This setup is extremely good at what it does. So good that once you get it down, be prepared to deal with positive enemy feedback like this (yellow text).
In a nutshell this setup will effortlessly strip every enchant put on a target, it drains his energy to zero, and then permanently keeps him in that state until your team kills him or someone successfully chases you off. There is no other outcome; he will not be able to gain significant energy or keep any enchants on him as long as you are handling your business:
Enchanter's Misery (MeMo)
Fast Cast 12
Mantra of Recovery: For 17s all of your spells recharge 50% faster
Ether Phantom: Hex causes foe to suffer -1E degen for 10s, -5E if it ends prematurely
Discharge Enchantment: Remove one enchantment from foe, recharges 48% faster if he's Hexed
Energy Tap: Drain -7E from foe, gain a net +9E
Ether Feast: Drain -3E from foe, gain +45 HP per unit (max +135 HP)
Drain Delusions: If this removes a Mesmer Hex from foe, he loses -5E and you gain +2E per unit (max +10E)
Distortion: 75% chance to block physical attacks for 4s, -2E per whiff
Rez Chant: Half range spell rezzes ally with your HP and 7% energy
So far I've gotten three Glads with it today in large part because of how well it works in completely disabling a non-adrenal target from doing absolutely anything except the occasional Signet activation.
It has most of the skills from a Mind Wrack build I posted, but Pat made a good point in that MW's damage doesn't have much of an impact, so I traded it for Discharge Enchantment, dropped all the Domination points to make this improved setup.
Start with Mantra of Recovery as you Hex with Ether Phantom. Next cast Energy Tap to recover mana and send it into recharge where it is ready in 12.5s, allowing you to cast ET again before your MoRecovery stance ends. Now cast Discharge Enchantment if a foe has one up.
EP is the 10s Hex that allows DE to recharge 48% faster than its normal 15s for a net 7.8s recharge, however under Mantra of Recovery note that Discharge Enchantment on a Hexed foe is ready every 3.9s! This has an amazing effect on this build's overall effectiveness, particularly against Monks and Dervishes. Almost no enchant is safe as long as you're around.
Ether Phantom normally recharges in 10s, but it comes back in 5s under MoRecovery. Keep this in mind because for maximum energy drainage you want to cancel and use it every 5s. So after Discharge Enchant is cast (if it was needed of course), cast Ether Feast to drain another -3E. You can now cast Drain Delusions to trigger EP's -5E along with another -5E from DD.
All of this can be done in just over 5s because of your high FC points. Go right into EP again and continue to strip an enchant with DE and drain energy with EF followed by another DD as you wait for Energy Tap to return. Without ET it takes about 4s per combo, so you are always taking a foe's mana when in rhythm:
Ether Phantom+Drain Delusions = -10E total
Ether feast = -3E
Energy Tap = -7E
Total (w/ET): -20E
Total (wo/ET) -13E
So after the -20E combo you drain -13E every 5s. After a couple of -13Es, you get -20E again. No enemy can regain useful energy when you do this in rhythm. Just make sure that you don't cast ET when MoRecovery is down for the 3s between re-activation of the Stance. Combined with the enchant stripping, they waste energy putting enchants back up (which you take back down), allowing you to drain all their mana even faster.
Energy use for all of this? You start with max +62E. The famous combo of EP->DD pays for itself because of the +10E it gives back. Energy Tap pays for itself, plus gives you an extra 4E to pay for cost of EF's -5E cost. Right there you are only at a -1E net cost, but since ET takes 12.5s to recharge your net cost is -5E every 5s, which is easily covered by natural energy regen (+6.5E with +4E pips).
So on an unenchanted foe, you should be at full energy pretty much the entire time unless you continue casting while he's at 0E (you don't get much energy from ET and DD this if he has little to drain).
On an enchanted foe, you lose -10E per Discharge Enchant cast. Since the rest of the build pays for itself, this cost is not a problem. If the enemy can't replace enchants quickly, you rarely cast it. For those that can, the energy use is still manageable since eventually your target has no energy to replace the enchants you strip.
Even on Nameless Isle for practice, once you get the rhythm you can go through the combo casting non-stop many times with no problems. Just make sure you don't waste any casts and you'll be fine. A healer with no energy and no enchants is about as vulnerable as can be, making them easy kills for your team to take care of. If they are busy killing someone else, you keep your target completely out of the picture until they are ready for him,.
Defensively you get +145 HP every 4s when under MoRecovery. Distortion is great at blocking physical harm. When under attack while Distorting, your energy can drain so kite and cast more conservatively. Minimize enchant stripping but keep taking a foe's energy as best you can.
Before I close let me offer a good strat that's worked for me. It is sometimes best not to go at the Monk right away. By targeting a dangerous non-Healer first as they rush your backline, you can get him struggling for energy early, limiting the harm he can impose on your team.
I'll gimp an Assassin, Derv or Ranger first sometimes, then move on to the Monk or Rit for a more permanent lockdown cycle. You can freely change targets whenever you want, so when I get one foe to zero energy I'll go to someone else unless he needs to stay at zero energy.
This is up there as one of my all-time favorite Mesmer builds. Give it a try and see if you have as much fun with it as I am having.