)
Already found a way to abuse this. Bring my character to Fort Aspenwood (Luxon Side) and use this my Bonder Buddies from the kuzick side at 0 Domination to give them energy.
lmao. I was wondering if people would actually do that. --Redfeather 03:24, 30 July 2007 (UTC)
What if you bribed someone from the enemy guild to spam aneurysm on your bonder at 0 domination magic ? :D
I'm also really worried about griefer abuse of this skill. Under MoR, a mesmer can effectively be returning HUGE amounts of energy to the opposing teams for very little hurt. At no speccing into the attribute, they'd be on a 1 health for 1 energy ratio...I can hear the grief already. I think the skill should be reworked to a constant 8 damage per point of energy gained, and then scale for 1 point of energy per attribute invested, so 0...12..15. At 15, it would deal 120 damage to give back 15 energy to the opponent, and, considering the benefit to the opposing team, I think this is perfectly fine. Up the recharge to 10 seconds or so. Now the skill will actually see play. TGgold 03:01, 9 August 2007 (UTC)


One thing I don't like about this skill is that it gives all energy back to an opponent. How about scaling energy return and damage? With higher attribute rank you would give your opponent less energy, but deal more damage.--Celestial Kitsune 22:12, 27 July 2007 (UTC)

I don't think that is the point of this skill (so far as we have discussed it). The point being that you force your opponent to trade their health for energy, and if you use it correctly you deny them what they need more. It would be like putting OoB on your opponent's bar, and forcing them to use it at certain points. Obie Quiet 22:23, 27 July 2007 (UTC)
Except that they'd be trading, at full power for example, 99 health for 33 energy at my energy's expense. I would demand that they thank me! lol --Redfeather 03:01, 28 July 2007 (UTC)
The thing is, you have 10-15 times more health than Energy. And unless the guy is very nearly dead and at the same time totally out of energy (at which point he's actually not a threat), the energy you give him is far, faaaaar better for him than the damage you deal. At least anywhere where there is a monk. If you want to keep the skill for RA only you can leave it as it is now, but don't expect it to be seen anywhere else. Patccmoi 16:24, 28 July 2007 (UTC)

My point was to scale energy donated to your opponent and damage to the attribute of the skill. Orison of Healing gives 50 + 29 health for five energy at attribute nine Healing Prayers and Divine Favor. Two Orisons = 158 Health for 10 energy. This scaling gives 10 energy and takes about 150 health at attribute rank 14-16. The equation for damage uses both weighted attribute and energy data: [30 x (Rank + 35)] / Energy. This table shows max energy and damage at each attribute.

Energy 35 35 30 30 30 25 25 25 20 20 20 15 15 15 10 10 10
Damage 30 31 37 38 39 48 49 50 65 66 68 92 94 96 147 150 153

Both energy and damage can be adjusted. This is just an example on how to make this skill more useful by scaling damage and energy to the attribute.

Hmm... The problem with this scale is that it is not continuous. What will happen if your opponent has 40/45 Energy and you use the skill with an attribute 14? It will give only five energy instead of 10, but we can adjust it. The actual damage will be calculated by percentage: [[30 x (Rank + 35)] / Energy Max at that Rank] * (Energy Given / Energy Max at that Rank). For complete table see this: --Celestial Kitsune 19:29, 28 July 2007 (UTC)

Ether Prodigy[edit]

I really hope they nerf LoD so Eprod comes back into the game. (hopefully buffed)Aneurysm+Eprod equals a dead ele.

Translation Suggestions[edit]

To avoid some bad skill translations i'm opening a comment for new skills so everybody can post their translation suggestions in various languages, have fun :) --YukoIshii 00:05, 2 August 2007 (UTC)

Italian: Aneurisma --YukoIshii 00:05, 2 August 2007 (UTC)

French: Anévrisme (Oh yeah pliz avoid the horrible French translation we had in the past! For instance Temple Strike was translated as if Temple meant the building)

Hard resurrects that give little or no energy[edit]

This skill would be quite punishing, especially against high energy storage elementalists if they are resurrected at 0%-25% energy even.. Most Elementalists with high energy storage have roughly 100 energy, and that would deal between 200 and 300 damage, very likely smiting them down into death once more. Or if monsters carry this in PvE (wich I assume they will) Rebirth is certainly going to take a hit, Since both yourself and that of whom you resurrected have 0 energyDevvu 02:17, 3 August 2007 (UTC)

If there's ANYONE who uses Rebirth while monsters are around, they deseve everything they get. In PvP terms, it's a weird on: the most damage you'll do is to a newly resed target, but then you give them all their energy back, which is probably much worse in the long run...Maestro Ed 09:47, 6 August 2007 (UTC)
it's thought as a finish-of. imagine you're pressuring a monk, he's able to heal himself and then, nothing, he just keeps taking damage, maybe kiting. that's when this comes in. kick his ass with this and the energy gained won't help him. that would make low-energy sets more popular, and although i don't see any use for something else, i think that's pretty good. - Y0_ich_halt User Y0 ich halt sig.jpg 21:26, 6 August 2007 (UTC)
This seems like a great skill against casters (and recently resurrected foes), it may actually make me think about trying a mesmer. Disgruntled Celery talk 03:07, 9 August 2007 (UTC)

Can this be made to affect exhaustion as well ?[edit]

Izzy, you've stated that currently it refills target's energy upto the exhaustion point and does damage for the energy refilled. It could be better if it does damage for energy affected by exhaustion in addition. This can result in some nice synergy with arcane langour and equinox and probably make this more popular. I'm not sure about balance issues but I don't think it can become overpowered.

Skill Set[edit]

Remixed my Energy Deprived Build to add this one.

Energy Surge.jpgArcane Echo.jpgEnergy Burn.jpgEnergy Tap.jpgEther Feast.jpgWastrel's Demise.jpgAneurysm.jpgGlyph of Lesser Energy.jpg

GLE -> Arcane Echo -> Energy Surge x2 -> Energy Burn -> Energy Tap -> Ether Feast -> Wastrel's Demise -> Aneurysm -> <Repeat>

Makes it so you will drain 34 Energy, and deal 80+80+80+(25+(7*# Spells)+102+Energy Used by target... Overall, with 5 spells in the target's bar, your looking at 402 dmg and thats without them casting their spells... If the Ele used 45 Energy, thats another 135 dmg making the total 537... with 237 of that dmg being a spike at the end... What do you think? SabreWolf 12:38, 23 August 2007 (UTC)

Aneurysm.jpgEnergy Drain.jpgEther Phantom.jpgDrain Delusions.jpgEther Feast.jpgPower Leak.jpgSpirit Shackles.jpgFeedback.jpg

Fun fun fun. You can drain away huge amounts of energy in a few seconds and just pond a caster to death while keeping them mostly shut down. You also have great energy management and a self heal :) --Maestro Ed 00:02, 31 October 2007 (UTC)

Why this skills fails[edit]

While giving this skil a try in PvE, i noticed something: This skill has no use! You usualy deal low damage around 60ish (and i have surge/burn equipped!). In PvP, the enemy would regain ALL energy taking some 80ish damage which is still less than the life sacrifice from Offering of Blood or Offering of Spirit HOW CAN THIS BE ?!

To sum up: this skill needs reworking

Nope.. I took it into a PvP test Heros Battle with a clan mate... I did 80, 80, 80 to the Monk and drained off the rest of his Energy with other skills, then hit him with Demise for 70+ Dmg and then Aneurysm for 200+ Dmg spike at the end killing him instantly... I have had no problems with this skill. SabreWolf 15:08, 3 September 2007 (UTC)
you used it exactly as it should be. finish off after draining. - Y0_ich_halt User Y0 ich halt sig.jpg 15:14, 3 September 2007 (UTC)

PvP use: It's more about predicting enemy's behavior. Think...what will enemy do when they regain all their energy? Of course, they'll start casting those spells that cost a lot of energy. If you cast diversion right after Aneurysm, you'll be able to divert that skill. Lightblade 23:02, 2 October 2007 (UTC)

You aren't supposed to use this when they have alot of health, 45x3 dmg is worth it to regain all energy. Also using this on a monk is failure as they can gain 45x3 health with 10 energy, elementalists are although good targets as they'll quickly cast high energy spells you can interrupt.--Cursed Angel 16:52, 7 November 2007 (UTC)
Plus if your monk dealing with a mesmer, your most likely gonna be on your low en weapon set, so not alot of damage. Antiarchangel 17:32, 21 January 2008 (UTC)

I don't know what you all are talking about. This skill is awesome. You can do over 700 damage easy in DoA (on many of the ele's)

Buff plz[edit]

Needs at least x4 at 12 to be useful. Antiarchangel 14:38, 20 January 2008 (UTC)

BTW add this skill can not be used in RA, noob mesmers doing my e-management for me. Antiarchangel 14:38, 20 January 2008 (UTC)
make it accumulate unfavor points XD - Y0_ich_halt Have a look at my page 18:58, 20 January 2008 (UTC)
Shouldn't the argument be that if he's a noob, he gets killed for it? Bring bad skills, or use them badly, and you die. -- Alaris_sig Alaris 18:49, 3 July 2008 (UTC)

Buff Unnecessary[edit]

Some people are complaining that this skill is horrible and worthless, but if you consider how powerful it is with energy depletion like Wither/Malaise, it's considerably good damage... You can cause damage up into the hundreds if the target has enough missing energy, and repeat shortly thereafter if you take more energy away. More importantly, if you cause a lot of exhaustion (such as using Arcane Languor on a caster), you can spam it without the consequence of replenishing the target's energy (perhaps Mantra of Recovery + Arcane Echo Aneurysm), and you will be able to kill an enemy who is completely disabled in a matter of seconds... He Who Likes Arrows 19:29, 24 August 2008 (UTC)

I think the real problem is that it doesn't instantly kill the target and bake you a cake without any effort. That's why people want it buffed, imo. It's fine as-is and annoying as shit... as is. -- euphoracle | talk 21:05, 20 October 2008 (UTC)
I agree, the skill is fine. I use it in the Jade Quarry pretty often and it works fine. I'm going after eles most of the time anyway since they can typically take a mine by themselves. Just remove their attunement, let them cast a few skills, then bam. Briareus 08:50, 2 December 2008 (UTC)
On My Elementalist, I easily have over 90 energy. Most rez spells restore very limited amounts of energy, somethimes none at all. You're looking at an immediate 200+ damage that bypasses armour. It's also good to give them full energy after a massive burn, especially just after shutting them down, so you can begin burning again. TwigsterX 18:19, 10 April 2009 (UTC)
It's pointless to use this skill effectively. It definately needs a buff... Why drain then kill when you can just kill quicker? And prot spirit makes this skill lolz--Tyri Sunbeam 00:54, 5 June 2009 (UTC)

i think this could use a buff to damage[edit]

its just that it doesn't do enough! giving them all there energy is going to kill you if you dont kill them with this. 5 damage per energy i don't think would be too bad it can't be spammed after all.

right now, this can only be useful if an ele is drained of all there energy. other classes will happily kill you after you use this on them. Materia user 03:33, 21 June 2009 (UTC)

Mind Wrack + Aneurysm (following this 'buff') Aneurysm Drained Energy --> Drained Health. IF target := Elementalist AND Max Energy := >77 AND Health <80% (think Deep Wound) THEN Target Elementalist dies. -coughiznotevenEliteskill- First of all, lolwin. Second of all; in PvP this scenario appears often. -coughWSDervs- Just bring a random Drainer Mesmer + Mind Wrack + Aneurysm and the Derv can run along putting DW on all Ele's in range! (/sarcasm) No. (And needs less QQ) Though; friend of mine actually killed random shrinecappers with this one and we were like lolwut. :3 Ryuu 22:12, 16 July 2009 (UTC)

Love the animation and sound[edit]

I don't like this skill, but am I the only one who loves the animation sound this makes when it's used on you? Along with Soothing Images, some skills have just perfect effects on others. Previously Unsigned 03:23, 4 October 2009 (UTC)

This is one of the few skills I've never actually used, lol. I keep procrastinating because playing ranger is so much more fun than mesmer. :P -~=Sparky User Sparky, the Tainted charr sig.PNG (talk) 03:34, 4 October 2009 (UTC)
Get online so I can test it out on you so you can see! Oh and BTW I can't play Rangers lol. I have tried and been clueless on what I'm supposed to be doing. Previously Unsigned 00:37, 7 October 2009 (UTC)


Out of blatant curiosity, how do they use this? Do they simply spam it on recharge on any random foe, or will they actually use it correctly? 16:40, 29 October 2009 (UTC)

My guese,Only on caster profetions,they might tend to avoid use on warrior/paragon types because of low energy all together.--Neil2250 User Neil2250 sig icon5.jpg 14:19, 13 January 2010 (UTC)



Bring this[edit]

And use it on monks to undo any and all blue-bar pressure your team has built up over xx minutes of engagement. They might send you a thank-you card. I know I would. Kay 09:44, 27 October 2010 (UTC)