The problem with air on heroes is it requires more skill to use that the other elements. With AoE you just plop it on a group of mobs (not hard). With single target spikes, you need to prioritize what you're spiking, and blind targets worth blinding (that warrior hammering on your backline, the ranger magebane-ing your WoH, etc.)
You're not going to see an ele hero plop a blind on a warrior and then spike the monk with gale and orb in succession like any good PvP air ele.
I mean, shell shock needs to be put somewhere useful and followed up. It's not like Weaken armor where you can just drop it on a large mob. Also shock arrow can sometimes miss.
B-surge isn't that strong anymore given buffs to Ineptitude. It's more spammy than Ineptitude so it works better against condition removal but it doesn't have that WTF 130-140ish damage (that's shellshock--> invoke on casters) and it isn't in the same line as Arcane Conundrum (caster hate) and Clumsiness/Wandering Eye (aoe damage). Lightning orb is a projectile but the cracked armor makes it worth it.
Skills worth using:
Lightning Orb
Chain Lightning
B-surge
Shock arrow
Invoke is pretty decent, but it's not worth bringing over a Mesmer most of the time. It will do 112 consistently before cracked armor (140 is possible on cracked armor targets), whereas E-surge will give you 80-90 nearby instead of to 3 targets and you could even run Keystone signet, signet of clumsiness for the same damage. B-surge on heroes will be used in a dumb way so be prepared to see blind on monks.
I can't see heroes properly using Lightning orb and it requires line of sight so you'll see orb into walls sometimes.
Without blind and knockdown you're better off running something else.
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I would probably run something like:
12+1+1 air
8+1 Energy storage
10 utility (Restoration Magic/Prot/Smite/Command)
can also drop energy storage to 6+1 and run 11 in utility (not necessary for aegis), dropping AoR for 2 utility instead of 1
1 Shock Arrow
2 GoLE
3 Chain Lightning
4 Invoke/B-surge
5 Aura of Restoration
6 Air Attunement
7 Protective was Kaolai, Aegis / Convert Hexes (micro), Smite Hex, Stand Your Ground/Fall Back, etc. (utility slot)
8 Res
The problem is unlike Necros who have innate energy management anything non-elementalist needs to be on long cooldown. Splinter is a good skill but I'd put it on a Necro or Rit.
Stand Your Ground/Fall Back are actually better on Necros since Glyphs don't work on them, but I guess Shock arrow covers for this flaw. As long as you don't have Lightning Orb, you're good since 10 energy + attunement+ AoR = 5 energy (which is 3.75 seconds on 4 pips of energy). 15 Energy skills need to be glyphed to be effective, otherwise they cost 9 energy or 7 seconds of energy regen (even with AoR + attunement).