Well you have a few choices here.
Earth has some nice damage combos that are instant PBAOE (after casting)
Water has some nice damage that slows
Air has some defense bypasses
and Fire has nice DoT spells.
Depends on which you want to use.
Elites like Mind Burn with fire works like a champ. As an elementalist, you can begin a fight with over 100 energy. So you'll get the double damage almost every time, plus the burning. With a monk capping around 450 hp without buffs, two of them will kill a monk that is around half dead provided he doesn't notice the insane amount of damage. Combine this with aoe spells like phoenix and inferno, makes for a nice fire guy. Other direct damages such as meteor and high impact damage (+100 with 9 fire points). The problem with fire is that most tanks resist it, and other elementalist almost always go +fire.
Earth spells have a nice combo. Earthquake for 60 damage and aftershock for 140 damage. Use energy gaining spells and spam an obsidian flame for 100 unresisted damage. considering the defense associated with Earth and you have a nice build after some stoning spells.
Water. Damn warriors hate ice spells. They fear them. The slow effects of a well timed ice spell can own most classes. The slowing effects are more usefull that most and become more epic with more skill points because of the length of -speed. The damage isn't that great for most, but then again- who needs damage when you have control? Prevention is sometimes better than healing.
Air. Air is all around decent. With types of status attacks and the ability to bypass armor, Air is great for doing what you need to do. Lightning is difficult to use because of slow recharges and high energy costs. But combined with mesmer DoT spells and energy drain, you'll wonder why you didn't think of this sooner.
late and GL
-B
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