Depends on what behaviour do you need. If you only need the energy to be visible in the GUI use the vanilla container listener system:
Have a local field storing the last energy value in the container.
In Container#detectAndSendChanges compare the local value to the actual energy value. If they differ send the actual value to all listeners using IContainerListener#sendWindowProperty. You can use the second argument to differentiate between different data you need to send to the clients.
In Container#updateProgressBar(client-side only!) you will get the data alongside with the ID you've assigned to it. Compare the IDs and if it maches set the tile's energy to data you got.
Send the initial data values to new listeners in Container#addListener using the same IContainerListener#sendWindowProperty
This method ensures that every player who has the container opened will see the correct values. You can see an example of me using this to sync the energy in my container here.
However if you need more than that(for example your rendering depends on the amount of energy you have) the container isn't the best solution since it will only work while the player has the container opened. In this case you will have to use packets.
As long as you expose the energy capability in your tile the pipes/conduits will be able to push FE into your tile by themsemves and you won't need to manually drain anything. It is not always possible - some mods might not even have their wires have a TileEntity/expose the energy capability but instead treat pipes/conduits as valid "paths" for the energy produced by generators to traverse(aka a simple pathing algorythm). This way a pipe/conduit is but a connector that doesn't have any properties on it's own and it's the power providers that do all the work. As an example here is my TileEntity that has an internal energy storage and can use that energy for specific operations. Note that the only thing it does is expose the energy capability. It doesn't drain any ajacent energy storages or anything. And as far as I am aware it works perfectly fine with TE and EIO and many other mods.
TL;DR: You don't need to drain from pipes/conduits as they tend to eject energy by themselves as long as you expose the FE capability.
It might be the case that the energy bank returns false at IEnergyStorage#canExtract if it is not configured to push to that side.
I also noticed this had disappeared from my own forum view.
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