Due to computer issues, I haven't actually PLAYED much recently, so this is untested too. But it's an interesting idea.
E/Mo
Armor -- your fire hat with the sup rune, otherwise collector's armor with sup Earth and sup Energy Storage, for 255 HP total.
Earth -- 13
Fire -- 16 or close
Prot and Energy Storage -- the rest, divide up as suits
Weapon -- one of the usual-suspect enchantment extenders, such as Galigord's Staff or Rago's Flame Staff or even Kephket's.
Skills
Stoneflesh Aura
Protective Spirit
These two are the Stoneguard combo, providing perfect invulnerability against ordinary damage.
Elemental Attunement (E)
Fire Attunement
Immolate or Mark of Rodgort
Glowing Gaze
These four taken together provide tremendous energy management. Note that Mark of Rodgort triggers burning and hence energy gain upon being hit by Glowing Gaze. Note also that Immolate, MoR, and GG all have the same recharge time, so HSR caster items may be less useful than is normally the case.
This leaves two slots for damage or utility. Damage would be Sliver Armor and/or fire damage spells (note that MoR becomes more attractive if you're also dealing out fire damage). As for defense:
Aura of Restoration provides health gain if anything goes wrong -- degen, life stealing, mild enchantment stripping, KD, disruption. It's also a cover in the case of stripping.
Ward of Stability can provide heavy knockdown mitigation
I see no solution to more serious enchantment stripping, or to heavy interruption (Glyph of Concentration is unlikely to be enough, and Mantra of Resolve isn't available).
Now what could get REALLY interesting would be doing this in a team of two, presumably with Sousuke/Zhed. If you do the numbers on energy flow, it turns out that one character can cast enough Protective Spirits to protect two. If you do that, the other one can do MoR for both. (Since I don't trust the AI to use MoR properly, his job is PS.) That frees up some skillbar slots for more damage or wards. And while the AI will have a tight energy situation as well as being rather busy casting other stuff, Fireball or Liquid Flame would only cost him 1 net energy each.
The human doesn't even have to go Ele/Mo, actually. So in an area with annoying interruption, he can go Ele/Me with Mantra of Resolve and try to tank. Although I imagine the success of that tactic would be restricted by the need of the Ele/Mo to attack for energy-gain reasons. Another option is to have the human be the interrupter, if that's needed.
F

