This is the Build i use on my Elementalist.
Fire (30pts) : Internal Fire, Pyromancer's Alacrity, Pyromancer's Puissance
Earth (30pts) : Salt Stone, Strength of Stone, Serrated Stones
Acarne (10pts) : Elemental Attunement
Armor and Weapons: Carrion (I'm not comfortable with 10K hp so with Carrion i get 14K hp with good Power/Condition Dmg)
Back Item and Rings : Rabid (I would prefer Rampage, but Ascended stats set are limited)
Neck and Earings : Rampager
Runes : Condition duration is you friend here.
Sigil : For now i'm still need to play more with my Elementalist to see which Sigil would be best for me. I don't get enough critical chance to use a critical chance sigil, i don't like using charge of kill sigil and i don't always switch attunement often during some fight so no Swap Sigil, so i have to choose between Sigil of Agony, Sigil of Smoldering, Sigil of Accuracy or Sigil of Force.
Glypgh of Elemental Harmony : i try to use it when i'm in Water attunement for regeneration
Lighning Flash : I always have it, so usefull.
Arcane Shield : Also a great skill. I use it mainly to revive ally in dangerous situation, to give me enough time to heal myself after i took a huge attack or when i'm out of dodge.
Mist Form : In some occasion, its a safety net. But i tend to use it less and less.
Cleasing Fire : I use is for situation when i'll probably get a lot of condition and that my water 5th skill won't be enough.
Frost Bow : In AC, this is a must.
Other than that Acane Power and Acane Blast is alway good skills.
Elite Skill : Fiery Greatsword give you a high dps, while Elemental Glyph can give dps (Fire) or tanky (Earth).
I use mainly Fire/Earth attunement with a Specter/Dagger weapon set.
Fire : I use the rotation skils 4-2-3 as often as i can because each time i do it give me 6 stack of might (in combinaison with the Trait Pyromancer's Puissance i usually got between 15 and 25 stack of might on my own. Other then that i use auto-attack and skill 5 (your foe should be almost always buring so skill 5 gonna make maximum dmg).
Earth : With the 2 dagger skill in Fire attunement, you gonna be in short range. For more difficult foe in melee, i use Earth. Your main dps come from the Auto-Attack so you can focus on evade attack and dodge. After that you use skill 4 to interrupt foe and help teamates or when a melee mobs run after you. Use skill 5 in combinaison with skill 4 (to protect you) only in high density mobs zone (other than that it don't give you a high dps). Skill 2 help a little against ranged foe, but the attack is useless. A well timed skill 3 can save dmg to you or a friend.
Water : When you are in a bad situation skill 5 heal and remove a condition, while skill 3 heal. Skill 4 can help if foe surround you and you wanna run away but i use it rarely. The other way i use water is for better pure dmg against object (not affected by critical and condition). I use only the auto-attack since the skill 2 do less dmg but give vulnerability which is usuless against object.
Air: I only use it for the speed and mouvement. Swtifness on attunement swap and on skill 5 (with a evade). The skill 4 allow you to go faster.
Edited by Thaddeuz, 10 January 2013 - 11:50 PM.